[name]
A 4x4 Matrix.
Example
// Simple rig for rotating around 3 axes
var m = new THREE.Matrix4();
var m1 = new THREE.Matrix4();
var m2 = new THREE.Matrix4();
var m3 = new THREE.Matrix4();
var alpha = 0;
var beta = Math.PI;
var gamma = Math.PI/2;
m1.makeRotationX( alpha );
m2.makeRotationY( beta );
m3.makeRotationZ( gamma );
m.multiplyMatrices( m1, m2 );
m.multiply( m3 );
Constructor
[name]( [page:Float n11], [page:Float n12], [page:Float n13], [page:Float n14], [page:Float n21], [page:Float n22], [page:Float n23], [page:Float n24], [page:Float n31], [page:Float n32], [page:Float n33], [page:Float n34], [page:Float n41], [page:Float n42], [page:Float n43], [page:Float n44] )
Initialises the matrix with the supplied row-major values n11..n44, or just creates an identity matrix if no values are passed.
Properties
.[page:Float32Array elements]
A column-major list of matrix values.
Methods
.set( [page:Float n11], [page:Float n12], [page:Float n13], [page:Float n14], [page:Float n21], [page:Float n22], [page:Float n23], [page:Float n24], [page:Float n31], [page:Float n32], [page:Float n33], [page:Float n34], [page:Float n41], [page:Float n42], [page:Float n43], [page:Float n44] ) [page:Matrix4 this]
Sets all fields of this matrix to the supplied row-major values n11..n44.
.identity() [page:Matrix4 this]
Resets this matrix to identity.
.copy( [page:Matrix4 m] ) [page:Matrix4 this]
Copies a matrix *m* into this matrix.
.copyPosition( [page:Matrix4 m] ) [page:Matrix4 this]
Copies the translation component of the supplied matrix *m* into this matrix translation component.
.extractRotation( [page:Matrix4 m] ) [page:Matrix4 this]
Extracts the rotation of the supplied matrix *m* into this matrix rotation component.
.lookAt( [page:Vector3 eye], [page:Vector3 center], [page:Vector3 up], ) [page:Matrix4 this]
Constructs a rotation matrix, looking from *eye* towards *center* with defined *up* vector.
.multiply( [page:Matrix4 m] ) [page:Matrix4 this]
Multiplies this matrix by *m*.
.multiplyMatrices( [page:Matrix4 a], [page:Matrix4 b] ) [page:Matrix4 this]
Sets this matrix to *a x b*.
.multiplyToArray( [page:Matrix4 a], [page:Matrix4 b], [page:Array r] ) [page:Matrix4 this]
Sets this matrix to *a x b* and stores the result into the flat array *r*.
*r* can be either a regular Array or a TypedArray.
.multiplyScalar( [page:Float s] ) [page:Matrix4 this]
Multiplies this matrix by *s*.
.determinant() [page:Float]
Computes determinant of this matrix.
Based on [link:http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm]
.transpose() [page:Matrix4 this]
Transposes this matrix.
.flattenToArray( [page:Array flat] ) [page:Array]
Flattens this matrix into supplied *flat* array.
.flattenToArrayOffset( [page:Array flat], [page:Integer offset] ) [page:Array]
Flattens this matrix into supplied *flat* array starting from *offset* position in the array.
.setPosition( [page:Vector3 v] ) [page:Matrix4 this]
Sets the position component for this matrix from vector *v*.
.getInverse( [page:Matrix4 m] ) [page:Matrix4 this]
Sets this matrix to the inverse of matrix *m*.
Based on [link:http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm].
.makeRotationFromEuler( [page:Vector3 v], [page:String order] ) [page:Matrix4 this]
v — Rotation vector.
order — The order of rotations. Eg. "XYZ".
Sets the rotation submatrix of this matrix to the rotation specified by Euler angles, the rest of the matrix is identity.
Default order is *"XYZ"*.
.makeRotationFromQuaternion( [page:Quaternion q] ) [page:Matrix4 this]
Sets the rotation submatrix of this matrix to the rotation specified by *q*. The rest of the matrix is identity.
.scale( [page:Vector3 v] ) [page:Matrix4 this]
Multiplies the columns of this matrix by vector *v*.
.compose( [page:Vector3 translation], [page:Quaternion quaternion], [page:Vector3 scale] ) [page:Matrix4 this]
Sets this matrix to the transformation composed of *translation*, *quaternion* and *scale*.
.decompose( [page:Vector3 translation], [page:Quaternion quaternion], [page:Vector3 scale] ) [page:Array]
Decomposes this matrix into the *translation*, *quaternion* and *scale* components.
If parameters are not passed, new instances will be created.
.makeTranslation( [page:Float x], [page:Float y], [page:Float z] ) [page:Matrix4 this]
Sets this matrix as translation transform.
.makeRotationX( [page:Float theta] ) [page:Matrix4 this]
theta — Rotation angle in radians.
Sets this matrix as rotation transform around x axis by *theta* radians.
.makeRotationY( [page:Float theta] ) [page:Matrix4 this]
theta — Rotation angle in radians.
Sets this matrix as rotation transform around y axis by *theta* radians.
.makeRotationZ( [page:Float theta] ) [page:Matrix4 this]
theta — Rotation angle in radians.
Sets this matrix as rotation transform around z axis by *theta* radians.
.makeRotationAxis( [page:Vector3 axis], [page:Float theta] ) [page:Matrix4 this]
axis — Rotation axis, should be normalized.
theta — Rotation angle in radians.
Sets this matrix as rotation transform around *axis* by *angle* radians.
Based on [link:http://www.gamedev.net/reference/articles/article1199.asp].
.makeScale( [page:Float x], [page:Float y], [page:Float z] ) [page:Matrix4 this]
Sets this matrix as scale transform.
.makeFrustum( [page:Float left], [page:Float right], [page:Float bottom], [page:Float top], [page:Float near], [page:Float far] ) [page:Matrix4 this]
Creates a [page:Frustum frustum] matrix.
.makePerspective( [page:Float fov], [page:Float aspect], [page:Float near], [page:Float far] ) [page:Matrix4 this]
Creates a perspective projection matrix.
.makeOrthographic( [page:Float left], [page:Float right], [page:Float bottom], [page:Float top], [page:Float near], [page:Float far] ) [page:Matrix4 this]
Creates an orthographic projection matrix.
.clone() [page:Matrix4]
Clones this matrix.
.multiplyVector3Array([page:Array a]) [page:Array]
array -- An array in the form [vector1x, vector1y, vector1z, vector2x, vector2y, vector2z, ...]
Multiply (apply) this matrix against every vector3 in the array.
.getMaxScaleOnAxis() [page:Float]
Gets the max scale value of the 3 axes.
Source
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]