Matrix class
class Matrix
- Annotations
-
- @JS()
Constructors
- Matrix()
Properties
- hashCode → int
-
The hash code for this object.
no setterinherited
- IdentityReadOnly → Matrix
-
no setter
- m → dynamic
-
no setter
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
- updateFlag ↔ num
-
getter/setter pair
- Use64Bits → bool
-
no setter
Methods
-
add(
Matrix other) → Matrix -
addAtIndex(
num index, num value) → Matrix -
addToRef(
Matrix other, Matrix result) → Matrix -
addToSelf(
Matrix other) → Matrix -
addTranslationFromFloats(
num x, num y, num z) → Matrix -
asArray(
) → dynamic -
clone(
) → Matrix -
copyFrom(
Matrix other) → Matrix -
copyToArray(
dynamic array, [num offset]) → Matrix -
decompose(
[Vector3 scale, Quaternion rotation, Vector3 translation]) → bool -
determinant(
) → num -
equals(
Matrix value) → bool -
getClassName(
) → String -
getHashCode(
) → num -
getRotationMatrix(
) → Matrix -
getRotationMatrixToRef(
Matrix result) → Matrix -
getRow(
num index) → Vector4 -
getTranslation(
) → Vector3 -
getTranslationToRef(
Vector3 result) → Matrix -
invert(
) → Matrix -
invertToRef(
Matrix other) → Matrix -
isIdentity(
) → bool -
isIdentityAs3x2(
) → bool -
multiply(
Matrix other) → Matrix -
multiplyAtIndex(
num index, num value) → Matrix -
multiplyToArray(
Matrix other, dynamic result, num offset) → Matrix -
multiplyToRef(
Matrix other, Matrix result) → Matrix -
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
removeRotationAndScaling(
) → Matrix -
reset(
) → Matrix -
scale(
num scale) → Matrix -
scaleAndAddToRef(
num scale, Matrix result) → Matrix -
scaleToRef(
num scale, Matrix result) → Matrix -
setRow(
num index, Vector4 row) → Matrix -
setRowFromFloats(
num index, num x, num y, num z, num w) → Matrix -
setTranslation(
Vector3 vector3) → Matrix -
setTranslationFromFloats(
num x, num y, num z) → Matrix -
toArray(
) → dynamic -
toggleModelMatrixHandInPlace(
) → void -
toggleProjectionMatrixHandInPlace(
) → void -
toNormalMatrix(
Matrix ref) → void -
toString(
) → String -
A string representation of this object.
inherited
-
transpose(
) → Matrix -
transposeToRef(
Matrix result) → Matrix
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited
Static Methods
-
Compose(
Vector3 scale, Quaternion rotation, Vector3 translation) → Matrix -
ComposeToRef(
Vector3 scale, Quaternion rotation, Vector3 translation, Matrix result) → void -
DecomposeLerp(
Matrix startValue, Matrix endValue, num gradient) → Matrix -
DecomposeLerpToRef(
Matrix startValue, Matrix endValue, num gradient, Matrix result) → void -
FromArray(
List< num> array, [num offset]) → Matrix -
FromArrayToRef(
List< num> array, num offset, Matrix result) → void -
FromFloat32ArrayToRefScaled(
dynamic array, num offset, num scale, Matrix result) → void -
FromQuaternionToRef(
Quaternion quat, Matrix result) → void -
FromValues(
num initialM11, num initialM12, num initialM13, num initialM14, num initialM21, num initialM22, num initialM23, num initialM24, num initialM31, num initialM32, num initialM33, num initialM34, num initialM41, num initialM42, num initialM43, num initialM44) → Matrix -
FromValuesToRef(
num initialM11, num initialM12, num initialM13, num initialM14, num initialM21, num initialM22, num initialM23, num initialM24, num initialM31, num initialM32, num initialM33, num initialM34, num initialM41, num initialM42, num initialM43, num initialM44, Matrix result) → void -
FromXYZAxesToRef(
Vector3 xaxis, Vector3 yaxis, Vector3 zaxis, Matrix result) → void -
GetAsMatrix2x2(
Matrix matrix) → dynamic -
GetAsMatrix3x3(
Matrix matrix) → dynamic -
GetFinalMatrix(
Viewport viewport, Matrix world, Matrix view, Matrix projection, num zmin, num zmax) → Matrix -
Identity(
) → Matrix -
IdentityToRef(
Matrix result) → void -
Invert(
Matrix source) → Matrix -
Lerp(
Matrix startValue, Matrix endValue, num gradient) → Matrix -
LerpToRef(
Matrix startValue, Matrix endValue, num gradient, Matrix result) → void -
LookAtLH(
Vector3 eye, Vector3 target, Vector3 up) → Matrix -
LookAtLHToRef(
Vector3 eye, Vector3 target, Vector3 up, Matrix result) → void -
LookAtRH(
Vector3 eye, Vector3 target, Vector3 up) → Matrix -
LookAtRHToRef(
Vector3 eye, Vector3 target, Vector3 up, Matrix result) → void -
OrthoLH(
num width, num height, num znear, num zfar) → Matrix -
OrthoLHToRef(
num width, num height, num znear, num zfar, Matrix result) → void -
OrthoOffCenterLH(
num left, num right, num bottom, num top, num znear, num zfar) → Matrix -
OrthoOffCenterLHToRef(
num left, num right, num bottom, num top, num znear, num zfar, Matrix result) → void -
OrthoOffCenterRH(
num left, num right, num bottom, num top, num znear, num zfar) → Matrix -
OrthoOffCenterRHToRef(
num left, num right, num bottom, num top, num znear, num zfar, Matrix result) → void -
PerspectiveFovLH(
num fov, num aspect, num znear, num zfar) → Matrix -
PerspectiveFovLHToRef(
num fov, num aspect, num znear, num zfar, Matrix result, [bool isVerticalFovFixed]) → void -
PerspectiveFovReverseLHToRef(
num fov, num aspect, num znear, num zfar, Matrix result, [bool isVerticalFovFixed]) → void -
PerspectiveFovReverseRHToRef(
num fov, num aspect, num znear, num zfar, Matrix result, [bool isVerticalFovFixed]) → void -
PerspectiveFovRH(
num fov, num aspect, num znear, num zfar) → Matrix -
PerspectiveFovRHToRef(
num fov, num aspect, num znear, num zfar, Matrix result, [bool isVerticalFovFixed]) → void -
PerspectiveFovWebVRToRef(
MatrixPerspectiveFovWebVRToRefFov fov, num znear, num zfar, Matrix result, [bool rightHanded]) → void -
PerspectiveLH(
num width, num height, num znear, num zfar) → Matrix -
Reflection(
IPlaneLike plane) → Matrix -
ReflectionToRef(
IPlaneLike plane, Matrix result) → void -
RotationAlignToRef(
Vector3 from, Vector3 to, Matrix result) → void -
RotationAxis(
Vector3 axis, num angle) → Matrix -
RotationAxisToRef(
Vector3 axis, num angle, Matrix result) → void -
RotationX(
num angle) → Matrix -
RotationXToRef(
num angle, Matrix result) → void -
RotationY(
num angle) → Matrix -
RotationYawPitchRoll(
num yaw, num pitch, num roll) → Matrix -
RotationYawPitchRollToRef(
num yaw, num pitch, num roll, Matrix result) → void -
RotationYToRef(
num angle, Matrix result) → void -
RotationZ(
num angle) → Matrix -
RotationZToRef(
num angle, Matrix result) → void -
Scaling(
num x, num y, num z) → Matrix -
ScalingToRef(
num x, num y, num z, Matrix result) → void -
Translation(
num x, num y, num z) → Matrix -
TranslationToRef(
num x, num y, num z, Matrix result) → void -
Transpose(
Matrix matrix) → Matrix -
TransposeToRef(
Matrix matrix, Matrix result) → void -
Zero(
) → Matrix