Creates and initializes the Matrix4 to the 4x4 identity matrix.
A column-major list of matrix values.
Decomposes this matrix into its position, quaternion and scale components. Note: Not all matrices are decomposable in this way. For example, if an object has a non-uniformly scaled parent, then the object's world matrix may not be decomposable, and this method may not be appropriate.
Computes and returns the determinant of this matrix. Based on the method outlined here.
Sets the elements of this matrix based on an array in column-major format.
The array to read the elements from.
( optional ) offset into the array. Default is 0.
Gets the maximum scale value of the 3 axes.
Resets this matrix to the identity matrix.
Inverts this matrix, using the analytic method. You can not invert with a determinant of zero. If you attempt this, the method produces a zero matrix instead.
Creates an orthographic projection matrix. This is used internally by OrthographicCamera.updateProjectionMatrix().
Creates a perspective projection matrix. This is used internally by PerspectiveCamera.updateProjectionMatrix()
Creates a perspective projection matrix. This is used internally by PerspectiveCamera.updateProjectionMatrix()
Sets the rotation component of this matrix to the rotation specified by q, as outlined here. The rest of the matrix is set to the identity. So, given q = w + xi + yj + zk, the resulting matrix will be:
1-2y²-2z² 2xy-2zw 2xz+2yw 0 2xy+2zw 1-2x²-2z² 2yz-2xw 0 2xz-2yw 2yz+2xw 1-2x²-2y² 0 0 0 0 1
Sets this matrix as a shear transform: 1, yx, zx, 0, xy, 1, zy, 0, xz, yz, 1, 0, 0, 0, 0, 1
The amount to shear X by Y.
The amount to shear X by Z.
The amount to shear Y by X.
The amount to shear Y by Z.
The amount to shear Z by X.
The amount to shear Z by Y.
array to store the resulting vector in.
offset in the array at which to put the result. Writes the elements of this matrix to an array in column-major format.
Transposes this matrix.
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A class representing a 4x4 matrix. The most common use of a 4x4 matrix in 3D computer graphics is as a Transformation Matrix.a For an introduction to transformation matrices as used in WebGL, check out this tutorial. This allows a Vector3 representing a point in 3D space to undergo transformations such as translation, rotation, shear, scale, reflection, orthogonal or perspective projection and so on, by being multiplied by the matrix. This is known as applying the matrix to the vector. Every Object3D has three associated Matrix4s: Object3D.matrix: This stores the local transform of the object. This is the object's transformation relative to its parent. Object3D.matrixWorld: The global or world transform of the object. If the object has no parent, then this is identical to the local transform stored in matrix. Object3D.modelViewMatrix: This represents the object's transformation relative to the camera's coordinate system. An object's modelViewMatrix is the object's matrixWorld pre-multiplied by the camera's matrixWorldInverse.
Cameras have three additional Matrix4s: Camera.matrixWorldInverse: The view matrix - the inverse of the Camera's matrixWorld. Camera.projectionMatrix: Represents the information how to project the scene to clip space. Camera.projectionMatrixInverse: The inverse of projectionMatrix. Note: Object3D.normalMatrix is not a Matrix4, but a Matrix3.
A Note on Row-Major and Column-Major Ordering The set() method takes arguments in row-major order, while internally they are stored in the .elements array in column-major order. This means that calling const m = new THREE.Matrix4(); m.set( 11, 12, 13, 14, 21, 22, 23, 24, 31, 32, 33, 34, 41, 42, 43, 44 ); will result in the .elements array containing: m.elements = [ 11, 21, 31, 41, 12, 22, 32, 42, 13, 23, 33, 43, 14, 24, 34, 44 ]; and internally all calculations are performed using column-major ordering. However, as the actual ordering makes no difference mathematically and most people are used to thinking about matrices in row-major order,g the three.js documentation shows matrices in row-major order. Just bear in mind that if you are reading the source code, you'll have to take the transpose of any matrices outlined here to make sense of the calculations.
Extracting position, rotation and scale There are several options available for extracting position, rotation and scale from a Matrix4. Vector3.setFromMatrixPosition: can be used to extract the translation component. Vector3.setFromMatrixScale: can be used to extract the scale component. Quaternion.setFromRotationMatrix, Euler.setFromRotationMatrix or .extractRotation can be used to extract the rotation component from a pure (unscaled) matrix. .decompose can be used to extract position, rotation and scale all at once. See the ngx3js docs page for details.
Examples
css3d / molecules physics / ammo / instancing webgl / custom / attributes / points2 webgl / clipping / advanced webgl / geometry / minecraft