Uses of Class
org.joml.Matrix4f
Packages that use Matrix4f
Package
Description
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Uses of Matrix4f in org.joml
Modifier and TypeMethodDescriptionMatrix4f.affineSpan(Vector3f arg0, Vector3f arg1, Vector3f arg2, Vector3f arg3) Matrix4f.arcball(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5) Matrix4f.arcball(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Matrix4f arg6) Matrix4fc.arcball(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Matrix4f arg6) Matrix4f.assume(int arg0) Matrix4f.billboardCylindrical(Vector3fc arg0, Vector3fc arg1, Vector3fc arg2) Matrix4f.billboardSpherical(Vector3fc arg0, Vector3fc arg1) Matrix4f.billboardSpherical(Vector3fc arg0, Vector3fc arg1, Vector3fc arg2) Matrix4f.cofactor3x3()Matrix4f.cofactor3x3(Matrix4f arg0) Matrix4fc.cofactor3x3(Matrix4f arg0) Matrix4f.determineProperties()Matrix4f.frustum(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5) Matrix4f.frustum(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, boolean arg6) Matrix4f.frustum(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, boolean arg6, Matrix4f arg7) Matrix4f.frustum(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Matrix4f arg6) Matrix4fc.frustum(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, boolean arg6, Matrix4f arg7) Matrix4fc.frustum(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Matrix4f arg6) Matrix4f.frustumAabb(Vector3f arg0, Vector3f arg1) Matrix4fc.frustumAabb(Vector3f arg0, Vector3f arg1) Matrix4f.frustumLH(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5) Matrix4f.frustumLH(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, boolean arg6) Matrix4f.frustumLH(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, boolean arg6, Matrix4f arg7) Matrix4f.frustumLH(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Matrix4f arg6) Matrix4fc.frustumLH(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, boolean arg6, Matrix4f arg7) Matrix4fc.frustumLH(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Matrix4f arg6) Matrix4f.identity()Matrix4f.invert()Matrix4f.invertAffine()Matrix4f.invertAffine(Matrix4f arg0) Matrix4fc.invertAffine(Matrix4f arg0) Matrix4f.invertFrustum()Matrix4f.invertFrustum(Matrix4f arg0) Matrix4fc.invertFrustum(Matrix4f arg0) Matrix4f.invertOrtho()Matrix4f.invertOrtho(Matrix4f arg0) Matrix4fc.invertOrtho(Matrix4f arg0) Matrix4f.invertPerspective()Matrix4f.invertPerspective(Matrix4f arg0) Matrix4fc.invertPerspective(Matrix4f arg0) Matrix4f.invertPerspectiveView(Matrix4fc arg0, Matrix4f arg1) Matrix4f.invertPerspectiveView(Matrix4x3fc arg0, Matrix4f arg1) Matrix4fc.invertPerspectiveView(Matrix4fc arg0, Matrix4f arg1) Matrix4fc.invertPerspectiveView(Matrix4x3fc arg0, Matrix4f arg1) Matrix4f.lookAlong(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5) Matrix4f.lookAlong(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Matrix4f arg6) Matrix4fc.lookAlong(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Matrix4f arg6) Matrix4f.lookAt(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, float arg6, float arg7, float arg8) Matrix4f.lookAt(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, float arg6, float arg7, float arg8, Matrix4f arg9) Matrix4fc.lookAt(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, float arg6, float arg7, float arg8, Matrix4f arg9) Matrix4f.lookAtLH(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, float arg6, float arg7, float arg8) Matrix4f.lookAtLH(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, float arg6, float arg7, float arg8, Matrix4f arg9) Matrix4fc.lookAtLH(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, float arg6, float arg7, float arg8, Matrix4f arg9) Matrix4f.lookAtPerspective(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, float arg6, float arg7, float arg8, Matrix4f arg9) Matrix4fc.lookAtPerspective(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, float arg6, float arg7, float arg8, Matrix4f arg9) Matrix4f.lookAtPerspectiveLH(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, float arg6, float arg7, float arg8, Matrix4f arg9) Matrix4fc.lookAtPerspectiveLH(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, float arg6, float arg7, float arg8, Matrix4f arg9) Matrix4f.m00(float arg0) Matrix4f.m01(float arg0) Matrix4f.m02(float arg0) Matrix4f.m03(float arg0) Matrix4f.m10(float arg0) Matrix4f.m11(float arg0) Matrix4f.m12(float arg0) Matrix4f.m13(float arg0) Matrix4f.m20(float arg0) Matrix4f.m21(float arg0) Matrix4f.m22(float arg0) Matrix4f.m23(float arg0) Matrix4f.m30(float arg0) Matrix4f.m31(float arg0) Matrix4f.m32(float arg0) Matrix4f.m33(float arg0) Matrix4f.mul(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, float arg6, float arg7, float arg8, float arg9, float arg10, float arg11, float arg12, float arg13, float arg14, float arg15) Matrix4f.mul(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, float arg6, float arg7, float arg8, float arg9, float arg10, float arg11, float arg12, float arg13, float arg14, float arg15, Matrix4f arg16) Matrix4f.mul(Matrix3x2fc arg0) Matrix4f.mul(Matrix3x2fc arg0, Matrix4f arg1) Matrix4f.mul(Matrix4x3fc arg0) Matrix4f.mul(Matrix4x3fc arg0, Matrix4f arg1) Matrix4fc.mul(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, float arg6, float arg7, float arg8, float arg9, float arg10, float arg11, float arg12, float arg13, float arg14, float arg15, Matrix4f arg16) Matrix4fc.mul(Matrix3x2fc arg0, Matrix4f arg1) Matrix4fc.mul(Matrix4x3fc arg0, Matrix4f arg1) Matrix4f.mul3x3(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, float arg6, float arg7, float arg8) Matrix4f.mul3x3(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, float arg6, float arg7, float arg8, Matrix4f arg9) Matrix4fc.mul3x3(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, float arg6, float arg7, float arg8, Matrix4f arg9) Matrix4f.mul4x3ComponentWise(Matrix4fc arg0) Matrix4f.mul4x3ComponentWise(Matrix4fc arg0, Matrix4f arg1) Matrix4fc.mul4x3ComponentWise(Matrix4fc arg0, Matrix4f arg1) Matrix4f.mulAffineR(Matrix4fc arg0) Matrix4f.mulAffineR(Matrix4fc arg0, Matrix4f arg1) Matrix4fc.mulAffineR(Matrix4fc arg0, Matrix4f arg1) Matrix4f.mulComponentWise(Matrix4fc arg0) Matrix4f.mulComponentWise(Matrix4fc arg0, Matrix4f arg1) Matrix4fc.mulComponentWise(Matrix4fc arg0, Matrix4f arg1) Matrix4f.mulLocalAffine(Matrix4fc arg0) Matrix4f.mulLocalAffine(Matrix4fc arg0, Matrix4f arg1) Matrix4fc.mulLocalAffine(Matrix4fc arg0, Matrix4f arg1) Matrix4f.mulOrthoAffine(Matrix4fc arg0) Matrix4f.mulOrthoAffine(Matrix4fc arg0, Matrix4f arg1) Matrix4fc.mulOrthoAffine(Matrix4fc arg0, Matrix4f arg1) Matrix4f.mulPerspectiveAffine(Matrix4fc arg0) Matrix4f.mulPerspectiveAffine(Matrix4fc arg0, Matrix4f arg1) Matrix4f.mulPerspectiveAffine(Matrix4x3fc arg0) Matrix4f.mulPerspectiveAffine(Matrix4x3fc arg0, Matrix4f arg1) Matrix4fc.mulPerspectiveAffine(Matrix4fc arg0, Matrix4f arg1) Matrix4fc.mulPerspectiveAffine(Matrix4x3fc arg0, Matrix4f arg1) Matrix4f.mulTranslationAffine(Matrix4fc arg0, Matrix4f arg1) Matrix4fc.mulTranslationAffine(Matrix4fc arg0, Matrix4f arg1) Matrix4f.normal()Matrix4f.normalize3x3()Matrix4f.normalize3x3(Matrix4f arg0) Matrix4fc.normalize3x3(Matrix4f arg0) Matrix4f.obliqueZ(float arg0, float arg1) Matrix4f.ortho(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5) Matrix4f.ortho(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, boolean arg6) Matrix4f.ortho(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, boolean arg6, Matrix4f arg7) Matrix4f.ortho(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Matrix4f arg6) Matrix4fc.ortho(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, boolean arg6, Matrix4f arg7) Matrix4fc.ortho(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Matrix4f arg6) Matrix4f.ortho2D(float arg0, float arg1, float arg2, float arg3) Matrix4f.ortho2DLH(float arg0, float arg1, float arg2, float arg3) Matrix4f.orthoLH(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5) Matrix4f.orthoLH(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, boolean arg6) Matrix4f.orthoLH(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, boolean arg6, Matrix4f arg7) Matrix4f.orthoLH(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Matrix4f arg6) Matrix4fc.orthoLH(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, boolean arg6, Matrix4f arg7) Matrix4fc.orthoLH(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Matrix4f arg6) Matrix4f.orthoSymmetric(float arg0, float arg1, float arg2, float arg3) Matrix4f.orthoSymmetric(float arg0, float arg1, float arg2, float arg3, boolean arg4) Matrix4f.orthoSymmetric(float arg0, float arg1, float arg2, float arg3, boolean arg4, Matrix4f arg5) Matrix4f.orthoSymmetric(float arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4fc.orthoSymmetric(float arg0, float arg1, float arg2, float arg3, boolean arg4, Matrix4f arg5) Matrix4fc.orthoSymmetric(float arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4f.orthoSymmetricLH(float arg0, float arg1, float arg2, float arg3) Matrix4f.orthoSymmetricLH(float arg0, float arg1, float arg2, float arg3, boolean arg4) Matrix4f.orthoSymmetricLH(float arg0, float arg1, float arg2, float arg3, boolean arg4, Matrix4f arg5) Matrix4f.orthoSymmetricLH(float arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4fc.orthoSymmetricLH(float arg0, float arg1, float arg2, float arg3, boolean arg4, Matrix4f arg5) Matrix4fc.orthoSymmetricLH(float arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4f.perspective(float arg0, float arg1, float arg2, float arg3) Matrix4f.perspective(float arg0, float arg1, float arg2, float arg3, boolean arg4) Matrix4f.perspective(float arg0, float arg1, float arg2, float arg3, boolean arg4, Matrix4f arg5) Matrix4f.perspective(float arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4fc.perspective(float arg0, float arg1, float arg2, float arg3, boolean arg4, Matrix4f arg5) Matrix4fc.perspective(float arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4f.perspectiveFrustumSlice(float arg0, float arg1, Matrix4f arg2) Matrix4fc.perspectiveFrustumSlice(float arg0, float arg1, Matrix4f arg2) Matrix4f.perspectiveLH(float arg0, float arg1, float arg2, float arg3) Matrix4f.perspectiveLH(float arg0, float arg1, float arg2, float arg3, boolean arg4) Matrix4f.perspectiveLH(float arg0, float arg1, float arg2, float arg3, boolean arg4, Matrix4f arg5) Matrix4f.perspectiveLH(float arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4fc.perspectiveLH(float arg0, float arg1, float arg2, float arg3, boolean arg4, Matrix4f arg5) Matrix4fc.perspectiveLH(float arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4f.perspectiveOffCenter(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5) Matrix4f.perspectiveOffCenter(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, boolean arg6) Matrix4f.perspectiveOffCenter(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, boolean arg6, Matrix4f arg7) Matrix4f.perspectiveOffCenter(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Matrix4f arg6) Matrix4fc.perspectiveOffCenter(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5) Matrix4fc.perspectiveOffCenter(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, boolean arg6) Matrix4fc.perspectiveOffCenter(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, boolean arg6, Matrix4f arg7) Matrix4fc.perspectiveOffCenter(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Matrix4f arg6) Matrix4f.perspectiveRect(float arg0, float arg1, float arg2, float arg3) Matrix4f.perspectiveRect(float arg0, float arg1, float arg2, float arg3, boolean arg4) Matrix4f.perspectiveRect(float arg0, float arg1, float arg2, float arg3, boolean arg4, Matrix4f arg5) Matrix4f.perspectiveRect(float arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4fc.perspectiveRect(float arg0, float arg1, float arg2, float arg3) Matrix4fc.perspectiveRect(float arg0, float arg1, float arg2, float arg3, boolean arg4) Matrix4fc.perspectiveRect(float arg0, float arg1, float arg2, float arg3, boolean arg4, Matrix4f arg5) Matrix4fc.perspectiveRect(float arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4f.pick(float float0, float float1, float float2, float float3, int[] ints) Matrix4f.pick(float float5, float float7, float float1, float float3, int[] ints, Matrix4f matrix4f1) Matrix4f.projectedGridRange(Matrix4fc arg0, float arg1, float arg2, Matrix4f arg3) Matrix4fc.projectedGridRange(Matrix4fc arg0, float arg1, float arg2, Matrix4f arg3) Matrix4f.reflect(float arg0, float arg1, float arg2, float arg3) Matrix4f.reflect(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5) Matrix4f.reflect(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Matrix4f arg6) Matrix4f.reflect(Quaternionfc arg0, Vector3fc arg1) Matrix4f.reflect(Quaternionfc arg0, Vector3fc arg1, Matrix4f arg2) Matrix4fc.reflect(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Matrix4f arg6) Matrix4fc.reflect(Quaternionfc arg0, Vector3fc arg1, Matrix4f arg2) Matrix4f.reflection(float arg0, float arg1, float arg2, float arg3) Matrix4f.reflection(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5) Matrix4f.reflection(Quaternionfc arg0, Vector3fc arg1) Matrix4f.reflection(Vector3fc arg0, Vector3fc arg1) Matrix4f.rotate(float arg0, float arg1, float arg2, float arg3) Matrix4f.rotate(AxisAngle4f arg0) Matrix4f.rotate(AxisAngle4f arg0, Matrix4f arg1) Matrix4f.rotate(Quaternionfc arg0) Matrix4f.rotate(Quaternionfc arg0, Matrix4f arg1) Matrix4fc.rotate(AxisAngle4f arg0, Matrix4f arg1) Matrix4fc.rotate(Quaternionfc arg0, Matrix4f arg1) Matrix4f.rotateAffine(float arg0, float arg1, float arg2, float arg3) Matrix4f.rotateAffine(float arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4f.rotateAffine(Quaternionfc arg0) Matrix4f.rotateAffine(Quaternionfc arg0, Matrix4f arg1) Matrix4fc.rotateAffine(float arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4fc.rotateAffine(Quaternionfc arg0, Matrix4f arg1) Matrix4f.rotateAffineXYZ(float arg0, float arg1, float arg2) Matrix4f.rotateAffineXYZ(float arg0, float arg1, float arg2, Matrix4f arg3) Matrix4fc.rotateAffineXYZ(float arg0, float arg1, float arg2, Matrix4f arg3) Matrix4f.rotateAffineYXZ(float arg0, float arg1, float arg2) Matrix4f.rotateAffineYXZ(float arg0, float arg1, float arg2, Matrix4f arg3) Matrix4fc.rotateAffineYXZ(float arg0, float arg1, float arg2, Matrix4f arg3) Matrix4f.rotateAffineZYX(float arg0, float arg1, float arg2) Matrix4f.rotateAffineZYX(float arg0, float arg1, float arg2, Matrix4f arg3) Matrix4fc.rotateAffineZYX(float arg0, float arg1, float arg2, Matrix4f arg3) Matrix4f.rotateAround(Quaternionfc arg0, float arg1, float arg2, float arg3) Matrix4f.rotateAround(Quaternionfc arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4fc.rotateAround(Quaternionfc arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4f.rotateAroundAffine(Quaternionfc arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4fc.rotateAroundAffine(Quaternionfc arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4f.rotateAroundLocal(Quaternionfc arg0, float arg1, float arg2, float arg3) Matrix4f.rotateAroundLocal(Quaternionfc arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4fc.rotateAroundLocal(Quaternionfc arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4f.rotateLocal(float arg0, float arg1, float arg2, float arg3) Matrix4f.rotateLocal(float arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4f.rotateLocal(Quaternionfc arg0) Matrix4f.rotateLocal(Quaternionfc arg0, Matrix4f arg1) Matrix4fc.rotateLocal(float arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4fc.rotateLocal(Quaternionfc arg0, Matrix4f arg1) Matrix4f.rotateLocalX(float arg0) Matrix4f.rotateLocalX(float arg0, Matrix4f arg1) Matrix4fc.rotateLocalX(float arg0, Matrix4f arg1) Matrix4f.rotateLocalY(float arg0) Matrix4f.rotateLocalY(float arg0, Matrix4f arg1) Matrix4fc.rotateLocalY(float arg0, Matrix4f arg1) Matrix4f.rotateLocalZ(float arg0) Matrix4f.rotateLocalZ(float arg0, Matrix4f arg1) Matrix4fc.rotateLocalZ(float arg0, Matrix4f arg1) Matrix4f.rotateTowards(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5) Matrix4f.rotateTowards(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Matrix4f arg6) Matrix4f.rotateTowards(Vector3fc arg0, Vector3fc arg1) Matrix4f.rotateTowards(Vector3fc arg0, Vector3fc arg1, Matrix4f arg2) Matrix4fc.rotateTowards(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Matrix4f arg6) Matrix4fc.rotateTowards(Vector3fc arg0, Vector3fc arg1, Matrix4f arg2) Matrix4f.rotateTowardsXY(float arg0, float arg1) Matrix4f.rotateTowardsXY(float arg0, float arg1, Matrix4f arg2) Matrix4fc.rotateTowardsXY(float arg0, float arg1, Matrix4f arg2) Matrix4f.rotateTranslation(float arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4f.rotateTranslation(Quaternionfc arg0, Matrix4f arg1) Matrix4fc.rotateTranslation(float arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4fc.rotateTranslation(Quaternionfc arg0, Matrix4f arg1) Matrix4f.rotateX(float arg0) Matrix4f.rotateXYZ(float arg0, float arg1, float arg2) Matrix4f.rotateY(float arg0) Matrix4f.rotateYXZ(float arg0, float arg1, float arg2) Matrix4f.rotateZ(float arg0) Matrix4f.rotateZYX(float arg0, float arg1, float arg2) Matrix4f.rotation(float arg0, float arg1, float arg2, float arg3) Matrix4f.rotation(AxisAngle4f arg0) Matrix4f.rotation(Quaternionfc arg0) Matrix4f.rotationAround(Quaternionfc arg0, float arg1, float arg2, float arg3) Matrix4f.rotationTowards(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5) Matrix4f.rotationTowards(Vector3fc arg0, Vector3fc arg1) Matrix4f.rotationTowardsXY(float arg0, float arg1) Matrix4f.rotationX(float arg0) Matrix4f.rotationXYZ(float arg0, float arg1, float arg2) Matrix4f.rotationY(float arg0) Matrix4f.rotationYXZ(float arg0, float arg1, float arg2) Matrix4f.rotationZ(float arg0) Matrix4f.rotationZYX(float arg0, float arg1, float arg2) Matrix4f.scale(float arg0) Matrix4f.scale(float arg0, float arg1, float arg2) Matrix4f.scaleAround(float arg0, float arg1, float arg2, float arg3) Matrix4f.scaleAround(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5) Matrix4f.scaleAround(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Matrix4f arg6) Matrix4f.scaleAround(float arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4fc.scaleAround(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Matrix4f arg6) Matrix4fc.scaleAround(float arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4f.scaleAroundLocal(float arg0, float arg1, float arg2, float arg3) Matrix4f.scaleAroundLocal(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5) Matrix4f.scaleAroundLocal(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Matrix4f arg6) Matrix4f.scaleAroundLocal(float arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4fc.scaleAroundLocal(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Matrix4f arg6) Matrix4fc.scaleAroundLocal(float arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4f.scaleLocal(float arg0) Matrix4f.scaleLocal(float arg0, float arg1, float arg2) Matrix4f.scaleLocal(float arg0, float arg1, float arg2, Matrix4f arg3) Matrix4f.scaleLocal(float arg0, Matrix4f arg1) Matrix4fc.scaleLocal(float arg0, float arg1, float arg2, Matrix4f arg3) Matrix4fc.scaleLocal(float arg0, Matrix4f arg1) Matrix4f.scaleXY(float arg0, float arg1) Matrix4f.scaling(float arg0) Matrix4f.scaling(float arg0, float arg1, float arg2) Matrix4f.set(float[] floats) Matrix4f.set(float[] floats, int int0) Matrix4f.set(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, float arg6, float arg7, float arg8, float arg9, float arg10, float arg11, float arg12, float arg13, float arg14, float arg15) Matrix4f.set(int arg0, int arg1, float arg2) Matrix4f.set(ByteBuffer arg0) Matrix4f.set(FloatBuffer arg0) Matrix4f.set(AxisAngle4d arg0) Matrix4f.set(AxisAngle4f arg0) Matrix4f.set(Matrix4x3fc arg0) Matrix4f.set(Quaterniondc arg0) Matrix4f.set(Quaternionfc arg0) Matrix4f.set4x3(Matrix4x3fc arg0) Matrix4f.setFromAddress(long arg0) Matrix4f.setFromIntrinsic(float arg0, float arg1, float arg2, float arg3, float arg4, int arg5, int arg6, float arg7, float arg8) Matrix4f.setFrustum(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5) Matrix4f.setFrustum(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, boolean arg6) Matrix4f.setFrustumLH(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5) Matrix4f.setFrustumLH(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, boolean arg6) Matrix4f.setLookAlong(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5) Matrix4f.setLookAlong(Vector3fc arg0, Vector3fc arg1) Matrix4f.setLookAt(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, float arg6, float arg7, float arg8) Matrix4f.setLookAtLH(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, float arg6, float arg7, float arg8) Matrix4f.setLookAtLH(Vector3fc arg0, Vector3fc arg1, Vector3fc arg2) Matrix4f.setOrtho(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5) Matrix4f.setOrtho(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, boolean arg6) Matrix4f.setOrtho2D(float arg0, float arg1, float arg2, float arg3) Matrix4f.setOrtho2DLH(float arg0, float arg1, float arg2, float arg3) Matrix4f.setOrthoLH(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5) Matrix4f.setOrthoLH(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, boolean arg6) Matrix4f.setOrthoSymmetric(float arg0, float arg1, float arg2, float arg3) Matrix4f.setOrthoSymmetric(float arg0, float arg1, float arg2, float arg3, boolean arg4) Matrix4f.setOrthoSymmetricLH(float arg0, float arg1, float arg2, float arg3) Matrix4f.setOrthoSymmetricLH(float arg0, float arg1, float arg2, float arg3, boolean arg4) Matrix4f.setPerspective(float arg0, float arg1, float arg2, float arg3) Matrix4f.setPerspective(float arg0, float arg1, float arg2, float arg3, boolean arg4) Matrix4f.setPerspectiveLH(float arg0, float arg1, float arg2, float arg3) Matrix4f.setPerspectiveLH(float arg0, float arg1, float arg2, float arg3, boolean arg4) Matrix4f.setPerspectiveOffCenter(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5) Matrix4f.setPerspectiveOffCenter(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, boolean arg6) Matrix4f.setPerspectiveRect(float arg0, float arg1, float arg2, float arg3) Matrix4f.setPerspectiveRect(float arg0, float arg1, float arg2, float arg3, boolean arg4) Matrix4f.setRotationXYZ(float arg0, float arg1, float arg2) Matrix4f.setRotationYXZ(float arg0, float arg1, float arg2) Matrix4f.setRotationZYX(float arg0, float arg1, float arg2) Matrix4f.setRowColumn(int arg0, int arg1, float arg2) Matrix4f.setTranslation(float arg0, float arg1, float arg2) Matrix4f.setTranslation(Vector3fc arg0) Matrix4f.setTransposed(float[] floats) Matrix4f.setTransposed(float[] floats, int int0) Matrix4f.setTransposed(ByteBuffer arg0) Matrix4f.setTransposed(FloatBuffer arg0) Matrix4f.setTransposed(Matrix4fc arg0) Matrix4f.setTransposedFromAddress(long arg0) Matrix4f.shadow(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, float arg6, float arg7) Matrix4f.shadow(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, float arg6, float arg7, Matrix4f arg8) Matrix4fc.shadow(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, float arg6, float arg7, Matrix4f arg8) Matrix4f.transformAab(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Vector3f arg6, Vector3f arg7) Matrix4f.transformAab(Vector3fc arg0, Vector3fc arg1, Vector3f arg2, Vector3f arg3) Matrix4fc.transformAab(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Vector3f arg6, Vector3f arg7) Matrix4fc.transformAab(Vector3fc arg0, Vector3fc arg1, Vector3f arg2, Vector3f arg3) Matrix4f.translate(float arg0, float arg1, float arg2) Matrix4f.translateLocal(float arg0, float arg1, float arg2) Matrix4f.translateLocal(float arg0, float arg1, float arg2, Matrix4f arg3) Matrix4f.translateLocal(Vector3fc arg0) Matrix4f.translateLocal(Vector3fc arg0, Matrix4f arg1) Matrix4fc.translateLocal(float arg0, float arg1, float arg2, Matrix4f arg3) Matrix4fc.translateLocal(Vector3fc arg0, Matrix4f arg1) Matrix4f.translation(float arg0, float arg1, float arg2) Matrix4f.translation(Vector3fc arg0) Matrix4f.translationRotate(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, float arg6) Matrix4f.translationRotate(float arg0, float arg1, float arg2, Quaternionfc arg3) Matrix4f.translationRotateScale(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, float arg6, float arg7) Matrix4f.translationRotateScale(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, float arg6, float arg7, float arg8, float arg9) Matrix4f.translationRotateScale(Vector3fc arg0, Quaternionfc arg1, float arg2) Matrix4f.translationRotateScale(Vector3fc arg0, Quaternionfc arg1, Vector3fc arg2) Matrix4f.translationRotateScaleInvert(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, float arg6, float arg7, float arg8, float arg9) Matrix4f.translationRotateScaleInvert(Vector3fc arg0, Quaternionfc arg1, float arg2) Matrix4f.translationRotateScaleInvert(Vector3fc arg0, Quaternionfc arg1, Vector3fc arg2) Matrix4f.translationRotateScaleMulAffine(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, float arg6, float arg7, float arg8, float arg9, Matrix4f arg10) Matrix4f.translationRotateScaleMulAffine(Vector3fc arg0, Quaternionfc arg1, Vector3fc arg2, Matrix4f arg3) Matrix4f.translationRotateTowards(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, float arg6, float arg7, float arg8) Matrix4f.translationRotateTowards(Vector3fc arg0, Vector3fc arg1, Vector3fc arg2) Matrix4f.transpose()Matrix4f.transpose3x3()Matrix4f.transpose3x3(Matrix4f arg0) Matrix4fc.transpose3x3(Matrix4f arg0) Matrix4f.trapezoidCrop(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, float arg6, float arg7) Matrix4f.unprojectInvRay(float float1, float float3, int[] ints, Vector3f vector3f0, Vector3f vector3f1) Matrix4f.unprojectInvRay(Vector2fc vector2fc, int[] ints, Vector3f vector3f0, Vector3f vector3f1) Matrix4fc.unprojectInvRay(float var1, float var2, int[] var3, Vector3f var4, Vector3f var5) Matrix4fc.unprojectInvRay(Vector2fc var1, int[] var2, Vector3f var3, Vector3f var4) Matrix4f.unprojectRay(float float30, float float32, int[] ints, Vector3f vector3f0, Vector3f vector3f1) Matrix4f.unprojectRay(Vector2fc vector2fc, int[] ints, Vector3f vector3f0, Vector3f vector3f1) Matrix4fc.unprojectRay(float var1, float var2, int[] var3, Vector3f var4, Vector3f var5) Matrix4fc.unprojectRay(Vector2fc var1, int[] var2, Vector3f var3, Vector3f var4) Matrix4f.withLookAtUp(float arg0, float arg1, float arg2) Matrix4f.withLookAtUp(float arg0, float arg1, float arg2, Matrix4f arg3) Matrix4f.withLookAtUp(Vector3fc arg0) Matrix4f.withLookAtUp(Vector3fc arg0, Matrix4f arg1) Matrix4fc.withLookAtUp(float arg0, float arg1, float arg2, Matrix4f arg3) Matrix4fc.withLookAtUp(Vector3fc arg0, Matrix4f arg1) Matrix4f.zero()Modifier and TypeMethodDescriptionMatrix4f.arcball(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Matrix4f arg6) Matrix4fc.arcball(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Matrix4f arg6) Matrix4f.cofactor3x3(Matrix4f arg0) Matrix4fc.cofactor3x3(Matrix4f arg0) Matrix4f.frustum(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, boolean arg6, Matrix4f arg7) Matrix4f.frustum(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Matrix4f arg6) Matrix4fc.frustum(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, boolean arg6, Matrix4f arg7) Matrix4fc.frustum(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Matrix4f arg6) Matrix4f.frustumLH(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, boolean arg6, Matrix4f arg7) Matrix4f.frustumLH(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Matrix4f arg6) Matrix4fc.frustumLH(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, boolean arg6, Matrix4f arg7) Matrix4fc.frustumLH(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Matrix4f arg6) Matrix4f.invertAffine(Matrix4f arg0) Matrix4fc.invertAffine(Matrix4f arg0) Matrix4f.invertFrustum(Matrix4f arg0) Matrix4fc.invertFrustum(Matrix4f arg0) Matrix4f.invertOrtho(Matrix4f arg0) Matrix4fc.invertOrtho(Matrix4f arg0) Matrix4f.invertPerspective(Matrix4f arg0) Matrix4fc.invertPerspective(Matrix4f arg0) Matrix4f.invertPerspectiveView(Matrix4fc arg0, Matrix4f arg1) Matrix4f.invertPerspectiveView(Matrix4x3fc arg0, Matrix4f arg1) Matrix4fc.invertPerspectiveView(Matrix4fc arg0, Matrix4f arg1) Matrix4fc.invertPerspectiveView(Matrix4x3fc arg0, Matrix4f arg1) Matrix4f.lookAlong(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Matrix4f arg6) Matrix4fc.lookAlong(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Matrix4f arg6) Matrix4f.lookAt(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, float arg6, float arg7, float arg8, Matrix4f arg9) Matrix4fc.lookAt(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, float arg6, float arg7, float arg8, Matrix4f arg9) Matrix4f.lookAtLH(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, float arg6, float arg7, float arg8, Matrix4f arg9) Matrix4fc.lookAtLH(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, float arg6, float arg7, float arg8, Matrix4f arg9) Matrix4f.lookAtPerspective(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, float arg6, float arg7, float arg8, Matrix4f arg9) Matrix4fc.lookAtPerspective(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, float arg6, float arg7, float arg8, Matrix4f arg9) Matrix4f.lookAtPerspectiveLH(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, float arg6, float arg7, float arg8, Matrix4f arg9) Matrix4fc.lookAtPerspectiveLH(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, float arg6, float arg7, float arg8, Matrix4f arg9) Matrix4f.mul(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, float arg6, float arg7, float arg8, float arg9, float arg10, float arg11, float arg12, float arg13, float arg14, float arg15, Matrix4f arg16) Matrix4f.mul(Matrix3x2fc arg0, Matrix4f arg1) Matrix4f.mul(Matrix4x3fc arg0, Matrix4f arg1) Matrix4fc.mul(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, float arg6, float arg7, float arg8, float arg9, float arg10, float arg11, float arg12, float arg13, float arg14, float arg15, Matrix4f arg16) Matrix4fc.mul(Matrix3x2fc arg0, Matrix4f arg1) Matrix4fc.mul(Matrix4x3fc arg0, Matrix4f arg1) Matrix4f.mul3x3(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, float arg6, float arg7, float arg8, Matrix4f arg9) Matrix4fc.mul3x3(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, float arg6, float arg7, float arg8, Matrix4f arg9) Matrix4f.mul4x3ComponentWise(Matrix4fc arg0, Matrix4f arg1) Matrix4fc.mul4x3ComponentWise(Matrix4fc arg0, Matrix4f arg1) Matrix4f.mulAffineR(Matrix4fc arg0, Matrix4f arg1) Matrix4fc.mulAffineR(Matrix4fc arg0, Matrix4f arg1) Matrix4f.mulComponentWise(Matrix4fc arg0, Matrix4f arg1) Matrix4fc.mulComponentWise(Matrix4fc arg0, Matrix4f arg1) Matrix4f.mulLocalAffine(Matrix4fc arg0, Matrix4f arg1) Matrix4fc.mulLocalAffine(Matrix4fc arg0, Matrix4f arg1) Matrix4f.mulOrthoAffine(Matrix4fc arg0, Matrix4f arg1) Matrix4fc.mulOrthoAffine(Matrix4fc arg0, Matrix4f arg1) Matrix4f.mulPerspectiveAffine(Matrix4fc arg0, Matrix4f arg1) Matrix4f.mulPerspectiveAffine(Matrix4x3fc arg0, Matrix4f arg1) Matrix4fc.mulPerspectiveAffine(Matrix4fc arg0, Matrix4f arg1) Matrix4fc.mulPerspectiveAffine(Matrix4x3fc arg0, Matrix4f arg1) Matrix4f.mulTranslationAffine(Matrix4fc arg0, Matrix4f arg1) Matrix4fc.mulTranslationAffine(Matrix4fc arg0, Matrix4f arg1) Matrix4f.normalize3x3(Matrix4f arg0) Matrix4fc.normalize3x3(Matrix4f arg0) Matrix4f.ortho(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, boolean arg6, Matrix4f arg7) Matrix4f.ortho(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Matrix4f arg6) Matrix4fc.ortho(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, boolean arg6, Matrix4f arg7) Matrix4fc.ortho(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Matrix4f arg6) Matrix4f.orthoLH(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, boolean arg6, Matrix4f arg7) Matrix4f.orthoLH(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Matrix4f arg6) Matrix4fc.orthoLH(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, boolean arg6, Matrix4f arg7) Matrix4fc.orthoLH(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Matrix4f arg6) Matrix4f.orthoSymmetric(float arg0, float arg1, float arg2, float arg3, boolean arg4, Matrix4f arg5) Matrix4f.orthoSymmetric(float arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4fc.orthoSymmetric(float arg0, float arg1, float arg2, float arg3, boolean arg4, Matrix4f arg5) Matrix4fc.orthoSymmetric(float arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4f.orthoSymmetricLH(float arg0, float arg1, float arg2, float arg3, boolean arg4, Matrix4f arg5) Matrix4f.orthoSymmetricLH(float arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4fc.orthoSymmetricLH(float arg0, float arg1, float arg2, float arg3, boolean arg4, Matrix4f arg5) Matrix4fc.orthoSymmetricLH(float arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4f.perspective(float arg0, float arg1, float arg2, float arg3, boolean arg4, Matrix4f arg5) Matrix4f.perspective(float arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4fc.perspective(float arg0, float arg1, float arg2, float arg3, boolean arg4, Matrix4f arg5) Matrix4fc.perspective(float arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4f.perspectiveFrustumSlice(float arg0, float arg1, Matrix4f arg2) Matrix4fc.perspectiveFrustumSlice(float arg0, float arg1, Matrix4f arg2) Matrix4f.perspectiveLH(float arg0, float arg1, float arg2, float arg3, boolean arg4, Matrix4f arg5) Matrix4f.perspectiveLH(float arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4fc.perspectiveLH(float arg0, float arg1, float arg2, float arg3, boolean arg4, Matrix4f arg5) Matrix4fc.perspectiveLH(float arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4f.perspectiveOffCenter(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, boolean arg6, Matrix4f arg7) Matrix4f.perspectiveOffCenter(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Matrix4f arg6) Matrix4fc.perspectiveOffCenter(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, boolean arg6, Matrix4f arg7) Matrix4fc.perspectiveOffCenter(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Matrix4f arg6) Matrix4f.perspectiveRect(float arg0, float arg1, float arg2, float arg3, boolean arg4, Matrix4f arg5) Matrix4f.perspectiveRect(float arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4fc.perspectiveRect(float arg0, float arg1, float arg2, float arg3, boolean arg4, Matrix4f arg5) Matrix4fc.perspectiveRect(float arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4f.pick(float float5, float float7, float float1, float float3, int[] ints, Matrix4f matrix4f1) Matrix4f.projectedGridRange(Matrix4fc arg0, float arg1, float arg2, Matrix4f arg3) Matrix4fc.projectedGridRange(Matrix4fc arg0, float arg1, float arg2, Matrix4f arg3) static voidMatrix4f.projViewFromRectangle(Vector3f arg0, Vector3f arg1, Vector3f arg2, Vector3f arg3, float arg4, boolean arg5, Matrix4f arg6, Matrix4f arg7) Matrix4f.reflect(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Matrix4f arg6) Matrix4f.reflect(Quaternionfc arg0, Vector3fc arg1, Matrix4f arg2) Matrix4fc.reflect(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Matrix4f arg6) Matrix4fc.reflect(Quaternionfc arg0, Vector3fc arg1, Matrix4f arg2) Matrix4f.rotate(AxisAngle4f arg0, Matrix4f arg1) Matrix4f.rotate(Quaternionfc arg0, Matrix4f arg1) Matrix4fc.rotate(AxisAngle4f arg0, Matrix4f arg1) Matrix4fc.rotate(Quaternionfc arg0, Matrix4f arg1) Matrix4f.rotateAffine(float arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4f.rotateAffine(Quaternionfc arg0, Matrix4f arg1) Matrix4fc.rotateAffine(float arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4fc.rotateAffine(Quaternionfc arg0, Matrix4f arg1) Matrix4f.rotateAffineXYZ(float arg0, float arg1, float arg2, Matrix4f arg3) Matrix4fc.rotateAffineXYZ(float arg0, float arg1, float arg2, Matrix4f arg3) Matrix4f.rotateAffineYXZ(float arg0, float arg1, float arg2, Matrix4f arg3) Matrix4fc.rotateAffineYXZ(float arg0, float arg1, float arg2, Matrix4f arg3) Matrix4f.rotateAffineZYX(float arg0, float arg1, float arg2, Matrix4f arg3) Matrix4fc.rotateAffineZYX(float arg0, float arg1, float arg2, Matrix4f arg3) Matrix4f.rotateAround(Quaternionfc arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4fc.rotateAround(Quaternionfc arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4f.rotateAroundAffine(Quaternionfc arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4fc.rotateAroundAffine(Quaternionfc arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4f.rotateAroundLocal(Quaternionfc arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4fc.rotateAroundLocal(Quaternionfc arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4f.rotateLocal(float arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4f.rotateLocal(Quaternionfc arg0, Matrix4f arg1) Matrix4fc.rotateLocal(float arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4fc.rotateLocal(Quaternionfc arg0, Matrix4f arg1) Matrix4f.rotateLocalX(float arg0, Matrix4f arg1) Matrix4fc.rotateLocalX(float arg0, Matrix4f arg1) Matrix4f.rotateLocalY(float arg0, Matrix4f arg1) Matrix4fc.rotateLocalY(float arg0, Matrix4f arg1) Matrix4f.rotateLocalZ(float arg0, Matrix4f arg1) Matrix4fc.rotateLocalZ(float arg0, Matrix4f arg1) Matrix4f.rotateTowards(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Matrix4f arg6) Matrix4f.rotateTowards(Vector3fc arg0, Vector3fc arg1, Matrix4f arg2) Matrix4fc.rotateTowards(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Matrix4f arg6) Matrix4fc.rotateTowards(Vector3fc arg0, Vector3fc arg1, Matrix4f arg2) Matrix4f.rotateTowardsXY(float arg0, float arg1, Matrix4f arg2) Matrix4fc.rotateTowardsXY(float arg0, float arg1, Matrix4f arg2) Matrix4f.rotateTranslation(float arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4f.rotateTranslation(Quaternionfc arg0, Matrix4f arg1) Matrix4fc.rotateTranslation(float arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4fc.rotateTranslation(Quaternionfc arg0, Matrix4f arg1) Matrix4f.scaleAround(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Matrix4f arg6) Matrix4f.scaleAround(float arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4fc.scaleAround(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Matrix4f arg6) Matrix4fc.scaleAround(float arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4f.scaleAroundLocal(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Matrix4f arg6) Matrix4f.scaleAroundLocal(float arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4fc.scaleAroundLocal(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Matrix4f arg6) Matrix4fc.scaleAroundLocal(float arg0, float arg1, float arg2, float arg3, Matrix4f arg4) Matrix4f.scaleLocal(float arg0, float arg1, float arg2, Matrix4f arg3) Matrix4f.scaleLocal(float arg0, Matrix4f arg1) Matrix4fc.scaleLocal(float arg0, float arg1, float arg2, Matrix4f arg3) Matrix4fc.scaleLocal(float arg0, Matrix4f arg1) Matrix4f.shadow(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, float arg6, float arg7, Matrix4f arg8) Matrix4fc.shadow(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, float arg6, float arg7, Matrix4f arg8) Matrix4f.translateLocal(float arg0, float arg1, float arg2, Matrix4f arg3) Matrix4f.translateLocal(Vector3fc arg0, Matrix4f arg1) Matrix4fc.translateLocal(float arg0, float arg1, float arg2, Matrix4f arg3) Matrix4fc.translateLocal(Vector3fc arg0, Matrix4f arg1) Matrix4f.translationRotateScaleMulAffine(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, float arg6, float arg7, float arg8, float arg9, Matrix4f arg10) Matrix4f.translationRotateScaleMulAffine(Vector3fc arg0, Quaternionfc arg1, Vector3fc arg2, Matrix4f arg3) Matrix4f.transpose3x3(Matrix4f arg0) Matrix4fc.transpose3x3(Matrix4f arg0) Matrix4f.withLookAtUp(float arg0, float arg1, float arg2, Matrix4f arg3) Matrix4f.withLookAtUp(Vector3fc arg0, Matrix4f arg1) Matrix4fc.withLookAtUp(float arg0, float arg1, float arg2, Matrix4f arg3) Matrix4fc.withLookAtUp(Vector3fc arg0, Matrix4f arg1) -
Uses of Matrix4f in zombie.core.math
Methods in zombie.core.math that return Matrix4fModifier and TypeMethodDescriptionstatic Matrix4fPZMath.convertMatrix(org.lwjgl.util.vector.Matrix4f src, Matrix4f dst) Methods in zombie.core.math with parameters of type Matrix4fModifier and TypeMethodDescriptionstatic org.lwjgl.util.vector.Matrix4fPZMath.convertMatrix(Matrix4f src, org.lwjgl.util.vector.Matrix4f dst) static Matrix4fPZMath.convertMatrix(org.lwjgl.util.vector.Matrix4f src, Matrix4f dst) -
Uses of Matrix4f in zombie.core.opengl
Fields in zombie.core.opengl declared as Matrix4fModifier and TypeFieldDescriptionfinal Matrix4fShaderProgram.ModelViewfinal Matrix4fShaderProgram.ProjectionMethods in zombie.core.opengl that return Matrix4fMethods in zombie.core.opengl with parameters of type Matrix4fModifier and TypeMethodDescriptionvoidVBORenderer.cmdPushAndLoadMatrix(int arg0, Matrix4f arg1) voidVBORendererCommands.cmdPushAndLoadMatrix(int arg0, Matrix4f arg1) voidVBORenderer.cmdPushAndMultMatrix(int arg0, Matrix4f arg1) voidVBORendererCommands.cmdPushAndMultMatrix(int arg0, Matrix4f arg1) static voidPZGLUtil.loadMatrix(int int0, Matrix4f matrix4f) static voidPZGLUtil.loadMatrix(Matrix4f matrix4f) static voidPZGLUtil.multMatrix(int int0, Matrix4f matrix4f) static voidPZGLUtil.multMatrix(Matrix4f matrix4f) voidstatic voidPZGLUtil.pushAndLoadMatrix(int int0, Matrix4f matrix4f1) static voidPZGLUtil.pushAndMultMatrix(int int0, Matrix4f matrix4f1) voidVBORendererCommands.putMatrix4f(Matrix4f arg0) voidvoid -
Uses of Matrix4f in zombie.core.physics
Fields in zombie.core.physics declared as Matrix4fMethods in zombie.core.physics that return Matrix4fModifier and TypeMethodDescriptionstatic Matrix4fBullet.postMultiplyTranslateRotateScale(Vector3f vector3f0, Vector3f vector3f1, float float0, Matrix4f matrix4f1) static Matrix4fBullet.translationRotateScale(Vector3f vector3f1, Vector3f vector3f0, float float0, Matrix4f matrix4f) Methods in zombie.core.physics with parameters of type Matrix4fModifier and TypeMethodDescriptionstatic Matrix4fBullet.postMultiplyTranslateRotateScale(Vector3f vector3f0, Vector3f vector3f1, float float0, Matrix4f matrix4f1) voidstatic float[]Bullet.transformPhysicsMeshPoints(Matrix4f matrix4f, float[] floats1, boolean boolean0) static float[]Bullet.transformPhysicsMeshPoints(Vector3f vector3f0, Vector3f vector3f1, float float0, Matrix4f matrix4f1, float[] floats1, boolean boolean0) static Matrix4fBullet.translationRotateScale(Vector3f vector3f1, Vector3f vector3f0, float float0, Matrix4f matrix4f) Constructors in zombie.core.physics with parameters of type Matrix4f -
Uses of Matrix4f in zombie.core.rendering
Methods in zombie.core.rendering with parameters of type Matrix4fModifier and TypeMethodDescriptionorg.lwjgl.util.vector.Matrix4fShaderPropertyBlock.SetMatrix4(String arg0, Matrix4f arg1) -
Uses of Matrix4f in zombie.core.skinnedmodel.advancedanimation
Fields in zombie.core.skinnedmodel.advancedanimation declared as Matrix4f -
Uses of Matrix4f in zombie.core.skinnedmodel.model
Fields in zombie.core.skinnedmodel.model declared as Matrix4fModifier and TypeFieldDescriptionModelMesh.m_transformfinal Matrix4fModelSlotRenderData.vehicleTransformMethods in zombie.core.skinnedmodel.model that return Matrix4fModifier and TypeMethodDescriptionModelInstance.getAttachmentMatrix(int index, Matrix4f out) ModelInstance.getAttachmentMatrix(ModelAttachment attachment, Matrix4f out) ModelInstance.getAttachmentMatrixById(String id, Matrix4f out) IsoObjectAnimations.getAttachmentTransform(IsoObject object, String string, Matrix4f matrix4f0) static Matrix4fModelInstanceRenderData.makeAttachmentTransform(ModelAttachment attachment, Matrix4f attachmentXfrm) static Matrix4fModelInstanceRenderData.postMultiplyMeshTransform(Matrix4f matrix4f1, ModelMesh modelMesh) static Matrix4fModelInstanceRenderData.preMultiplyMeshTransform(Matrix4f matrix4f1, ModelMesh modelMesh) Methods in zombie.core.skinnedmodel.model with parameters of type Matrix4fModifier and TypeMethodDescriptionstatic voidModelInstanceRenderData.applyBoneTransform(ModelInstance parentInstance, String boneName, Matrix4f transform) ModelInstance.getAttachmentMatrix(int index, Matrix4f out) ModelInstance.getAttachmentMatrix(ModelAttachment attachment, Matrix4f out) ModelInstance.getAttachmentMatrixById(String id, Matrix4f out) IsoObjectAnimations.getAttachmentTransform(IsoObject object, String string, Matrix4f matrix4f0) static voidVertexBufferObject.getModelViewProjection(Matrix4f matrix4f2) static Matrix4fModelInstanceRenderData.makeAttachmentTransform(ModelAttachment attachment, Matrix4f attachmentXfrm) static voidModelInstanceRenderData.makeBoneTransform(AnimationPlayer animationPlayer, String string, Matrix4f matrix4f0) static voidModelInstanceRenderData.makeBoneTransform2(AnimationPlayer animationPlayer, String string, Matrix4f matrix4f0) static Matrix4fModelInstanceRenderData.postMultiplyMeshTransform(Matrix4f matrix4f1, ModelMesh modelMesh) static Matrix4fModelInstanceRenderData.preMultiplyMeshTransform(Matrix4f matrix4f1, ModelMesh modelMesh) IsoObjectModelDrawer.renderMain(SpriteModel spriteModel0, float float1, float float2, float float3, ColorInfo colorInfo, float float5, SpriteModel spriteModel1, Matrix4f matrix4f, boolean boolean1) -
Uses of Matrix4f in zombie.core.skinnedmodel.shader
Methods in zombie.core.skinnedmodel.shader with parameters of type Matrix4fModifier and TypeMethodDescriptionvoidvoidShader.setMatrixPalette(Matrix4f[] matrix4fs) voidShader.setTransformMatrix(Matrix4f matrix4f, boolean transpose) voidShader.StoreMatrix(Matrix4f matrix4f) -
Uses of Matrix4f in zombie.gizmo
Methods in zombie.gizmo with parameters of type Matrix4f -
Uses of Matrix4f in zombie.iso
Fields in zombie.iso declared as Matrix4fModifier and TypeFieldDescriptionfinal Matrix4fPlayerCamera.MODELVIEWfinal Matrix4fPlayerCamera.PROJECTIONMethods in zombie.iso with parameters of type Matrix4fModifier and TypeMethodDescriptionvoidIsoPuddles.puddlesProjection(Matrix4f matrix4f) voidIsoWater.waterProjection(Matrix4f matrix4f) -
Uses of Matrix4f in zombie.iso.fboRenderChunk
Fields in zombie.iso.fboRenderChunk with type parameters of type Matrix4fModifier and TypeFieldDescriptionfinal HashMap<IsoGameCharacter, Matrix4f> FBORenderTracerEffects.playerWeaponTransformMethods in zombie.iso.fboRenderChunk with parameters of type Matrix4fModifier and TypeMethodDescriptionvoidFBORenderTracerEffects.storeWeaponTransform(IsoGameCharacter arg0, Matrix4f arg1) -
Uses of Matrix4f in zombie.tileDepth
Methods in zombie.tileDepth with parameters of type Matrix4fModifier and TypeMethodDescriptionstatic UI3DScene.RayTileGeometryUtils.getCameraRay(float float0, float float1, Matrix4f matrix4f1, Matrix4f matrix4f2, int int0, int int1, UI3DScene.Ray ray) -
Uses of Matrix4f in zombie.vehicles
Subclasses with type arguments of type Matrix4f in zombie.vehiclesFields in zombie.vehicles declared as Matrix4fModifier and TypeFieldDescriptionfinal Matrix4fBaseVehicle.ModelInfo.renderTransformfinal Matrix4fBaseVehicle.renderTransformfinal Matrix4fBaseVehicle.vehicleTransformMethods in zombie.vehicles that return Matrix4fMethods in zombie.vehicles with parameters of type Matrix4f -
Uses of Matrix4f in zombie.worldMap
Methods in zombie.worldMap that return Matrix4fModifier and TypeMethodDescriptionWorldMapRenderer.getModelViewMatrix()WorldMapRenderer.getModelViewProjectionMatrix()WorldMapRenderer.getProjectionMatrix()Methods in zombie.worldMap with parameters of type Matrix4fModifier and TypeMethodDescriptionWorldMapRenderer.sceneToUI(float sceneX, float sceneY, float sceneZ, Matrix4f projection, Matrix4f modelView, Vector3f out) WorldMapRenderer.sceneToUI(float float0, float float1, float float2, Matrix4f matrix4f, Vector3f vector3f) WorldMapRenderer.uiToScene(float uiX, float uiY, Matrix4f projection, Matrix4f modelView, Vector3f out) floatWorldMapRenderer.uiToWorldX(float float0, float float1, float float3, float float5, float var5, Matrix4f matrix4f) floatWorldMapRenderer.uiToWorldX(float uiX, float uiY, float zoomF, float centerWorldX, float centerWorldY, Matrix4f projection, Matrix4f modelView) floatWorldMapRenderer.uiToWorldY(float float0, float float1, float float3, float var4, float float5, Matrix4f matrix4f) floatWorldMapRenderer.uiToWorldY(float uiX, float uiY, float zoomF, float centerWorldX, float centerWorldY, Matrix4f projection, Matrix4f modelView) floatWorldMapRenderer.worldToUIX(float float4, float float2, float float1, float float5, float float3, Matrix4f matrix4f) floatWorldMapRenderer.worldToUIX(float worldX, float worldY, float zoomF, float centerWorldX, float centerWorldY, Matrix4f projection, Matrix4f modelView) floatWorldMapRenderer.worldToUIY(float float4, float float2, float float1, float float5, float float3, Matrix4f matrix4f) floatWorldMapRenderer.worldToUIY(float worldX, float worldY, float zoomF, float centerWorldX, float centerWorldY, Matrix4f projection, Matrix4f modelView)