Creates an identity matrix.
Creates a 4x4 matrix with the given arguments in row-major order.
Sets this matrix to the transformation composed of translation, rotation and scale.
copy(m:T):T;
Use vector.applyMatrix4( matrix ) instead.
Decomposes this matrix into it's position, quaternion and scale components.
Computes determinant of this matrix. Based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
Use .copyPosition() instead.
Copies the rotation component of the supplied matrix m into this matrix rotation component.
Use .toArray() instead.
Creates an orthographic projection matrix.
Optional
coordinateSystem: CoordinateSystemCreates a perspective projection matrix.
Optional
coordinateSystem: CoordinateSystemSets this matrix as rotation transform around axis by angle radians. Based on http://www.gamedev.net/reference/articles/article1199.asp.
Rotation axis.
Sets this matrix as translation transform.
Multiplies this matrix by m.
Use vector.applyMatrix4( matrix ) instead.
Use vector.applyMatrix4( matrix ) instead.
Use Vector3.transformDirection( matrix ) instead.
Multiplies the columns of this matrix by vector v.
Sets all fields of this matrix.
Set the upper 3x3 elements of this matrix to the values of the Matrix3 m.
Sets the position component for this matrix from vector v.
Use .makeRotationFromQuaternion() instead.
Returns an array with the values of this matrix, or copies them into the provided array.
Optional
array: number[](optional) array to store the matrix to. If this is not provided, a new array will be created.
Optional
offset: number(optional) optional offset into the array.
The created or provided array.
Optional
array: Matrix4TupleOptional
offset: 0Copies he values of this matrix into the provided array-like.
Optional
array: ArrayLike<number>array-like to store the matrix to.
Optional
offset: number(optional) optional offset into the array-like.
The provided array-like.
A 4x4 Matrix.
Example