Array with matrix values.
[1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]
Use vector.applyMatrix4( matrix ) instead.
Computes determinant of this matrix. Based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
Use .copyPosition() instead.
Use .toArray() instead.
Sets the values of this matrix from the provided array or array-like.
the source array or array-like.
Optional
offset: number(optional) offset into the array-like. Default is 0.
Creates a frustum matrix.
Creates a perspective projection matrix.
Sets this matrix as rotation transform around axis by angle radians. Based on http://www.gamedev.net/reference/articles/article1199.asp.
Use vector.applyMatrix4( matrix ) instead.
Use vector.applyMatrix4( matrix ) instead.
Use Vector3.transformDirection( matrix ) instead.
Sets all fields of this matrix.
Use .makeRotationFromQuaternion() instead.
Returns an array with the values of this matrix, or copies them into the provided array.
The created or 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.
Optional
array: Matrix4TupleOptional
offset: 0Copies he values of this matrix into the provided array-like.
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.
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A 4x4 Matrix.
Example