4x4 matrices are used for position and rotational transformations. They are saved column-major.
- new ([table float16]/[matrix4x4])
- returns: (matrix4x4 m)
constructs identity matrix or uses lua
table or other matrix4x4 to fill values. If a
table with 16 elements is passed, the values are interpreted as a matrix and will The OpenGL matrixstyle (column-major) is used so the x,y,z translation is found at element index 12,13,14 (or 13,14,15 as lua arrays start at index 1, while C arrays start at index 0)
- affineinvert (matrix4x4 m,[matrix4x4 inv])
- returns: (matrix4x4 m)
inverts m, or m = invert of inv. Affine invert is faster and more robust than regular invert, but will only work on non-scaled orthogonal matrices.
- column (matrix4x4 m,int column,[float x,y,z,w])
- returns: ([float x,y,z,w])
sets/gets column (0-3) vector.
- component (matrix4x4,int index [0..15],[float])
- returns: ([float])
returns or sets single matrix entry.
- compressed3x3 (matrix4x4)
- returns: (matrix4x4)
copies and compresses the storage and returns new, for
shadercgparamhost:value useage.
- compressed4x3 (matrix4x4)
- returns: (matrix4x4)
copies and compresses the storage and returns new, for
shadercgparamhost:value useage.
- copy (matrix4x4 to,matrix4x4 from)
- returns: (matrix4x4 to)
copys from other to itself
- identity (matrix4x4)
- returns: (matrix4x4)
sets diagonal of matrix to 1, rest to 0
- invert (matrix4x4 m,[matrix4x4 inv])
- returns: (matrix4x4 m)
inverts m, or m = invert of inv
- lookat (matrix4x4 a, float toX,toY,toZ, upX,upY,upZ, [int axis 0..2])
- returns: ()
sets rotation axis, so that axis (0:x 1:y 2:z default is y) aims at given target pos from current matrix position.
- mul (matrix4x4 a, b ,[c])
- returns: (matrix4x4 a)
multiplys: a = b*c or a = a*b. faster but sets W coordinate of each colum to 0, cept last to 1
- mulfull (matrix4x4 a, b ,[c])
- returns: (matrix4x4 a)
multiplys: a = b*c or a = a*b. accurately takes all 16 values into account.
- pos (matrix4x4 m,[float x,y,z])
- returns: ([float x,y,z])
sets/gets position of matrix
- projmatrix (matrix4x4, nearplane, farplane, fov, aspect)
- returns: (matrix4x4)
turns self into a projection matrix usable for cameras and projectors. negative fov means 'size' for orthographic projection. aspect is width/height.
- rotaxis (matrix4x4 m,[float Xx,Xy,Xz, Yx,Yy,Yz, Zx,Zy,Zz])
- returns: ([float Xx,Xy,Xz, Yx,Yy,Yz, Zx,Zy,Zz])
returns or sets rotation axis, make sure they make a orthogonal basis.
- rotdeg (matrix4x4 m,[float x,y,z])
- returns: ([float x,y,z])
returns or sets rotation in degrees
- rotquat (matrix4x4 m,[float x,y,z,w])
- returns: ([float x,y,z,w])
sets/gets rotation as quaternion
- rotrad (matrix4x4 m,[float x,y,z])
- returns: ([float x,y,z])
returns or sets rotation in radians
- row (matrix4x4 m,int column,[float x,y,z,w])
- returns: ([float x,y,z,w])
sets/gets row (0-3) vector.
- scale (matrix4x4 m,[float x,y,z])
- returns: ([float x,y,z])
sets/gets scale factors of matrix
- setaxisangle (matrix4x4 a, float axisX,axisY,axisZ ,rotation)
- returns: ()
sets rotation around angle
- tostring (matrix4x4 vec)
- returns: (string str)
- transform (matrix4x4 m,float x,y,z)
- returns: (float x,y,z)
transforms the three given coordinates
- transformrotate (matrix4x4 m,float x,y,z)
- returns: (float x,y,z)
rotate the three given coordinates
- transpose (matrix4x4 m,[matrix4x4 inv])
- returns: (matrix4x4 m)
transposes m, or m = transpose of inv
- viewmatrix (matrix4x4)
- returns: (matrix4x4)
turns self into a viewmatrix usable for cameras