libgdx API

Uses of Class
com.badlogic.gdx.math.Matrix4

Packages that use Matrix4
com.badlogic.gdx.graphics   
com.badlogic.gdx.graphics.g2d   
com.badlogic.gdx.graphics.g2d.tiled   
com.badlogic.gdx.graphics.g3d   
com.badlogic.gdx.graphics.g3d.model.skeleton   
com.badlogic.gdx.graphics.glutils   
com.badlogic.gdx.math   
com.badlogic.gdx.math.collision   
com.badlogic.gdx.physics.box2d   
com.badlogic.gdx.scenes.scene2d   
com.badlogic.gdx.scenes.scene2d.utils   
 

Uses of Matrix4 in com.badlogic.gdx.graphics
 

Fields in com.badlogic.gdx.graphics declared as Matrix4
 Matrix4 Camera.combined
          the combined projection and view matrix
 Matrix4 Camera.invProjectionView
          the inverse combined projection and view matrix
 Matrix4 Camera.projection
          the projection matrix
 Matrix4 Camera.view
          the view matrix
 

Methods in com.badlogic.gdx.graphics with parameters of type Matrix4
static Mesh Mesh.create(boolean isStatic, Mesh[] meshes, Matrix4[] transformations)
          Create a new Mesh that is a combination of the supplied meshes.
static Mesh Mesh.create(boolean isStatic, Mesh base, Matrix4[] transformations)
          Create a new Mesh that is a combination of transformations of the supplied base mesh.
 void Mesh.transform(Matrix4 matrix)
          Method to transform the positions in the mesh.
static void Mesh.transform(Matrix4 matrix, float[] vertices, int vertexSize, int offset, int dimensions, int start, int count)
          Method to transform the positions in the float array.
protected  void Mesh.transform(Matrix4 matrix, int start, int count)
           
 

Uses of Matrix4 in com.badlogic.gdx.graphics.g2d
 

Methods in com.badlogic.gdx.graphics.g2d that return Matrix4
 Matrix4 PolygonSpriteBatch.getProjectionMatrix()
          Returns the current projection matrix.
 Matrix4 SpriteBatch.getProjectionMatrix()
          Returns the current projection matrix.
 Matrix4 SpriteCache.getProjectionMatrix()
           
 Matrix4 PolygonSpriteBatch.getTransformMatrix()
          Returns the current transform matrix.
 Matrix4 SpriteBatch.getTransformMatrix()
          Returns the current transform matrix.
 Matrix4 SpriteCache.getTransformMatrix()
           
 

Methods in com.badlogic.gdx.graphics.g2d with parameters of type Matrix4
 void PolygonSpriteBatch.setProjectionMatrix(Matrix4 projection)
          Sets the projection matrix to be used by this SpriteBatch.
 void SpriteBatch.setProjectionMatrix(Matrix4 projection)
          Sets the projection matrix to be used by this SpriteBatch.
 void SpriteCache.setProjectionMatrix(Matrix4 projection)
           
 void PolygonSpriteBatch.setTransformMatrix(Matrix4 transform)
          Sets the transform matrix to be used by this SpriteBatch.
 void SpriteBatch.setTransformMatrix(Matrix4 transform)
          Sets the transform matrix to be used by this SpriteBatch.
 void SpriteCache.setTransformMatrix(Matrix4 transform)
           
 

Uses of Matrix4 in com.badlogic.gdx.graphics.g2d.tiled
 

Methods in com.badlogic.gdx.graphics.g2d.tiled that return Matrix4
 Matrix4 TileMapRenderer.getProjectionMatrix()
           
 Matrix4 TileMapRenderer.getTransformMatrix()
           
 

Uses of Matrix4 in com.badlogic.gdx.graphics.g3d
 

Fields in com.badlogic.gdx.graphics.g3d declared as Matrix4
 Matrix4 StillModelNode.matrix
           
 

Methods in com.badlogic.gdx.graphics.g3d that return Matrix4
 Matrix4 StillModelInstance.getTransform()
           
 Matrix4 StillModelNode.getTransform()
           
 

Uses of Matrix4 in com.badlogic.gdx.graphics.g3d.model.skeleton
 

Fields in com.badlogic.gdx.graphics.g3d.model.skeleton with type parameters of type Matrix4
 Array<Matrix4> Skeleton.combinedMatrices
          combined scene and offset matrices
 Array<Matrix4> Skeleton.offsetMatrices
          the offset matrices for each joint in the same order as the bindPoseJoints
 Array<Matrix4> Skeleton.sceneMatrices
          the scene matrices for each joint in the same order as bindPoseJoints
 

Method parameters in com.badlogic.gdx.graphics.g3d.model.skeleton with type arguments of type Matrix4
 void SkeletonModel.skin(SkeletonSubMesh subMesh, Array<Matrix4> boneMatrices)
           
 

Uses of Matrix4 in com.badlogic.gdx.graphics.glutils
 

Methods in com.badlogic.gdx.graphics.glutils with parameters of type Matrix4
 void ImmediateModeRenderer.begin(Matrix4 projModelView, int primitiveType)
           
 void ImmediateModeRenderer10.begin(Matrix4 projModelView, int primitiveType)
           
 void ImmediateModeRenderer20.begin(Matrix4 projModelView, int primitiveType)
           
 void ShapeRenderer.setProjectionMatrix(Matrix4 matrix)
          Sets the projection matrix to be used for rendering.
 void ShapeRenderer.setTransformMatrix(Matrix4 matrix)
           
 void ShaderProgram.setUniformMatrix(int location, Matrix4 matrix)
           
 void ShaderProgram.setUniformMatrix(int location, Matrix4 matrix, boolean transpose)
           
 void ShaderProgram.setUniformMatrix(java.lang.String name, Matrix4 matrix)
          Sets the uniform matrix with the given name.
 void ShaderProgram.setUniformMatrix(java.lang.String name, Matrix4 matrix, boolean transpose)
          Sets the uniform matrix with the given name.
 

Uses of Matrix4 in com.badlogic.gdx.math
 

Methods in com.badlogic.gdx.math that return Matrix4
 Matrix4 Matrix4.cpy()
           
 Matrix4 Matrix4.idt()
          Sets the matrix to an identity matrix.
 Matrix4 Matrix4.inv()
          Inverts the matrix.
 Matrix4 Matrix4.mul(Matrix4 matrix)
          Multiplies this matrix with the given matrix, storing the result in this matrix.
 Matrix4 Matrix4.rotate(float axisX, float axisY, float axisZ, float angle)
          Postmultiplies this matrix with a (counter-clockwise) rotation matrix.
 Matrix4 Matrix4.rotate(Quaternion rotation)
          Postmultiplies this matrix with a (counter-clockwise) rotation matrix.
 Matrix4 Matrix4.rotate(Vector3 axis, float angle)
          Postmultiplies this matrix with a (counter-clockwise) rotation matrix.
 Matrix4 Matrix4.scale(float scaleX, float scaleY, float scaleZ)
          Postmultiplies this matrix with a scale matrix.
 Matrix4 Matrix4.scl(float scale)
           
 Matrix4 Matrix4.scl(float x, float y, float z)
           
 Matrix4 Matrix4.scl(Vector3 scale)
           
 Matrix4 Matrix4.set(float[] values)
          Sets the matrix to the given matrix as a float array.
 Matrix4 Matrix4.set(Matrix3 mat)
          Sets this matrix to the given 3x3 matrix.
 Matrix4 Matrix4.set(Matrix4 matrix)
          Sets the matrix to the given matrix.
 Matrix4 Matrix4.set(Quaternion quaternion)
          Sets the matrix to a rotation matrix representing the quaternion.
 Matrix4 Matrix4.set(Vector3 xAxis, Vector3 yAxis, Vector3 zAxis, Vector3 pos)
          Sets the four columns of the matrix which correspond to the x-, y- and z-axis of the vector space this matrix creates as well as the 4th column representing the translation of any point that is multiplied by this matrix.
 Matrix4 Matrix4.setFromEulerAngles(float yaw, float pitch, float roll)
          Sets this matrix to a rotation matrix from the given euler angles.
 Matrix4 Matrix4.setToLookAt(Vector3 direction, Vector3 up)
          Sets the matrix to a look at matrix with a direction and an up vector.
 Matrix4 Matrix4.setToLookAt(Vector3 position, Vector3 target, Vector3 up)
          Sets this matrix to a look at matrix with the given position, target and up vector.
 Matrix4 Matrix4.setToOrtho(float left, float right, float bottom, float top, float near, float far)
          Sets the matrix to an orthographic projection like glOrtho (http://www.opengl.org/sdk/docs/man/xhtml/glOrtho.xml) following the OpenGL equivalent
 Matrix4 Matrix4.setToOrtho2D(float x, float y, float width, float height)
          Sets this matrix to an orthographic projection matrix with the origin at (x,y) extending by width and height.
 Matrix4 Matrix4.setToOrtho2D(float x, float y, float width, float height, float near, float far)
          Sets this matrix to an orthographic projection matrix with the origin at (x,y) extending by width and height, having a near and far plane.
 Matrix4 Matrix4.setToProjection(float near, float far, float fov, float aspectRatio)
          Sets the matrix to a projection matrix with a near- and far plane, a field of view in degrees and an aspect ratio.
 Matrix4 Matrix4.setToRotation(float axisX, float axisY, float axisZ, float angle)
          Sets the matrix to a rotation matrix around the given axis.
 Matrix4 Matrix4.setToRotation(float x1, float y1, float z1, float x2, float y2, float z2)
          Set the matrix to a rotation matrix between two vectors.
 Matrix4 Matrix4.setToRotation(Vector3 axis, float angle)
          Sets the matrix to a rotation matrix around the given axis.
 Matrix4 Matrix4.setToRotation(Vector3 v1, Vector3 v2)
          Set the matrix to a rotation matrix between two vectors.
 Matrix4 Matrix4.setToScaling(float x, float y, float z)
          Sets this matrix to a scaling matrix
 Matrix4 Matrix4.setToScaling(Vector3 vector)
          Sets this matrix to a scaling matrix
 Matrix4 Matrix4.setToTranslation(float x, float y, float z)
          Sets this matrix to a translation matrix, overwriting it first by an identity matrix and then setting the 4th column to the translation vector.
 Matrix4 Matrix4.setToTranslation(Vector3 vector)
          Sets this matrix to a translation matrix, overwriting it first by an identity matrix and then setting the 4th column to the translation vector.
 Matrix4 Matrix4.setToTranslationAndScaling(float translationX, float translationY, float translationZ, float scalingX, float scalingY, float scalingZ)
          Sets this matrix to a translation and scaling matrix by first overwritting it with an identity and then setting the translation vector in the 4th column and the scaling vector in the diagonal.
 Matrix4 Matrix4.setToTranslationAndScaling(Vector3 translation, Vector3 scaling)
          Sets this matrix to a translation and scaling matrix by first overwritting it with an identity and then setting the translation vector in the 4th column and the scaling vector in the diagonal.
 Matrix4 Matrix4.setToWorld(Vector3 position, Vector3 forward, Vector3 up)
           
 Matrix4 Matrix4.toNormalMatrix()
          removes the translational part and transposes the matrix.
 Matrix4 Matrix4.tra()
          Transposes the matrix.
 Matrix4 Matrix4.translate(float x, float y, float z)
          Postmultiplies this matrix by a translation matrix.
 Matrix4 Matrix4.translate(Vector3 translation)
          Postmultiplies this matrix by a translation matrix.
 Matrix4 Matrix4.trn(float x, float y, float z)
          Adds a translational component to the matrix in the 4th column.
 Matrix4 Matrix4.trn(Vector3 vector)
          Adds a translational component to the matrix in the 4th column.
 

Methods in com.badlogic.gdx.math with parameters of type Matrix4
 void Matrix4.lerp(Matrix4 matrix, float alpha)
          Linearly interpolates between this matrix and the given matrix mixing by alpha
 Matrix4 Matrix4.mul(Matrix4 matrix)
          Multiplies this matrix with the given matrix, storing the result in this matrix.
 Vector3 Vector3.mul(Matrix4 matrix)
          Multiplies the vector by the given matrix.
 Vector3 Vector3.prj(Matrix4 matrix)
          Multiplies this vector by the given matrix dividing by w.
 Vector3 Vector3.rot(Matrix4 matrix)
          Multiplies this vector by the first three columns of the matrix, essentially only applying rotation and scaling.
 Matrix3 Matrix3.set(Matrix4 mat)
          Sets this 3x3 matrix to the top left 3x3 corner of the provided 4x4 matrix.
 Matrix4 Matrix4.set(Matrix4 matrix)
          Sets the matrix to the given matrix.
 Quaternion Quaternion.setFromMatrix(Matrix4 matrix)
           
 void Frustum.update(Matrix4 inverseProjectionView)
          Updates the clipping plane's based on the given inverse combined projection and view matrix, e.g.
 

Constructors in com.badlogic.gdx.math with parameters of type Matrix4
Matrix4(Matrix4 matrix)
          Constructs a matrix from the given matrix.
 

Uses of Matrix4 in com.badlogic.gdx.math.collision
 

Methods in com.badlogic.gdx.math.collision with parameters of type Matrix4
 BoundingBox BoundingBox.mul(Matrix4 matrix)
          Multiplies the bounding box by the given matrix.
 Ray Ray.mul(Matrix4 matrix)
          Multiplies the ray by the given matrix.
 

Uses of Matrix4 in com.badlogic.gdx.physics.box2d
 

Methods in com.badlogic.gdx.physics.box2d with parameters of type Matrix4
 void Box2DDebugRenderer.render(World world, Matrix4 projMatrix)
          This assumes that the projection matrix has already been set.
 

Uses of Matrix4 in com.badlogic.gdx.scenes.scene2d
 

Methods in com.badlogic.gdx.scenes.scene2d that return Matrix4
protected  Matrix4 Group.computeTransform()
          Returns the transform for this group's coordinate system.
 

Methods in com.badlogic.gdx.scenes.scene2d with parameters of type Matrix4
protected  void Group.applyTransform(SpriteBatch batch, Matrix4 transform)
          Set the SpriteBatch's transformation matrix, often with the result of Group.computeTransform().
 Vector2 Stage.toScreenCoordinates(Vector2 coords, Matrix4 transformMatrix)
          Transforms the coordinates to screen coordinates.
 

Uses of Matrix4 in com.badlogic.gdx.scenes.scene2d.utils
 

Methods in com.badlogic.gdx.scenes.scene2d.utils with parameters of type Matrix4
static void ScissorStack.calculateScissors(Camera camera, Matrix4 batchTransform, Rectangle area, Rectangle scissor)
          Calculates a scissor rectangle in OpenGL ES window coordinates from a Camera, a transformation Matrix4 and an axis aligned Rectangle.
static void ScissorStack.toWindowCoordinates(Camera camera, Matrix4 transformMatrix, Vector2 point)
          Transforms a point to real window coordinates (as oposed to OpenGL ES window coordinates), where the origin is in the top left and the the y-axis is pointing downwards
 


libgdx API

Copyright 2010 Mario Zechner (contact@badlogicgames.com), Nathan Sweet (admin@esotericsoftware.com)