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Uses of Matrix4 in com.badlogic.gdx.graphics |
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Fields in com.badlogic.gdx.graphics declared as Matrix4 | |
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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 | |
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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)
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Uses of Matrix4 in com.badlogic.gdx.graphics.g2d |
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Methods in com.badlogic.gdx.graphics.g2d that return Matrix4 | |
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Matrix4 |
PolygonSpriteBatch.getProjectionMatrix()
Returns the current projection matrix. |
Matrix4 |
SpriteBatch.getProjectionMatrix()
Returns the current projection matrix. |
Matrix4 |
SpriteCache.getProjectionMatrix()
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Matrix4 |
PolygonSpriteBatch.getTransformMatrix()
Returns the current transform matrix. |
Matrix4 |
SpriteBatch.getTransformMatrix()
Returns the current transform matrix. |
Matrix4 |
SpriteCache.getTransformMatrix()
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Methods in com.badlogic.gdx.graphics.g2d with parameters of type Matrix4 | |
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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)
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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)
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Uses of Matrix4 in com.badlogic.gdx.graphics.g2d.tiled |
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Methods in com.badlogic.gdx.graphics.g2d.tiled that return Matrix4 | |
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Matrix4 |
TileMapRenderer.getProjectionMatrix()
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Matrix4 |
TileMapRenderer.getTransformMatrix()
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Uses of Matrix4 in com.badlogic.gdx.graphics.g3d |
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Fields in com.badlogic.gdx.graphics.g3d declared as Matrix4 | |
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Matrix4 |
StillModelNode.matrix
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Methods in com.badlogic.gdx.graphics.g3d that return Matrix4 | |
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Matrix4 |
StillModelInstance.getTransform()
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Matrix4 |
StillModelNode.getTransform()
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Uses of Matrix4 in com.badlogic.gdx.graphics.g3d.model.skeleton |
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Fields in com.badlogic.gdx.graphics.g3d.model.skeleton with type parameters of type Matrix4 | |
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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 | |
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void |
SkeletonModel.skin(SkeletonSubMesh subMesh,
Array<Matrix4> boneMatrices)
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Uses of Matrix4 in com.badlogic.gdx.graphics.glutils |
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Methods in com.badlogic.gdx.graphics.glutils with parameters of type Matrix4 | |
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void |
ImmediateModeRenderer.begin(Matrix4 projModelView,
int primitiveType)
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void |
ImmediateModeRenderer10.begin(Matrix4 projModelView,
int primitiveType)
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void |
ImmediateModeRenderer20.begin(Matrix4 projModelView,
int primitiveType)
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void |
ShapeRenderer.setProjectionMatrix(Matrix4 matrix)
Sets the projection matrix to be used for rendering. |
void |
ShapeRenderer.setTransformMatrix(Matrix4 matrix)
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void |
ShaderProgram.setUniformMatrix(int location,
Matrix4 matrix)
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void |
ShaderProgram.setUniformMatrix(int location,
Matrix4 matrix,
boolean transpose)
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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 |
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Methods in com.badlogic.gdx.math that return Matrix4 | |
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Matrix4 |
Matrix4.cpy()
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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)
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Matrix4 |
Matrix4.scl(float x,
float y,
float z)
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Matrix4 |
Matrix4.scl(Vector3 scale)
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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)
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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 | |
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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)
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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 | |
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Matrix4(Matrix4 matrix)
Constructs a matrix from the given matrix. |
Uses of Matrix4 in com.badlogic.gdx.math.collision |
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Methods in com.badlogic.gdx.math.collision with parameters of type Matrix4 | |
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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 |
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Methods in com.badlogic.gdx.physics.box2d with parameters of type Matrix4 | |
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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 |
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Methods in com.badlogic.gdx.scenes.scene2d that return Matrix4 | |
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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 | |
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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 |
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Methods in com.badlogic.gdx.scenes.scene2d.utils with parameters of type Matrix4 | |
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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 |
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