Float32Array with matrix values.
Sets this matrix to the transformation composed of translation, rotation and scale.
Decomposes this matrix into the translation, rotation and scale components. If parameters are not passed, new instances will be created.
Computes determinant of this matrix. Based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
Sets this matrix to the inverse of matrix m. Based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm.
Resets this matrix to identity.
Creates an orthographic projection matrix.
Sets 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 rotation transform around x axis by theta radians.
Rotation angle in radians.
Sets this matrix as rotation transform around y axis by theta radians.
Rotation angle in radians.
Sets this matrix as rotation transform around z axis by theta radians.
Rotation angle in radians.
Sets this matrix as scale transform.
Sets this matrix as translation transform.
Multiplies this matrix by s.
Sets all fields of this matrix.
Transposes this matrix.
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A 4x4 Matrix.
// Simple rig for rotating around 3 axes var m = new THREE.Matrix4(); var m1 = new THREE.Matrix4(); var m2 = new THREE.Matrix4(); var m3 = new THREE.Matrix4(); var alpha = 0; var beta = Math.PI; var gamma = Math.PI/2; m1.makeRotationX( alpha ); m2.makeRotationY( beta ); m3.makeRotationZ( gamma ); m.multiplyMatrices( m1, m2 ); m.multiply( m3 );