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/*
 * The MIT License
 *
 * Copyright (c) 2016-2019 JOML
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 */
package org.joml;

import java.nio.ByteBuffer;
import java.nio.FloatBuffer;
import java.util.*;


/**
 * Interface to a read-only view of a 3x3 matrix of single-precision floats.
 * 
 * @author Kai Burjack
 */
public interface Matrix3fc {

    /**
     * Return the value of the matrix element at column 0 and row 0.
     * 
     * @return the value of the matrix element
     */
    float m00();

    /**
     * Return the value of the matrix element at column 0 and row 1.
     * 
     * @return the value of the matrix element
     */
    float m01();

    /**
     * Return the value of the matrix element at column 0 and row 2.
     * 
     * @return the value of the matrix element
     */
    float m02();

    /**
     * Return the value of the matrix element at column 1 and row 0.
     * 
     * @return the value of the matrix element
     */
    float m10();

    /**
     * Return the value of the matrix element at column 1 and row 1.
     * 
     * @return the value of the matrix element
     */
    float m11();

    /**
     * Return the value of the matrix element at column 1 and row 2.
     * 
     * @return the value of the matrix element
     */
    float m12();

    /**
     * Return the value of the matrix element at column 2 and row 0.
     * 
     * @return the value of the matrix element
     */
    float m20();

    /**
     * Return the value of the matrix element at column 2 and row 1.
     * 
     * @return the value of the matrix element
     */
    float m21();

    /**
     * Return the value of the matrix element at column 2 and row 2.
     * 
     * @return the value of the matrix element
     */
    float m22();

    /**
     * Multiply this matrix by the supplied right matrix and store the result in dest.
     * 

* If M is this matrix and R the right matrix, * then the new matrix will be M * R. So when transforming a * vector v with the new matrix by using M * R * v, the * transformation of the right matrix will be applied first! * * @param right * the right operand of the matrix multiplication * @param dest * will hold the result * @return dest */ Matrix3f mul(Matrix3fc right, Matrix3f dest); /** * Pre-multiply this matrix by the supplied left matrix and store the result in dest. *

* If M is this matrix and L the left matrix, * then the new matrix will be L * M. So when transforming a * vector v with the new matrix by using L * M * v, the * transformation of this matrix will be applied first! * * @param left * the left operand of the matrix multiplication * @param dest * the destination matrix, which will hold the result * @return dest */ Matrix3f mulLocal(Matrix3fc left, Matrix3f dest); /** * Return the determinant of this matrix. * * @return the determinant */ float determinant(); /** * Invert the this matrix and store the result in dest. * * @param dest * will hold the result * @return dest */ Matrix3f invert(Matrix3f dest); /** * Transpose this matrix and store the result in dest. * * @param dest * will hold the result * @return dest */ Matrix3f transpose(Matrix3f dest); /** * Get the current values of this matrix and store them into * dest. * * @param dest * the destination matrix * @return the passed in destination */ Matrix3f get(Matrix3f dest); /** * Get the current values of this matrix and store them as * the rotational component of dest. All other values of dest will * be set to identity. * * @see Matrix4f#set(Matrix3fc) * * @param dest * the destination matrix * @return the passed in destination */ Matrix4f get(Matrix4f dest); /** * Get the current values of this matrix and store the represented rotation * into the given {@link AxisAngle4f}. * * @see AxisAngle4f#set(Matrix3fc) * * @param dest * the destination {@link AxisAngle4f} * @return the passed in destination */ AxisAngle4f getRotation(AxisAngle4f dest); /** * Get the current values of this matrix and store the represented rotation * into the given {@link Quaternionf}. *

* This method assumes that the three column vectors of this matrix are not normalized and * thus allows to ignore any additional scaling factor that is applied to the matrix. * * @see Quaternionf#setFromUnnormalized(Matrix3fc) * * @param dest * the destination {@link Quaternionf} * @return the passed in destination */ Quaternionf getUnnormalizedRotation(Quaternionf dest); /** * Get the current values of this matrix and store the represented rotation * into the given {@link Quaternionf}. *

* This method assumes that the three column vectors of this matrix are normalized. * * @see Quaternionf#setFromNormalized(Matrix3fc) * * @param dest * the destination {@link Quaternionf} * @return the passed in destination */ Quaternionf getNormalizedRotation(Quaternionf dest); /** * Get the current values of this matrix and store the represented rotation * into the given {@link Quaterniond}. *

* This method assumes that the three column vectors of this matrix are not normalized and * thus allows to ignore any additional scaling factor that is applied to the matrix. * * @see Quaterniond#setFromUnnormalized(Matrix3fc) * * @param dest * the destination {@link Quaterniond} * @return the passed in destination */ Quaterniond getUnnormalizedRotation(Quaterniond dest); /** * Get the current values of this matrix and store the represented rotation * into the given {@link Quaterniond}. *

* This method assumes that the three column vectors of this matrix are normalized. * * @see Quaterniond#setFromNormalized(Matrix3fc) * * @param dest * the destination {@link Quaterniond} * @return the passed in destination */ Quaterniond getNormalizedRotation(Quaterniond dest); /** * Store this matrix in column-major order into the supplied {@link FloatBuffer} at the current * buffer {@link FloatBuffer#position() position}. *

* This method will not increment the position of the given FloatBuffer. *

* In order to specify the offset into the FloatBuffer at which * the matrix is stored, use {@link #get(int, FloatBuffer)}, taking * the absolute position as parameter. * * @see #get(int, FloatBuffer) * * @param buffer * will receive the values of this matrix in column-major order at its current position * @return the passed in buffer */ FloatBuffer get(FloatBuffer buffer); /** * Store this matrix in column-major order into the supplied {@link FloatBuffer} starting at the specified * absolute buffer position/index. *

* This method will not increment the position of the given FloatBuffer. * * @param index * the absolute position into the FloatBuffer * @param buffer * will receive the values of this matrix in column-major order * @return the passed in buffer */ FloatBuffer get(int index, FloatBuffer buffer); /** * Store this matrix in column-major order into the supplied {@link ByteBuffer} at the current * buffer {@link ByteBuffer#position() position}. *

* This method will not increment the position of the given ByteBuffer. *

* In order to specify the offset into the ByteBuffer at which * the matrix is stored, use {@link #get(int, ByteBuffer)}, taking * the absolute position as parameter. * * @see #get(int, ByteBuffer) * * @param buffer * will receive the values of this matrix in column-major order at its current position * @return the passed in buffer */ ByteBuffer get(ByteBuffer buffer); /** * Store this matrix in column-major order into the supplied {@link ByteBuffer} starting at the specified * absolute buffer position/index. *

* This method will not increment the position of the given ByteBuffer. * * @param index * the absolute position into the ByteBuffer * @param buffer * will receive the values of this matrix in column-major order * @return the passed in buffer */ ByteBuffer get(int index, ByteBuffer buffer); /** * Store the transpose of this matrix in column-major order into the supplied {@link FloatBuffer} at the current * buffer {@link FloatBuffer#position() position}. *

* This method will not increment the position of the given FloatBuffer. *

* In order to specify the offset into the FloatBuffer at which * the matrix is stored, use {@link #getTransposed(int, FloatBuffer)}, taking * the absolute position as parameter. * * @see #getTransposed(int, FloatBuffer) * * @param buffer * will receive the values of this matrix in column-major order at its current position * @return the passed in buffer */ FloatBuffer getTransposed(FloatBuffer buffer); /** * Store the transpose of this matrix in column-major order into the supplied {@link FloatBuffer} starting at the specified * absolute buffer position/index. *

* This method will not increment the position of the given FloatBuffer. * * @param index * the absolute position into the FloatBuffer * @param buffer * will receive the values of this matrix in column-major order * @return the passed in buffer */ FloatBuffer getTransposed(int index, FloatBuffer buffer); /** * Store the transpose of this matrix in column-major order into the supplied {@link ByteBuffer} at the current * buffer {@link ByteBuffer#position() position}. *

* This method will not increment the position of the given ByteBuffer. *

* In order to specify the offset into the ByteBuffer at which * the matrix is stored, use {@link #getTransposed(int, ByteBuffer)}, taking * the absolute position as parameter. * * @see #getTransposed(int, ByteBuffer) * * @param buffer * will receive the values of this matrix in column-major order at its current position * @return the passed in buffer */ ByteBuffer getTransposed(ByteBuffer buffer); /** * Store the transpose of this matrix in column-major order into the supplied {@link ByteBuffer} starting at the specified * absolute buffer position/index. *

* This method will not increment the position of the given ByteBuffer. * * @param index * the absolute position into the ByteBuffer * @param buffer * will receive the values of this matrix in column-major order * @return the passed in buffer */ ByteBuffer getTransposed(int index, ByteBuffer buffer); /** * Store this matrix into the supplied float array in column-major order at the given offset. * * @param arr * the array to write the matrix values into * @param offset * the offset into the array * @return the passed in array */ float[] get(float[] arr, int offset); /** * Store this matrix into the supplied float array in column-major order. *

* In order to specify an explicit offset into the array, use the method {@link #get(float[], int)}. * * @see #get(float[], int) * * @param arr * the array to write the matrix values into * @return the passed in array */ float[] get(float[] arr); /** * Apply scaling to this matrix by scaling the base axes by the given xyz.x, * xyz.y and xyz.z factors, respectively and store the result in dest. *

* If M is this matrix and S the scaling matrix, * then the new matrix will be M * S. So when transforming a * vector v with the new matrix by using M * S * v * , the scaling will be applied first! * * @param xyz * the factors of the x, y and z component, respectively * @param dest * will hold the result * @return dest */ Matrix3f scale(Vector3fc xyz, Matrix3f dest); /** * Apply scaling to this matrix by scaling the base axes by the given x, * y and z factors and store the result in dest. *

* If M is this matrix and S the scaling matrix, * then the new matrix will be M * S. So when transforming a * vector v with the new matrix by using M * S * v * , the scaling will be applied first! * * @param x * the factor of the x component * @param y * the factor of the y component * @param z * the factor of the z component * @param dest * will hold the result * @return dest */ Matrix3f scale(float x, float y, float z, Matrix3f dest); /** * Apply scaling to this matrix by uniformly scaling all base axes by the given xyz factor * and store the result in dest. *

* If M is this matrix and S the scaling matrix, * then the new matrix will be M * S. So when transforming a * vector v with the new matrix by using M * S * v * , the scaling will be applied first! * * @see #scale(float, float, float, Matrix3f) * * @param xyz * the factor for all components * @param dest * will hold the result * @return dest */ Matrix3f scale(float xyz, Matrix3f dest); /** * Pre-multiply scaling to this matrix by scaling the base axes by the given x, * y and z factors and store the result in dest. *

* If M is this matrix and S the scaling matrix, * then the new matrix will be S * M. So when transforming a * vector v with the new matrix by using S * M * v * , the scaling will be applied last! * * @param x * the factor of the x component * @param y * the factor of the y component * @param z * the factor of the z component * @param dest * will hold the result * @return dest */ Matrix3f scaleLocal(float x, float y, float z, Matrix3f dest); /** * Transform the given vector by this matrix. * * @param v * the vector to transform * @return v */ Vector3f transform(Vector3f v); /** * Transform the given vector by this matrix and store the result in dest. * * @param v * the vector to transform * @param dest * will hold the result * @return dest */ Vector3f transform(Vector3fc v, Vector3f dest); /** * Transform the vector (x, y, z) by this matrix and store the result in dest. * * @param x * the x coordinate of the vector to transform * @param y * the y coordinate of the vector to transform * @param z * the z coordinate of the vector to transform * @param dest * will hold the result * @return dest */ Vector3f transform(float x, float y, float z, Vector3f dest); /** * Transform the given vector by the transpose of this matrix. * * @param v * the vector to transform * @return v */ Vector3f transformTranspose(Vector3f v); /** * Transform the given vector by the transpose of this matrix and store the result in dest. * * @param v * the vector to transform * @param dest * will hold the result * @return dest */ Vector3f transformTranspose(Vector3fc v, Vector3f dest); /** * Transform the vector (x, y, z) by the transpose of this matrix and store the result in dest. * * @param x * the x coordinate of the vector to transform * @param y * the y coordinate of the vector to transform * @param z * the z coordinate of the vector to transform * @param dest * will hold the result * @return dest */ Vector3f transformTranspose(float x, float y, float z, Vector3f dest); /** * Apply rotation about the X axis to this matrix by rotating the given amount of radians * and store the result in dest. *

* When used with a right-handed coordinate system, the produced rotation will rotate a vector * counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. * When used with a left-handed coordinate system, the rotation is clockwise. *

* If M is this matrix and R the rotation matrix, * then the new matrix will be M * R. So when transforming a * vector v with the new matrix by using M * R * v * , the rotation will be applied first! *

* Reference: http://en.wikipedia.org * * @param ang * the angle in radians * @param dest * will hold the result * @return dest */ Matrix3f rotateX(float ang, Matrix3f dest); /** * Apply rotation about the Y axis to this matrix by rotating the given amount of radians * and store the result in dest. *

* When used with a right-handed coordinate system, the produced rotation will rotate a vector * counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. * When used with a left-handed coordinate system, the rotation is clockwise. *

* If M is this matrix and R the rotation matrix, * then the new matrix will be M * R. So when transforming a * vector v with the new matrix by using M * R * v * , the rotation will be applied first! *

* Reference: http://en.wikipedia.org * * @param ang * the angle in radians * @param dest * will hold the result * @return dest */ Matrix3f rotateY(float ang, Matrix3f dest); /** * Apply rotation about the Z axis to this matrix by rotating the given amount of radians * and store the result in dest. *

* When used with a right-handed coordinate system, the produced rotation will rotate a vector * counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. * When used with a left-handed coordinate system, the rotation is clockwise. *

* If M is this matrix and R the rotation matrix, * then the new matrix will be M * R. So when transforming a * vector v with the new matrix by using M * R * v * , the rotation will be applied first! *

* Reference: http://en.wikipedia.org * * @param ang * the angle in radians * @param dest * will hold the result * @return dest */ Matrix3f rotateZ(float ang, Matrix3f dest); /** * Apply rotation of angleX radians about the X axis, followed by a rotation of angleY radians about the Y axis and * followed by a rotation of angleZ radians about the Z axis and store the result in dest. *

* When used with a right-handed coordinate system, the produced rotation will rotate a vector * counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. * When used with a left-handed coordinate system, the rotation is clockwise. *

* If M is this matrix and R the rotation matrix, * then the new matrix will be M * R. So when transforming a * vector v with the new matrix by using M * R * v, the * rotation will be applied first! *

* This method is equivalent to calling: rotateX(angleX, dest).rotateY(angleY).rotateZ(angleZ) * * @param angleX * the angle to rotate about X * @param angleY * the angle to rotate about Y * @param angleZ * the angle to rotate about Z * @param dest * will hold the result * @return dest */ Matrix3f rotateXYZ(float angleX, float angleY, float angleZ, Matrix3f dest); /** * Apply rotation of angleZ radians about the Z axis, followed by a rotation of angleY radians about the Y axis and * followed by a rotation of angleX radians about the X axis and store the result in dest. *

* When used with a right-handed coordinate system, the produced rotation will rotate a vector * counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. * When used with a left-handed coordinate system, the rotation is clockwise. *

* If M is this matrix and R the rotation matrix, * then the new matrix will be M * R. So when transforming a * vector v with the new matrix by using M * R * v, the * rotation will be applied first! *

* This method is equivalent to calling: rotateZ(angleZ, dest).rotateY(angleY).rotateX(angleX) * * @param angleZ * the angle to rotate about Z * @param angleY * the angle to rotate about Y * @param angleX * the angle to rotate about X * @param dest * will hold the result * @return dest */ Matrix3f rotateZYX(float angleZ, float angleY, float angleX, Matrix3f dest); /** * Apply rotation of angleY radians about the Y axis, followed by a rotation of angleX radians about the X axis and * followed by a rotation of angleZ radians about the Z axis and store the result in dest. *

* When used with a right-handed coordinate system, the produced rotation will rotate a vector * counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. * When used with a left-handed coordinate system, the rotation is clockwise. *

* If M is this matrix and R the rotation matrix, * then the new matrix will be M * R. So when transforming a * vector v with the new matrix by using M * R * v, the * rotation will be applied first! *

* This method is equivalent to calling: rotateY(angleY, dest).rotateX(angleX).rotateZ(angleZ) * * @param angleY * the angle to rotate about Y * @param angleX * the angle to rotate about X * @param angleZ * the angle to rotate about Z * @param dest * will hold the result * @return dest */ Matrix3f rotateYXZ(float angleY, float angleX, float angleZ, Matrix3f dest); /** * Apply rotation to this matrix by rotating the given amount of radians * about the given axis specified as x, y and z components, and store the result in dest. *

* The axis described by the three components needs to be a unit vector. *

* When used with a right-handed coordinate system, the produced rotation will rotate a vector * counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. * When used with a left-handed coordinate system, the rotation is clockwise. *

* If M is this matrix and R the rotation matrix, * then the new matrix will be M * R. So when transforming a * vector v with the new matrix by using M * R * v * , the rotation will be applied first! *

* Reference: http://en.wikipedia.org * * @param ang * the angle in radians * @param x * the x component of the axis * @param y * the y component of the axis * @param z * the z component of the axis * @param dest * will hold the result * @return dest */ Matrix3f rotate(float ang, float x, float y, float z, Matrix3f dest); /** * Pre-multiply a rotation to this matrix by rotating the given amount of radians * about the specified (x, y, z) axis and store the result in dest. *

* The axis described by the three components needs to be a unit vector. *

* When used with a right-handed coordinate system, the produced rotation will rotate a vector * counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. * When used with a left-handed coordinate system, the rotation is clockwise. *

* If M is this matrix and R the rotation matrix, * then the new matrix will be R * M. So when transforming a * vector v with the new matrix by using R * M * v, the * rotation will be applied last! *

* Reference: http://en.wikipedia.org * * @param ang * the angle in radians * @param x * the x component of the axis * @param y * the y component of the axis * @param z * the z component of the axis * @param dest * will hold the result * @return dest */ Matrix3f rotateLocal(float ang, float x, float y, float z, Matrix3f dest); /** * Pre-multiply a rotation around the X axis to this matrix by rotating the given amount of radians * about the X axis and store the result in dest. *

* When used with a right-handed coordinate system, the produced rotation will rotate a vector * counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. * When used with a left-handed coordinate system, the rotation is clockwise. *

* If M is this matrix and R the rotation matrix, * then the new matrix will be R * M. So when transforming a * vector v with the new matrix by using R * M * v, the * rotation will be applied last! *

* Reference: http://en.wikipedia.org * * @param ang * the angle in radians to rotate about the X axis * @param dest * will hold the result * @return dest */ Matrix3f rotateLocalX(float ang, Matrix3f dest); /** * Pre-multiply a rotation around the Y axis to this matrix by rotating the given amount of radians * about the Y axis and store the result in dest. *

* When used with a right-handed coordinate system, the produced rotation will rotate a vector * counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. * When used with a left-handed coordinate system, the rotation is clockwise. *

* If M is this matrix and R the rotation matrix, * then the new matrix will be R * M. So when transforming a * vector v with the new matrix by using R * M * v, the * rotation will be applied last! *

* Reference: http://en.wikipedia.org * * @param ang * the angle in radians to rotate about the Y axis * @param dest * will hold the result * @return dest */ Matrix3f rotateLocalY(float ang, Matrix3f dest); /** * Pre-multiply a rotation around the Z axis to this matrix by rotating the given amount of radians * about the Z axis and store the result in dest. *

* When used with a right-handed coordinate system, the produced rotation will rotate a vector * counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. * When used with a left-handed coordinate system, the rotation is clockwise. *

* If M is this matrix and R the rotation matrix, * then the new matrix will be R * M. So when transforming a * vector v with the new matrix by using R * M * v, the * rotation will be applied last! *

* Reference: http://en.wikipedia.org * * @param ang * the angle in radians to rotate about the Z axis * @param dest * will hold the result * @return dest */ Matrix3f rotateLocalZ(float ang, Matrix3f dest); /** * Apply the rotation - and possibly scaling - transformation of the given {@link Quaternionfc} to this matrix and store * the result in dest. *

* When used with a right-handed coordinate system, the produced rotation will rotate a vector * counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. * When used with a left-handed coordinate system, the rotation is clockwise. *

* If M is this matrix and Q the rotation matrix obtained from the given quaternion, * then the new matrix will be M * Q. So when transforming a * vector v with the new matrix by using M * Q * v, * the quaternion rotation will be applied first! *

* Reference: http://en.wikipedia.org * * @param quat * the {@link Quaternionfc} * @param dest * will hold the result * @return dest */ Matrix3f rotate(Quaternionfc quat, Matrix3f dest); /** * Pre-multiply the rotation - and possibly scaling - transformation of the given {@link Quaternionfc} to this matrix and store * the result in dest. *

* When used with a right-handed coordinate system, the produced rotation will rotate a vector * counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. * When used with a left-handed coordinate system, the rotation is clockwise. *

* If M is this matrix and Q the rotation matrix obtained from the given quaternion, * then the new matrix will be Q * M. So when transforming a * vector v with the new matrix by using Q * M * v, * the quaternion rotation will be applied last! *

* Reference: http://en.wikipedia.org * * @param quat * the {@link Quaternionfc} * @param dest * will hold the result * @return dest */ Matrix3f rotateLocal(Quaternionfc quat, Matrix3f dest); /** * Apply a rotation transformation, rotating about the given {@link AxisAngle4f} and store the result in dest. *

* When used with a right-handed coordinate system, the produced rotation will rotate a vector * counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. * When used with a left-handed coordinate system, the rotation is clockwise. *

* If M is this matrix and A the rotation matrix obtained from the given {@link AxisAngle4f}, * then the new matrix will be M * A. So when transforming a * vector v with the new matrix by using M * A * v, * the {@link AxisAngle4f} rotation will be applied first! *

* Reference: http://en.wikipedia.org * * @see #rotate(float, float, float, float, Matrix3f) * * @param axisAngle * the {@link AxisAngle4f} (needs to be {@link AxisAngle4f#normalize() normalized}) * @param dest * will hold the result * @return dest */ Matrix3f rotate(AxisAngle4f axisAngle, Matrix3f dest); /** * Apply a rotation transformation, rotating the given radians about the specified axis and store the result in dest. *

* When used with a right-handed coordinate system, the produced rotation will rotate a vector * counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. * When used with a left-handed coordinate system, the rotation is clockwise. *

* If M is this matrix and A the rotation matrix obtained from the given angle and axis, * then the new matrix will be M * A. So when transforming a * vector v with the new matrix by using M * A * v, * the axis-angle rotation will be applied first! *

* Reference: http://en.wikipedia.org * * @see #rotate(float, float, float, float, Matrix3f) * * @param angle * the angle in radians * @param axis * the rotation axis (needs to be {@link Vector3f#normalize() normalized}) * @param dest * will hold the result * @return dest */ Matrix3f rotate(float angle, Vector3fc axis, Matrix3f dest); /** * Apply a rotation transformation to this matrix to make -z point along dir * and store the result in dest. *

* If M is this matrix and L the lookalong rotation matrix, * then the new matrix will be M * L. So when transforming a * vector v with the new matrix by using M * L * v, the * lookalong rotation transformation will be applied first! * * @see #lookAlong(float, float, float, float, float, float, Matrix3f) * * @param dir * the direction in space to look along * @param up * the direction of 'up' * @param dest * will hold the result * @return dest */ Matrix3f lookAlong(Vector3fc dir, Vector3fc up, Matrix3f dest); /** * Apply a rotation transformation to this matrix to make -z point along dir * and store the result in dest. *

* If M is this matrix and L the lookalong rotation matrix, * then the new matrix will be M * L. So when transforming a * vector v with the new matrix by using M * L * v, the * lookalong rotation transformation will be applied first! * * @param dirX * the x-coordinate of the direction to look along * @param dirY * the y-coordinate of the direction to look along * @param dirZ * the z-coordinate of the direction to look along * @param upX * the x-coordinate of the up vector * @param upY * the y-coordinate of the up vector * @param upZ * the z-coordinate of the up vector * @param dest * will hold the result * @return dest */ Matrix3f lookAlong(float dirX, float dirY, float dirZ, float upX, float upY, float upZ, Matrix3f dest); /** * Get the row at the given row index, starting with 0. * * @param row * the row index in [0..2] * @param dest * will hold the row components * @return the passed in destination * @throws IndexOutOfBoundsException if row is not in [0..2] */ Vector3f getRow(int row, Vector3f dest) throws IndexOutOfBoundsException; /** * Get the column at the given column index, starting with 0. * * @param column * the column index in [0..2] * @param dest * will hold the column components * @return the passed in destination * @throws IndexOutOfBoundsException if column is not in [0..2] */ Vector3f getColumn(int column, Vector3f dest) throws IndexOutOfBoundsException; /** * Get the matrix element value at the given column and row. * * @param column * the colum index in [0..2] * @param row * the row index in [0..2] * @return the element value */ float get(int column, int row); /** * Compute a normal matrix from this matrix and store it into dest. *

* The normal matrix of m is the transpose of the inverse of m. * * @param dest * will hold the result * @return dest */ Matrix3f normal(Matrix3f dest); /** * Compute the cofactor matrix of this and store it into dest. *

* The cofactor matrix can be used instead of {@link #normal(Matrix3f)} to transform normals * when the orientation of the normals with respect to the surface should be preserved. * * @param dest * will hold the result * @return dest */ Matrix3f cofactor(Matrix3f dest); /** * Get the scaling factors of this matrix for the three base axes. * * @param dest * will hold the scaling factors for x, y and z * @return dest */ Vector3f getScale(Vector3f dest); /** * Obtain the direction of +Z before the transformation represented by this matrix is applied. *

* This method is equivalent to the following code: *

     * Matrix3f inv = new Matrix3f(this).invert();
     * inv.transform(dir.set(0, 0, 1)).normalize();
     * 
* If this is already an orthogonal matrix, then consider using {@link #normalizedPositiveZ(Vector3f)} instead. *

* Reference: http://www.euclideanspace.com * * @param dir * will hold the direction of +Z * @return dir */ Vector3f positiveZ(Vector3f dir); /** * Obtain the direction of +Z before the transformation represented by this orthogonal matrix is applied. * This method only produces correct results if this is an orthogonal matrix. *

* This method is equivalent to the following code: *

     * Matrix3f inv = new Matrix3f(this).transpose();
     * inv.transform(dir.set(0, 0, 1));
     * 
*

* Reference: http://www.euclideanspace.com * * @param dir * will hold the direction of +Z * @return dir */ Vector3f normalizedPositiveZ(Vector3f dir); /** * Obtain the direction of +X before the transformation represented by this matrix is applied. *

* This method is equivalent to the following code: *

     * Matrix3f inv = new Matrix3f(this).invert();
     * inv.transform(dir.set(1, 0, 0)).normalize();
     * 
* If this is already an orthogonal matrix, then consider using {@link #normalizedPositiveX(Vector3f)} instead. *

* Reference: http://www.euclideanspace.com * * @param dir * will hold the direction of +X * @return dir */ Vector3f positiveX(Vector3f dir); /** * Obtain the direction of +X before the transformation represented by this orthogonal matrix is applied. * This method only produces correct results if this is an orthogonal matrix. *

* This method is equivalent to the following code: *

     * Matrix3f inv = new Matrix3f(this).transpose();
     * inv.transform(dir.set(1, 0, 0));
     * 
*

* Reference: http://www.euclideanspace.com * * @param dir * will hold the direction of +X * @return dir */ Vector3f normalizedPositiveX(Vector3f dir); /** * Obtain the direction of +Y before the transformation represented by this matrix is applied. *

* This method is equivalent to the following code: *

     * Matrix3f inv = new Matrix3f(this).invert();
     * inv.transform(dir.set(0, 1, 0)).normalize();
     * 
* If this is already an orthogonal matrix, then consider using {@link #normalizedPositiveY(Vector3f)} instead. *

* Reference: http://www.euclideanspace.com * * @param dir * will hold the direction of +Y * @return dir */ Vector3f positiveY(Vector3f dir); /** * Obtain the direction of +Y before the transformation represented by this orthogonal matrix is applied. * This method only produces correct results if this is an orthogonal matrix. *

* This method is equivalent to the following code: *

     * Matrix3f inv = new Matrix3f(this).transpose();
     * inv.transform(dir.set(0, 1, 0));
     * 
*

* Reference: http://www.euclideanspace.com * * @param dir * will hold the direction of +Y * @return dir */ Vector3f normalizedPositiveY(Vector3f dir); /** * Component-wise add this and other and store the result in dest. * * @param other * the other addend * @param dest * will hold the result * @return dest */ Matrix3f add(Matrix3fc other, Matrix3f dest); /** * Component-wise subtract subtrahend from this and store the result in dest. * * @param subtrahend * the subtrahend * @param dest * will hold the result * @return dest */ Matrix3f sub(Matrix3fc subtrahend, Matrix3f dest); /** * Component-wise multiply this by other and store the result in dest. * * @param other * the other matrix * @param dest * will hold the result * @return dest */ Matrix3f mulComponentWise(Matrix3fc other, Matrix3f dest); /** * Linearly interpolate this and other using the given interpolation factor t * and store the result in dest. *

* If t is 0.0 then the result is this. If the interpolation factor is 1.0 * then the result is other. * * @param other * the other matrix * @param t * the interpolation factor between 0.0 and 1.0 * @param dest * will hold the result * @return dest */ Matrix3f lerp(Matrix3fc other, float t, Matrix3f dest); /** * Apply a model transformation to this matrix for a right-handed coordinate system, * that aligns the local +Z axis with direction * and store the result in dest. *

* If M is this matrix and L the lookat matrix, * then the new matrix will be M * L. So when transforming a * vector v with the new matrix by using M * L * v, * the lookat transformation will be applied first! *

* This method is equivalent to calling: mul(new Matrix3f().lookAlong(new Vector3f(dir).negate(), up).invert(), dest) * * @see #rotateTowards(float, float, float, float, float, float, Matrix3f) * * @param direction * the direction to rotate towards * @param up * the model's up vector * @param dest * will hold the result * @return dest */ Matrix3f rotateTowards(Vector3fc direction, Vector3fc up, Matrix3f dest); /** * Apply a model transformation to this matrix for a right-handed coordinate system, * that aligns the local +Z axis with dir * and store the result in dest. *

* If M is this matrix and L the lookat matrix, * then the new matrix will be M * L. So when transforming a * vector v with the new matrix by using M * L * v, * the lookat transformation will be applied first! *

* This method is equivalent to calling: mul(new Matrix3f().lookAlong(-dirX, -dirY, -dirZ, upX, upY, upZ).invert(), dest) * * @see #rotateTowards(Vector3fc, Vector3fc, Matrix3f) * * @param dirX * the x-coordinate of the direction to rotate towards * @param dirY * the y-coordinate of the direction to rotate towards * @param dirZ * the z-coordinate of the direction to rotate towards * @param upX * the x-coordinate of the up vector * @param upY * the y-coordinate of the up vector * @param upZ * the z-coordinate of the up vector * @param dest * will hold the result * @return dest */ Matrix3f rotateTowards(float dirX, float dirY, float dirZ, float upX, float upY, float upZ, Matrix3f dest); /** * Extract the Euler angles from the rotation represented by this matrix and store the extracted Euler angles in dest. *

* This method assumes that this matrix only represents a rotation without scaling. *

* Note that the returned Euler angles must be applied in the order Z * Y * X to obtain the identical matrix. * This means that calling {@link Matrix3fc#rotateZYX(float, float, float, Matrix3f)} using the obtained Euler angles will yield * the same rotation as the original matrix from which the Euler angles were obtained, so in the below code the matrix * m2 should be identical to m (disregarding possible floating-point inaccuracies). *

     * Matrix3f m = ...; // <- matrix only representing rotation
     * Matrix3f n = new Matrix3f();
     * n.rotateZYX(m.getEulerAnglesZYX(new Vector3f()));
     * 
*

* Reference: http://nghiaho.com/ * * @param dest * will hold the extracted Euler angles * @return dest */ Vector3f getEulerAnglesZYX(Vector3f dest); /** * Apply an oblique projection transformation to this matrix with the given values for a and * b and store the result in dest. *

* If M is this matrix and O the oblique transformation matrix, * then the new matrix will be M * O. So when transforming a * vector v with the new matrix by using M * O * v, the * oblique transformation will be applied first! *

* The oblique transformation is defined as: *

     * x' = x + a*z
     * y' = y + a*z
     * z' = z
     * 
* or in matrix form: *
     * 1 0 a
     * 0 1 b
     * 0 0 1
     * 
* * @param a * the value for the z factor that applies to x * @param b * the value for the z factor that applies to y * @param dest * will hold the result * @return dest */ Matrix3f obliqueZ(float a, float b, Matrix3f dest); /** * Compare the matrix elements of this matrix with the given matrix using the given delta * and return whether all of them are equal within a maximum difference of delta. *

* Please note that this method is not used by any data structure such as {@link ArrayList} {@link HashSet} or {@link HashMap} * and their operations, such as {@link ArrayList#contains(Object)} or {@link HashSet#remove(Object)}, since those * data structures only use the {@link Object#equals(Object)} and {@link Object#hashCode()} methods. * * @param m * the other matrix * @param delta * the allowed maximum difference * @return true whether all of the matrix elements are equal; false otherwise */ boolean equals(Matrix3fc m, float delta); /** * Apply a mirror/reflection transformation to this matrix that reflects through the given plane * specified via the plane normal (nx, ny, nz), and store the result in dest. *

* If M is this matrix and R the reflection matrix, * then the new matrix will be M * R. So when transforming a * vector v with the new matrix by using M * R * v, the * reflection will be applied first! * * @param nx * the x-coordinate of the plane normal * @param ny * the y-coordinate of the plane normal * @param nz * the z-coordinate of the plane normal * @param dest * will hold the result * @return a matrix holding the result */ Matrix3f reflect(float nx, float ny, float nz, Matrix3f dest); /** * Apply a mirror/reflection transformation to this matrix that reflects through a plane * specified via the plane orientation, and store the result in dest. *

* This method can be used to build a reflection transformation based on the orientation of a mirror object in the scene. * It is assumed that the default mirror plane's normal is (0, 0, 1). So, if the given {@link Quaternionfc} is * the identity (does not apply any additional rotation), the reflection plane will be z=0. *

* If M is this matrix and R the reflection matrix, * then the new matrix will be M * R. So when transforming a * vector v with the new matrix by using M * R * v, the * reflection will be applied first! * * @param orientation * the plane orientation * @param dest * will hold the result * @return a matrix holding the result */ Matrix3f reflect(Quaternionfc orientation, Matrix3f dest); /** * Apply a mirror/reflection transformation to this matrix that reflects through the given plane * specified via the plane normal, and store the result in dest. *

* If M is this matrix and R the reflection matrix, * then the new matrix will be M * R. So when transforming a * vector v with the new matrix by using M * R * v, the * reflection will be applied first! * * @param normal * the plane normal * @param dest * will hold the result * @return this */ Matrix3f reflect(Vector3fc normal, Matrix3f dest); }





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