Creates an identity matrix.
Creates a 4x4 matrix with the given arguments in row-major order.
Sets this matrix to the transformation composed of translation, rotation and scale.
Decomposes this matrix into it's position, quaternion and scale components.
Computes determinant of this matrix. Based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
Copies the rotation component of the supplied matrix m into this matrix rotation component.
Sets the values of this matrix from the provided array or array-like.
the source array or array-like.
Optionaloffset: number(optional) offset into the array-like. Default is 0.
Resets this matrix to identity.
Inverts this matrix.
Creates an orthographic projection matrix.
OptionalcoordinateSystem: CoordinateSystemOptionalreversedDepth: booleanCreates a perspective projection matrix.
OptionalcoordinateSystem: CoordinateSystemOptionalreversedDepth: booleanSets this matrix as rotation transform around axis by angle radians. Based on http://www.gamedev.net/reference/articles/article1199.asp.
Rotation axis.
Rotation angle in radians.
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 shear transform.
Sets this matrix as translation transform.
Multiplies this matrix by s.
Sets all fields of this matrix.
Set the upper 3x3 elements of this matrix to the values of the Matrix3 m.
Sets the position component for this matrix from vector v.
Writes the elements of this matrix to an array in column-major format.
Writes the elements of this matrix to an array in column-major format.
array to store the resulting vector in.
Optionaloffset: number(optional) offset in the array at which to put the result.
Transposes this matrix.
A 4x4 Matrix.
Example