Uses of Class
com.raylib.Matrix
Packages that use Matrix
-
Uses of Matrix in com.raylib
Methods in com.raylib that return MatrixModifier and TypeMethodDescriptionstatic MatrixMatrix.allocateArray(long elementCount) Allocate an array of Matrixstatic MatrixMatrix.allocateArray(long elementCount, SegmentAllocator allocator) Allocate an array of MatrixMesh.boneMatrices()Bones animated transformation matricesMatrix.getArrayElement(int index) Mesh.getBoneMatrices()Bones animated transformation matricesstatic MatrixRaylib.getCameraMatrix(Camera3D camera) Get camera transform matrix (view matrix)static MatrixRaylib.getCameraMatrix(Arena arena, Camera3D camera) Get camera transform matrix (view matrix)static MatrixRaylib.getCameraMatrix2D(Camera2D camera) Get camera 2d transform matrixstatic MatrixRaylib.getCameraMatrix2D(Arena arena, Camera2D camera) Get camera 2d transform matrixModel.getTransform()Local transform matrixMatrix.m0(float value) Matrix first row (4 components)Matrix.m1(float value) Matrix second row (4 components)Matrix.m10(float value) Matrix third row (4 components)Matrix.m11(float value) Matrix fourth row (4 components)Matrix.m12(float value) Matrix first row (4 components)Matrix.m13(float value) Matrix second row (4 components)Matrix.m14(float value) Matrix third row (4 components)Matrix.m15(float value) Matrix fourth row (4 components)Matrix.m2(float value) Matrix third row (4 components)Matrix.m3(float value) Matrix fourth row (4 components)Matrix.m4(float value) Matrix first row (4 components)Matrix.m5(float value) Matrix second row (4 components)Matrix.m6(float value) Matrix third row (4 components)Matrix.m7(float value) Matrix fourth row (4 components)Matrix.m8(float value) Matrix first row (4 components)Matrix.m9(float value) Matrix second row (4 components)static Matrixstatic Matrixstatic MatrixRaylib.matrixFrustum(double left, double right, double bottom, double top, double nearPlane, double farPlane) static MatrixRaylib.matrixFrustum(Arena arena, double left, double right, double bottom, double top, double nearPlane, double farPlane) static MatrixRaylib.matrixIdentity()static MatrixRaylib.matrixIdentity(Arena arena) static MatrixRaylib.matrixInvert(Matrix mat) static MatrixRaylib.matrixInvert(Arena arena, Matrix mat) static MatrixRaylib.matrixLookAt(Vector3 eye, Vector3 target, Vector3 up) static MatrixRaylib.matrixLookAt(Arena arena, Vector3 eye, Vector3 target, Vector3 up) static MatrixRaylib.matrixMultiply(Matrix left, Matrix right) static MatrixRaylib.matrixMultiply(Arena arena, Matrix left, Matrix right) static MatrixRaylib.matrixOrtho(double left, double right, double bottom, double top, double nearPlane, double farPlane) static MatrixRaylib.matrixOrtho(Arena arena, double left, double right, double bottom, double top, double nearPlane, double farPlane) static MatrixRaylib.matrixPerspective(double fovY, double aspect, double nearPlane, double farPlane) static MatrixRaylib.matrixPerspective(Arena arena, double fovY, double aspect, double nearPlane, double farPlane) static MatrixRaylib.matrixRotate(Vector3 axis, float angle) static MatrixRaylib.matrixRotate(Arena arena, Vector3 axis, float angle) static MatrixRaylib.matrixRotateX(float angle) static MatrixRaylib.matrixRotateX(Arena arena, float angle) static MatrixRaylib.matrixRotateXYZ(Vector3 angle) static MatrixRaylib.matrixRotateXYZ(Arena arena, Vector3 angle) static MatrixRaylib.matrixRotateY(float angle) static MatrixRaylib.matrixRotateY(Arena arena, float angle) static MatrixRaylib.matrixRotateZ(float angle) static MatrixRaylib.matrixRotateZ(Arena arena, float angle) static MatrixRaylib.matrixRotateZYX(Vector3 angle) static MatrixRaylib.matrixRotateZYX(Arena arena, Vector3 angle) static MatrixRaylib.matrixScale(float x, float y, float z) static MatrixRaylib.matrixScale(Arena arena, float x, float y, float z) static MatrixRaylib.matrixSubtract(Matrix left, Matrix right) static MatrixRaylib.matrixSubtract(Arena arena, Matrix left, Matrix right) static MatrixRaylib.matrixTranslate(float x, float y, float z) static MatrixRaylib.matrixTranslate(Arena arena, float x, float y, float z) static MatrixRaylib.matrixTranspose(Matrix mat) static MatrixRaylib.matrixTranspose(Arena arena, Matrix mat) static MatrixRaylib.quaternionToMatrix(Vector4 q) static MatrixRaylib.quaternionToMatrix(Arena arena, Vector4 q) static MatrixRaylib.rlGetMatrixModelview()Get internal modelview matrixstatic MatrixRaylib.rlGetMatrixModelview(Arena arena) Get internal modelview matrixstatic MatrixRaylib.rlGetMatrixProjection()Get internal projection matrixstatic MatrixRaylib.rlGetMatrixProjection(Arena arena) Get internal projection matrixstatic MatrixRaylib.rlGetMatrixProjectionStereo(int eye) Get internal projection matrix for stereo render (selected eye)static MatrixRaylib.rlGetMatrixProjectionStereo(Arena arena, int eye) Get internal projection matrix for stereo render (selected eye)static MatrixRaylib.rlGetMatrixTransform()Get internal accumulated transform matrixstatic MatrixRaylib.rlGetMatrixTransform(Arena arena) Get internal accumulated transform matrixstatic MatrixRaylib.rlGetMatrixViewOffsetStereo(int eye) Get internal view offset matrix for stereo render (selected eye)static MatrixRaylib.rlGetMatrixViewOffsetStereo(Arena arena, int eye) Get internal view offset matrix for stereo render (selected eye)Model.transform()Local transform matrixMethods in com.raylib with parameters of type MatrixModifier and TypeMethodDescriptionMesh.boneMatrices(Matrix value) Bones animated transformation matricesstatic voidDraw a 3d mesh with material and transformstatic RayCollisionRaylib.getRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform) Get collision info between ray and meshstatic RayCollisionRaylib.getRayCollisionMesh(Arena arena, Ray ray, Mesh mesh, Matrix transform) Get collision info between ray and meshstatic Matrixstatic Matrixstatic voidRaylib.matrixDecompose(Matrix mat, Vector3 translation, Vector4 rotation, Vector3 scale) static floatRaylib.matrixDeterminant(Matrix mat) static MatrixRaylib.matrixInvert(Matrix mat) static MatrixRaylib.matrixInvert(Arena arena, Matrix mat) static MatrixRaylib.matrixMultiply(Matrix left, Matrix right) static MatrixRaylib.matrixMultiply(Arena arena, Matrix left, Matrix right) static MatrixRaylib.matrixSubtract(Matrix left, Matrix right) static MatrixRaylib.matrixSubtract(Arena arena, Matrix left, Matrix right) static MemorySegmentRaylib.matrixToFloatV(Matrix mat) static MemorySegmentRaylib.matrixToFloatV(Arena arena, Matrix mat) static floatRaylib.matrixTrace(Matrix mat) static MatrixRaylib.matrixTranspose(Matrix mat) static MatrixRaylib.matrixTranspose(Arena arena, Matrix mat) static Vector4Raylib.quaternionFromMatrix(Matrix mat) static Vector4Raylib.quaternionFromMatrix(Arena arena, Matrix mat) static Vector4Raylib.quaternionTransform(Vector4 q, Matrix mat) static Vector4Raylib.quaternionTransform(Arena arena, Vector4 q, Matrix mat) static voidRaylib.rlSetMatrixModelview(Matrix view) Set a custom modelview matrix (replaces internal modelview matrix)static voidRaylib.rlSetMatrixProjection(Matrix proj) Set a custom projection matrix (replaces internal projection matrix)static voidRaylib.rlSetMatrixProjectionStereo(Matrix right, Matrix left) Set eyes projection matrices for stereo renderingstatic voidRaylib.rlSetMatrixViewOffsetStereo(Matrix right, Matrix left) Set eyes view offsets matrices for stereo renderingstatic voidRaylib.rlSetUniformMatrix(int locIndex, Matrix mat) Set shader value matrixvoidMesh.setBoneMatrices(Matrix value) Bones animated transformation matricesstatic voidRaylib.setShaderValueMatrix(Shader shader, int locIndex, Matrix mat) Set shader uniform value (matrix 4x4)voidModel.setTransform(Matrix value) Local transform matrixLocal transform matrixstatic Vector2Raylib.vector2Transform(Vector2 v, Matrix mat) static Vector2Raylib.vector2Transform(Arena arena, Vector2 v, Matrix mat) static Vector3Raylib.vector3Transform(Vector3 v, Matrix mat) static Vector3Raylib.vector3Transform(Arena arena, Vector3 v, Matrix mat) static Vector3Raylib.vector3Unproject(Vector3 source, Matrix projection, Matrix view) static Vector3Raylib.vector3Unproject(Arena arena, Vector3 source, Matrix projection, Matrix view) Constructors in com.raylib with parameters of type MatrixModifierConstructorDescriptionMesh(int vertexCount, int triangleCount, FloatBuffer vertices, FloatBuffer texcoords, FloatBuffer texcoords2, FloatBuffer normals, FloatBuffer tangents, ByteBuffer colors, MemorySegment indices, FloatBuffer animVertices, FloatBuffer animNormals, ByteBuffer boneIds, FloatBuffer boneWeights, Matrix boneMatrices, int boneCount, int vaoId, MemorySegment vboId) Construct with auto memory allocator and fields initialized as specifiedMesh(SegmentAllocator arena, int vertexCount, int triangleCount, FloatBuffer vertices, FloatBuffer texcoords, FloatBuffer texcoords2, FloatBuffer normals, FloatBuffer tangents, ByteBuffer colors, MemorySegment indices, FloatBuffer animVertices, FloatBuffer animNormals, ByteBuffer boneIds, FloatBuffer boneWeights, Matrix boneMatrices, int boneCount, int vaoId, MemorySegment vboId) Construct with your own memory allocator and fields initialized as specifiedModel(Matrix transform, int meshCount, int materialCount, Mesh meshes, Material materials, IntBuffer meshMaterial, int boneCount, BoneInfo bones, Transform bindPose) Construct with auto memory allocator and fields initialized as specifiedModel(SegmentAllocator arena, Matrix transform, int meshCount, int materialCount, Mesh meshes, Material materials, IntBuffer meshMaterial, int boneCount, BoneInfo bones, Transform bindPose) Construct with your own memory allocator and fields initialized as specified