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Class used to store matrix data (4x4) Note on matrix definitions in Babylon.js for setting values directly rather than using one of the methods available. Matrix size is given by rows x columns. A Vector3 is a 1 X 3 matrix [x, y, z].

In Babylon.js multiplying a 1 x 3 matrix by a 4 x 4 matrix is done using BABYLON.Vector4.TransformCoordinates(Vector3, Matrix). and extending the passed Vector3 to a Vector4, V = [x, y, z, 1]. Let M be a matrix with elements m(row, column), so that m(2, 3) is the element in row 2 column 3 of M.

Multiplication is of the form VM and has the resulting Vector4 VM = [xm(0, 0) + ym(1, 0) + zm(2, 0) + m(3, 0), xm(0, 1) + ym(1, 1) + zm(2, 1) + m(3, 1), xm(0, 2) + ym(1, 2) + zm(2, 2) + m(3, 2), xm(0, 3) + ym(1, 3) + zm(2, 3) + m(3, 3)]. On the web you will find many examples that use the opposite convention of MV, in which case to make use of the examples you will need to transpose the matrix.

Example Playground - Overview Linear Algebra - https://playground.babylonjs.com/#AV9X17 Example Playground - Overview Transformation - https://playground.babylonjs.com/#AV9X17#1 Example Playground - Overview Projection - https://playground.babylonjs.com/#AV9X17#2

Hierarchy

  • Matrix

Index

Constructors

Properties

Accessors

Methods

Constructors

  • Creates an empty matrix (filled with zeros)

    Returns Matrix

Properties

updateFlag: number

Gets the update flag of the matrix which is an unique number for the matrix. It will be incremented every time the matrix data change. You can use it to speed the comparison between two versions of the same matrix.

Accessors

  • Gets the internal data of the matrix

    Returns DeepImmutableArray<number> | DeepImmutableObject<Float32Array>

  • Gets an identity matrix that must not be updated

    Returns DeepImmutableObject<Matrix>

  • get Use64Bits(): boolean
  • Gets the precision of matrix computations

    Returns boolean

Methods

  • addAtIndex(index: number, value: number): Matrix
  • add a value at the specified position in the current Matrix Example Playground - https://playground.babylonjs.com/#AV9X17#47

    Parameters

    • index: number

      the index of the value within the matrix. between 0 and 15.

    • value: number

      the value to be added

    Returns Matrix

    the current updated matrix

  • addTranslationFromFloats(x: number, y: number, z: number): Matrix
Returns the matrix as a Float32Array or Array Example Playground - https://playground.babylonjs.com/#AV9X17#114

Returns DeepImmutableArray<number> | DeepImmutableObject<Float32Array>

the matrix underlying array.

  • copyToArray(array: number[] | Float32Array, offset?: number): Matrix
  • Populates the given array from the starting index with the current matrix values

    Parameters

    • array: number[] | Float32Array

      defines the target array

    • Optional offset: number

      defines the offset in the target array where to start storing values

    Returns Matrix

    the current matrix

  • Decomposes the current Matrix into a translation, rotation and scaling components Example Playground - https://playground.babylonjs.com/#AV9X17#12

    Parameters

    • Optional scale: Vector3

      defines the scale vector3 given as a reference to update

    • Optional rotation: Quaternion

      defines the rotation quaternion given as a reference to update

    • Optional translation: Vector3

      defines the translation vector3 given as a reference to update

    • Optional preserveScalingNode: TransformNode

      Use scaling sign coming from this node. Otherwise scaling sign might change.

    Returns boolean

    true if operation was successful

  • Decomposes the current Matrix into a translation, rotation and scaling components of the provided node Example Playground - https://playground.babylonjs.com/#AV9X17#13

    Parameters

    Returns boolean

    true if operation was successful

  • determinant(): number
  • Check equality between this matrix and a second one

    Parameters

    Returns boolean

    true is the current matrix and the given one values are strictly equal

  • getClassName(): string
  • Returns the name of the current matrix class

    Returns string

    the string "Matrix"

  • getHashCode(): number
  • Gets the hash code of the current matrix

    Returns number

    the hash code

  • Gets only rotation part of the current matrix

    Returns Matrix

    a new matrix sets to the extracted rotation matrix from the current one

  • getRotationMatrixToRef<T>(result: T): T
  • Extracts the rotation matrix from the current one and sets it as the given "result"

    Type Parameters

    Parameters

    • result: T

      defines the target matrix to store data to

    Returns T

    result input

  • getRowToRef<T>(index: number, rowVector: T): T
  • Gets specific row of the matrix to ref Example Playground - https://playground.babylonjs.com/#AV9X17#36

    Type Parameters

    Parameters

    • index: number

      defines the number of the row to get

    • rowVector: T

      vector to store the index-th row of the current matrix

    Returns T

    result input

  • getTranslationToRef<T>(result: T): T
  • Fill a Vector3 with the extracted translation from the matrix Example Playground - https://playground.babylonjs.com/#AV9X17#123

    Type Parameters

    Parameters

    • result: T

      defines the Vector3 where to store the translation

    Returns T

    the current matrix

  • invertToRef<T>(other: T): T
  • Sets the given matrix to the current inverted Matrix Example Playground - https://playground.babylonjs.com/#AV9X17#119

    Type Parameters

    Parameters

    • other: T

      defines the target matrix

    Returns T

    result input

  • isIdentity(): boolean
  • Check if the current matrix is identity

    Returns boolean

    true is the matrix is the identity matrix

  • isIdentityAs3x2(): boolean
  • Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)

    Returns boolean

    true is the matrix is the identity matrix

  • markAsUpdated(): void
  • Update the updateFlag to indicate that the matrix has been updated

    Returns void

  • multiplyAtIndex(index: number, value: number): Matrix
  • mutiply the specified position in the current Matrix by a value

    Parameters

    • index: number

      the index of the value within the matrix. between 0 and 15.

    • value: number

      the value to be added

    Returns Matrix

    the current updated matrix

  • Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one

    Parameters

    • other: DeepImmutableObject<Matrix>

      defines the second operand

    • result: number[] | Float32Array

      defines the array where to store the multiplication

    • offset: number

      defines the offset in the target array where to start storing values

    Returns Matrix

    the current matrix

  • Sets the given matrix "result" with the multiplication result of the current Matrix and the given one A.multiplyToRef(B, R) means apply B to A and store in R and R = B x A Example Playground - https://playground.babylonjs.com/#AV9X17#16

    Type Parameters

    Parameters

    • other: DeepImmutableObject<Matrix>

      defines the second operand

    • result: T

      defines the matrix where to store the multiplication

    Returns T

    result input

  • removeRotationAndScaling(): Matrix
  • Remove rotation and scaling part from the matrix

    Returns Matrix

    the updated matrix

  • Sets all the matrix elements to zero

    Returns Matrix

    the current matrix

  • Compute a new matrix set with the current matrix values multiplied by scale (float)

    Parameters

    • scale: number

      defines the scale factor

    Returns Matrix

    a new matrix

  • scaleAndAddToRef<T>(scale: number, result: T): T
  • Scale the current matrix values by a factor and add the result to a given matrix

    Type Parameters

    Parameters

    • scale: number

      defines the scale factor

    • result: T

      defines the Matrix to store the result

    Returns T

    result input

  • scaleToRef<T>(scale: number, result: T): T
  • Scale the current matrix values by a factor to a given result matrix

    Type Parameters

    Parameters

    • scale: number

      defines the scale factor

    • result: T

      defines the matrix to store the result

    Returns T

    result input

  • Sets the index-th row of the current matrix to the vector4 values Example Playground - https://playground.babylonjs.com/#AV9X17#36

    Parameters

    • index: number

      defines the number of the row to set

    • row: Vector4

      defines the target vector4

    Returns Matrix

    the updated current matrix

  • setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix
  • Sets the index-th row of the current matrix with the given 4 x float values Example Playground - https://playground.babylonjs.com/#AV9X17#36

    Parameters

    • index: number

      defines the row index

    • x: number

      defines the x component to set

    • y: number

      defines the y component to set

    • z: number

      defines the z component to set

    • w: number

      defines the w component to set

    Returns Matrix

    the updated current matrix

  • setTranslationFromFloats(x: number, y: number, z: number): Matrix
  • Inserts the translation vector (using 3 floats) in the current matrix Example Playground - https://playground.babylonjs.com/#AV9X17#120

    Parameters

    • x: number

      defines the 1st component of the translation

    • y: number

      defines the 2nd component of the translation

    • z: number

      defines the 3rd component of the translation

    Returns Matrix

    the current updated matrix

Returns the matrix as a Float32Array or Array Example Playground - https://playground.babylonjs.com/#AV9X17#49

Returns DeepImmutableArray<number> | DeepImmutableObject<Float32Array>

the matrix underlying array

  • toNormalMatrix<T>(ref: T): T
  • Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column). Example Playground - https://playground.babylonjs.com/#AV9X17#17

    Type Parameters

    Parameters

    • ref: T

      matrix to store the result

    Returns T

  • toString(): string
  • Gets a string with the Matrix values

    Returns string

    a string with the Matrix values

  • toggleModelMatrixHandInPlace(): Matrix
  • Toggles model matrix from being right handed to left handed in place and vice versa

    Returns Matrix

  • toggleProjectionMatrixHandInPlace(): Matrix
  • Toggles projection matrix from being right handed to left handed in place and vice versa

    Returns Matrix

  • transposeToRef<T>(result: T): T
  • Compute the transpose of the matrix and store it in a given matrix Example Playground - https://playground.babylonjs.com/#AV9X17#41

    Type Parameters

    Parameters

    • result: T

      defines the target matrix

    Returns T

    result input

  • Builds a new matrix whose values are computed by:

    • decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
    • interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
    • recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices Example Playground - https://playground.babylonjs.com/#AV9X17#22 Example Playground - https://playground.babylonjs.com/#AV9X17#51

    Type Parameters

    Parameters

    Returns T

    the new matrix

  • Update a matrix to values which are computed by:

    • decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
    • interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
    • recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices Example Playground - https://playground.babylonjs.com/#AV9X17#23 Example Playground - https://playground.babylonjs.com/#AV9X17#53

    Type Parameters

    Parameters

    Returns T

    result input

  • Creates a matrix from an array Example Playground - https://playground.babylonjs.com/#AV9X17#42

    Parameters

    • array: DeepImmutableObject<ArrayLike<number>>

      defines the source array

    • Optional offset: number

      defines an offset in the source array

    Returns Matrix

    a new Matrix set from the starting index of the given array

  • Copy the content of an array into a given matrix Example Playground - https://playground.babylonjs.com/#AV9X17#43

    Type Parameters

    Parameters

    • array: DeepImmutableObject<ArrayLike<number>>

      defines the source array

    • offset: number

      defines an offset in the source array

    • result: T

      defines the target matrix

    Returns T

    result input

  • FromFloat32ArrayToRefScaled<T>(array: DeepImmutableArray<number> | DeepImmutableObject<Float32Array>, offset: number, scale: number, result: T): T
  • Stores an array into a matrix after having multiplied each component by a given factor Example Playground - https://playground.babylonjs.com/#AV9X17#50

    Type Parameters

    Parameters

    • array: DeepImmutableArray<number> | DeepImmutableObject<Float32Array>

      defines the source array

    • offset: number

      defines the offset in the source array

    • scale: number

      defines the scaling factor

    • result: T

      defines the target matrix

    Returns T

    result input

  • Creates a rotation matrix from a quaternion and stores it in a target matrix

    Type Parameters

    Parameters

    Returns T

    result input

  • FromValues(initialM11: number, initialM12: number, initialM13: number, initialM14: number, initialM21: number, initialM22: number, initialM23: number, initialM24: number, initialM31: number, initialM32: number, initialM33: number, initialM34: number, initialM41: number, initialM42: number, initialM43: number, initialM44: number): Matrix
  • Creates new matrix from a list of values (16)

    Parameters

    • initialM11: number

      defines 1st value of 1st row

    • initialM12: number

      defines 2nd value of 1st row

    • initialM13: number

      defines 3rd value of 1st row

    • initialM14: number

      defines 4th value of 1st row

    • initialM21: number

      defines 1st value of 2nd row

    • initialM22: number

      defines 2nd value of 2nd row

    • initialM23: number

      defines 3rd value of 2nd row

    • initialM24: number

      defines 4th value of 2nd row

    • initialM31: number

      defines 1st value of 3rd row

    • initialM32: number

      defines 2nd value of 3rd row

    • initialM33: number

      defines 3rd value of 3rd row

    • initialM34: number

      defines 4th value of 3rd row

    • initialM41: number

      defines 1st value of 4th row

    • initialM42: number

      defines 2nd value of 4th row

    • initialM43: number

      defines 3rd value of 4th row

    • initialM44: number

      defines 4th value of 4th row

    Returns Matrix

    the new matrix

  • FromValuesToRef(initialM11: number, initialM12: number, initialM13: number, initialM14: number, initialM21: number, initialM22: number, initialM23: number, initialM24: number, initialM31: number, initialM32: number, initialM33: number, initialM34: number, initialM41: number, initialM42: number, initialM43: number, initialM44: number, result: Matrix): void
  • Stores a list of values (16) inside a given matrix

    Parameters

    • initialM11: number

      defines 1st value of 1st row

    • initialM12: number

      defines 2nd value of 1st row

    • initialM13: number

      defines 3rd value of 1st row

    • initialM14: number

      defines 4th value of 1st row

    • initialM21: number

      defines 1st value of 2nd row

    • initialM22: number

      defines 2nd value of 2nd row

    • initialM23: number

      defines 3rd value of 2nd row

    • initialM24: number

      defines 4th value of 2nd row

    • initialM31: number

      defines 1st value of 3rd row

    • initialM32: number

      defines 2nd value of 3rd row

    • initialM33: number

      defines 3rd value of 3rd row

    • initialM34: number

      defines 4th value of 3rd row

    • initialM41: number

      defines 1st value of 4th row

    • initialM42: number

      defines 2nd value of 4th row

    • initialM43: number

      defines 3rd value of 4th row

    • initialM44: number

      defines 4th value of 4th row

    • result: Matrix

      defines the target matrix

    Returns void

    result input

  • Sets the given matrix as a rotation matrix composed from the 3 left handed axes

    Type Parameters

    Parameters

    Returns T

    result input

  • Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array

    Parameters

    Returns number[] | Float32Array

    a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix

  • Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array

    Parameters

    Returns number[] | Float32Array

    a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix

  • Creates a new identity matrix

    Returns Matrix

    a new identity matrix

  • IdentityToRef<T>(result: T): T
  • Creates a new identity matrix and stores the result in a given matrix

    Type Parameters

    Parameters

    • result: T

      defines the target matrix

    Returns T

    result input

  • Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue". Example Playground - https://playground.babylonjs.com/#AV9X17#55

    Type Parameters

    Parameters

    Returns T

    the new matrix

  • Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue". Example Playground - https://playground.babylonjs.com/#AV9X17#54

    Type Parameters

    Parameters

    Returns T

    result input

  • Creates a new matrix that transforms vertices from world space to camera space. It takes two vectors as arguments that together describe the orientation of the camera. The position is assumed to be at the origin (0,0,0) This function generates a matrix suitable for a left handed coordinate system Example Playground - https://playground.babylonjs.com/#AV9X17#66

    Parameters

    Returns Matrix

    the new matrix

  • Sets the given "result" Matrix to a matrix that transforms vertices from world space to camera space. It takes two vectors as arguments that together describe the orientation of the camera. The position is assumed to be at the origin (0,0,0) This function generates a matrix suitable for a left handed coordinate system Example Playground - https://playground.babylonjs.com/#AV9X17#67

    Type Parameters

    Parameters

    • forward: DeepImmutableObject<Vector3>

      defines the forward direction - Must be normalized and orthogonal to up.

    • up: DeepImmutableObject<Vector3>

      defines the up vector for the entity - Must be normalized and orthogonal to forward.

    • result: T

      defines the target matrix

    Returns T

    result input

  • Creates a new matrix that transforms vertices from world space to camera space. It takes two vectors as arguments that together describe the orientation of the camera. The position is assumed to be at the origin (0,0,0) This function generates a matrix suitable for a right handed coordinate system Example Playground - https://playground.babylonjs.com/#AV9X17#68

    Parameters

    Returns Matrix

    the new matrix

  • Sets the given "result" Matrix to a matrix that transforms vertices from world space to camera space. It takes two vectors as arguments that together describe the orientation of the camera. The position is assumed to be at the origin (0,0,0) This function generates a matrix suitable for a right handed coordinate system Example Playground - https://playground.babylonjs.com/#AV9X17#69

    Type Parameters

    Parameters

    • forward: DeepImmutableObject<Vector3>

      defines the forward direction - Must be normalized and orthogonal to up.

    • up: DeepImmutableObject<Vector3>

      defines the up vector for the entity - Must be normalized and orthogonal to forward.

    • result: T

      defines the target matrix

    Returns T

    result input

  • OrthoLH(width: number, height: number, znear: number, zfar: number, halfZRange?: boolean): Matrix
  • Create a left-handed orthographic projection matrix Example Playground - https://playground.babylonjs.com/#AV9X17#70

    Parameters

    • width: number

      defines the viewport width

    • height: number

      defines the viewport height

    • znear: number

      defines the near clip plane

    • zfar: number

      defines the far clip plane

    • Optional halfZRange: boolean

      true to generate NDC coordinates between 0 and 1 instead of -1 and 1 (default: false)

    Returns Matrix

    a new matrix as a left-handed orthographic projection matrix

  • OrthoLHToRef<T>(width: number, height: number, znear: number, zfar: number, result: T, halfZRange?: boolean): T
  • Store a left-handed orthographic projection to a given matrix Example Playground - https://playground.babylonjs.com/#AV9X17#71

    Type Parameters

    Parameters

    • width: number

      defines the viewport width

    • height: number

      defines the viewport height

    • znear: number

      defines the near clip plane

    • zfar: number

      defines the far clip plane

    • result: T

      defines the target matrix

    • Optional halfZRange: boolean

      true to generate NDC coordinates between 0 and 1 instead of -1 and 1 (default: false)

    Returns T

    result input

  • OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, halfZRange?: boolean): Matrix
  • Create a left-handed orthographic projection matrix Example Playground - https://playground.babylonjs.com/#AV9X17#72

    Parameters

    • left: number

      defines the viewport left coordinate

    • right: number

      defines the viewport right coordinate

    • bottom: number

      defines the viewport bottom coordinate

    • top: number

      defines the viewport top coordinate

    • znear: number

      defines the near clip plane

    • zfar: number

      defines the far clip plane

    • Optional halfZRange: boolean

      true to generate NDC coordinates between 0 and 1 instead of -1 and 1 (default: false)

    Returns Matrix

    a new matrix as a left-handed orthographic projection matrix

  • OrthoOffCenterLHToRef<T>(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: T, halfZRange?: boolean): T
  • Stores a left-handed orthographic projection into a given matrix Example Playground - https://playground.babylonjs.com/#AV9X17#73

    Type Parameters

    Parameters

    • left: number

      defines the viewport left coordinate

    • right: number

      defines the viewport right coordinate

    • bottom: number

      defines the viewport bottom coordinate

    • top: number

      defines the viewport top coordinate

    • znear: number

      defines the near clip plane

    • zfar: number

      defines the far clip plane

    • result: T

      defines the target matrix

    • Optional halfZRange: boolean

      true to generate NDC coordinates between 0 and 1 instead of -1 and 1 (default: false)

    Returns T

    result input

  • OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, halfZRange?: boolean): Matrix
  • Creates a right-handed orthographic projection matrix Example Playground - https://playground.babylonjs.com/#AV9X17#76

    Parameters

    • left: number

      defines the viewport left coordinate

    • right: number

      defines the viewport right coordinate

    • bottom: number

      defines the viewport bottom coordinate

    • top: number

      defines the viewport top coordinate

    • znear: number

      defines the near clip plane

    • zfar: number

      defines the far clip plane

    • Optional halfZRange: boolean

      true to generate NDC coordinates between 0 and 1 instead of -1 and 1 (default: false)

    Returns Matrix

    a new matrix as a right-handed orthographic projection matrix

  • OrthoOffCenterRHToRef<T>(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: T, halfZRange?: boolean): T
  • Stores a right-handed orthographic projection into a given matrix Example Playground - https://playground.babylonjs.com/#AV9X17#77

    Type Parameters

    Parameters

    • left: number

      defines the viewport left coordinate

    • right: number

      defines the viewport right coordinate

    • bottom: number

      defines the viewport bottom coordinate

    • top: number

      defines the viewport top coordinate

    • znear: number

      defines the near clip plane

    • zfar: number

      defines the far clip plane

    • result: T

      defines the target matrix

    • Optional halfZRange: boolean

      true to generate NDC coordinates between 0 and 1 instead of -1 and 1 (default: false)

    Returns T

    result input

  • PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number, halfZRange?: boolean, projectionPlaneTilt?: number, reverseDepthBufferMode?: boolean): Matrix
  • Creates a left-handed perspective projection matrix Example Playground - https://playground.babylonjs.com/#AV9X17#78

    Parameters

    • fov: number

      defines the horizontal field of view

    • aspect: number

      defines the aspect ratio

    • znear: number

      defines the near clip plane

    • zfar: number

      defines the far clip plane. If 0, assume we are in "infinite zfar" mode

    • Optional halfZRange: boolean

      true to generate NDC coordinates between 0 and 1 instead of -1 and 1 (default: false)

    • Optional projectionPlaneTilt: number

      optional tilt angle of the projection plane around the X axis (horizontal)

    • Optional reverseDepthBufferMode: boolean

      true to indicate that we are in a reverse depth buffer mode (meaning znear and zfar have been inverted when calling the function)

    Returns Matrix

    a new matrix as a left-handed perspective projection matrix

  • PerspectiveFovLHToRef<T>(fov: number, aspect: number, znear: number, zfar: number, result: T, isVerticalFovFixed?: boolean, halfZRange?: boolean, projectionPlaneTilt?: number, reverseDepthBufferMode?: boolean): T
  • Stores a left-handed perspective projection into a given matrix Example Playground - https://playground.babylonjs.com/#AV9X17#81

    Type Parameters

    Parameters

    • fov: number

      defines the horizontal field of view

    • aspect: number

      defines the aspect ratio

    • znear: number

      defines the near clip plane

    • zfar: number

      defines the far clip plane. If 0, assume we are in "infinite zfar" mode

    • result: T

      defines the target matrix

    • Optional isVerticalFovFixed: boolean

      defines it the fov is vertically fixed (default) or horizontally

    • Optional halfZRange: boolean

      true to generate NDC coordinates between 0 and 1 instead of -1 and 1 (default: false)

    • Optional projectionPlaneTilt: number

      optional tilt angle of the projection plane around the X axis (horizontal)

    • Optional reverseDepthBufferMode: boolean

      true to indicate that we are in a reverse depth buffer mode (meaning znear and zfar have been inverted when calling the function)

    Returns T

    result input

  • PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number, halfZRange?: boolean, projectionPlaneTilt?: number, reverseDepthBufferMode?: boolean): Matrix
  • Creates a right-handed perspective projection matrix Example Playground - https://playground.babylonjs.com/#AV9X17#83

    Parameters

    • fov: number

      defines the horizontal field of view

    • aspect: number

      defines the aspect ratio

    • znear: number

      defines the near clip plane

    • zfar: number

      defines the far clip plane. If 0, assume we are in "infinite zfar" mode

    • Optional halfZRange: boolean

      true to generate NDC coordinates between 0 and 1 instead of -1 and 1 (default: false)

    • Optional projectionPlaneTilt: number

      optional tilt angle of the projection plane around the X axis (horizontal)

    • Optional reverseDepthBufferMode: boolean

      true to indicate that we are in a reverse depth buffer mode (meaning znear and zfar have been inverted when calling the function)

    Returns Matrix

    a new matrix as a right-handed perspective projection matrix

  • PerspectiveFovRHToRef<T>(fov: number, aspect: number, znear: number, zfar: number, result: T, isVerticalFovFixed?: boolean, halfZRange?: boolean, projectionPlaneTilt?: number, reverseDepthBufferMode?: boolean): T
  • Stores a right-handed perspective projection into a given matrix Example Playground - https://playground.babylonjs.com/#AV9X17#84

    Type Parameters

    Parameters

    • fov: number

      defines the horizontal field of view

    • aspect: number

      defines the aspect ratio

    • znear: number

      defines the near clip plane

    • zfar: number

      defines the far clip plane. If 0, assume we are in "infinite zfar" mode

    • result: T

      defines the target matrix

    • Optional isVerticalFovFixed: boolean

      defines it the fov is vertically fixed (default) or horizontally

    • Optional halfZRange: boolean

      true to generate NDC coordinates between 0 and 1 instead of -1 and 1 (default: false)

    • Optional projectionPlaneTilt: number

      optional tilt angle of the projection plane around the X axis (horizontal)

    • Optional reverseDepthBufferMode: boolean

      true to indicate that we are in a reverse depth buffer mode (meaning znear and zfar have been inverted when calling the function)

    Returns T

    result input

  • PerspectiveFovReverseLHToRef<T>(fov: number, aspect: number, znear: number, zfar: number, result: T, isVerticalFovFixed?: boolean, halfZRange?: boolean, projectionPlaneTilt?: number): T
  • Stores a left-handed perspective projection into a given matrix with depth reversed Example Playground - https://playground.babylonjs.com/#AV9X17#89

    Type Parameters

    Parameters

    • fov: number

      defines the horizontal field of view

    • aspect: number

      defines the aspect ratio

    • znear: number

      defines the near clip plane

    • zfar: number

      not used as infinity is used as far clip

    • result: T

      defines the target matrix

    • Optional isVerticalFovFixed: boolean

      defines it the fov is vertically fixed (default) or horizontally

    • Optional halfZRange: boolean

      true to generate NDC coordinates between 0 and 1 instead of -1 and 1 (default: false)

    • Optional projectionPlaneTilt: number

      optional tilt angle of the projection plane around the X axis (horizontal)

    Returns T

    result input

  • PerspectiveFovReverseRHToRef<T>(fov: number, aspect: number, znear: number, zfar: number, result: T, isVerticalFovFixed?: boolean, halfZRange?: boolean, projectionPlaneTilt?: number): T
  • Stores a right-handed perspective projection into a given matrix Example Playground - https://playground.babylonjs.com/#AV9X17#90

    Type Parameters

    Parameters

    • fov: number

      defines the horizontal field of view

    • aspect: number

      defines the aspect ratio

    • znear: number

      defines the near clip plane

    • zfar: number

      not used as infinity is used as far clip

    • result: T

      defines the target matrix

    • Optional isVerticalFovFixed: boolean

      defines it the fov is vertically fixed (default) or horizontally

    • Optional halfZRange: boolean

      true to generate NDC coordinates between 0 and 1 instead of -1 and 1 (default: false)

    • Optional projectionPlaneTilt: number

      optional tilt angle of the projection plane around the X axis (horizontal)

    Returns T

    result input

  • PerspectiveFovWebVRToRef<T>(fov: { downDegrees: number; leftDegrees: number; rightDegrees: number; upDegrees: number }, znear: number, zfar: number, result: T, rightHanded?: boolean, halfZRange?: boolean, projectionPlaneTilt?: number): T
  • Stores a perspective projection for WebVR info a given matrix Example Playground - https://playground.babylonjs.com/#AV9X17#92

    Type Parameters

    Parameters

    • fov: { downDegrees: number; leftDegrees: number; rightDegrees: number; upDegrees: number }

      defines the field of view

      • downDegrees: number
      • leftDegrees: number
      • rightDegrees: number
      • upDegrees: number
    • znear: number

      defines the near clip plane

    • zfar: number

      defines the far clip plane

    • result: T

      defines the target matrix

    • Optional rightHanded: boolean

      defines if the matrix must be in right-handed mode (false by default)

    • Optional halfZRange: boolean

      true to generate NDC coordinates between 0 and 1 instead of -1 and 1 (default: false)

    • Optional projectionPlaneTilt: number

      optional tilt angle of the projection plane around the X axis (horizontal)

    Returns T

    result input

  • PerspectiveLH(width: number, height: number, znear: number, zfar: number, halfZRange?: boolean, projectionPlaneTilt?: number): Matrix
  • Creates a left-handed perspective projection matrix Example Playground - https://playground.babylonjs.com/#AV9X17#85

    Parameters

    • width: number

      defines the viewport width

    • height: number

      defines the viewport height

    • znear: number

      defines the near clip plane

    • zfar: number

      defines the far clip plane

    • Optional halfZRange: boolean

      true to generate NDC coordinates between 0 and 1 instead of -1 and 1 (default: false)

    • Optional projectionPlaneTilt: number

      optional tilt angle of the projection plane around the X axis (horizontal)

    Returns Matrix

    a new matrix as a left-handed perspective projection matrix

  • Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix Example Playground - https://playground.babylonjs.com/#AV9X17#94

    Type Parameters

    Parameters

    • axis: DeepImmutableObject<Vector3>

      defines the axis to use

    • angle: number

      defines the angle (in radians) to use

    • result: T

      defines the target matrix

    Returns T

    result input

  • RotationX(angle: number): Matrix
  • Creates a new rotation matrix for "angle" radians around the X axis Example Playground - https://playground.babylonjs.com/#AV9X17#97

    Parameters

    • angle: number

      defines the angle (in radians) to use

    Returns Matrix

    the new matrix

  • RotationXToRef<T>(angle: number, result: T): T
  • Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix Example Playground - https://playground.babylonjs.com/#AV9X17#98

    Type Parameters

    Parameters

    • angle: number

      defines the angle (in radians) to use

    • result: T

      defines the target matrix

    Returns T

    result input

  • RotationY(angle: number): Matrix
  • Creates a new rotation matrix for "angle" radians around the Y axis Example Playground - https://playground.babylonjs.com/#AV9X17#99

    Parameters

    • angle: number

      defines the angle (in radians) to use

    Returns Matrix

    the new matrix

  • RotationYToRef<T>(angle: number, result: T): T
  • Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix Example Playground - https://playground.babylonjs.com/#AV9X17#100

    Type Parameters

    Parameters

    • angle: number

      defines the angle (in radians) to use

    • result: T

      defines the target matrix

    Returns T

    result input

  • RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix
  • RotationYawPitchRollToRef<T>(yaw: number, pitch: number, roll: number, result: T): T
  • Creates a rotation matrix and stores it in a given matrix Example Playground - https://playground.babylonjs.com/#AV9X17#104

    Type Parameters

    Parameters

    • yaw: number

      defines the yaw angle in radians (Y axis)

    • pitch: number

      defines the pitch angle in radians (X axis)

    • roll: number

      defines the roll angle in radians (Z axis)

    • result: T

      defines the target matrix

    Returns T

    result input

  • RotationZ(angle: number): Matrix
  • Creates a new rotation matrix for "angle" radians around the Z axis Example Playground - https://playground.babylonjs.com/#AV9X17#101

    Parameters

    • angle: number

      defines the angle (in radians) to use

    Returns Matrix

    the new matrix

  • RotationZToRef<T>(angle: number, result: T): T
  • Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix Example Playground - https://playground.babylonjs.com/#AV9X17#102

    Type Parameters

    Parameters

    • angle: number

      defines the angle (in radians) to use

    • result: T

      defines the target matrix

    Returns T

    result input

  • Scaling(x: number, y: number, z: number): Matrix
  • Creates a scaling matrix Example Playground - https://playground.babylonjs.com/#AV9X17#107

    Parameters

    • x: number

      defines the scale factor on X axis

    • y: number

      defines the scale factor on Y axis

    • z: number

      defines the scale factor on Z axis

    Returns Matrix

    the new matrix

  • ScalingToRef<T>(x: number, y: number, z: number, result: T): T
  • Creates a scaling matrix and stores it in a given matrix Example Playground - https://playground.babylonjs.com/#AV9X17#108

    Type Parameters

    Parameters

    • x: number

      defines the scale factor on X axis

    • y: number

      defines the scale factor on Y axis

    • z: number

      defines the scale factor on Z axis

    • result: T

      defines the target matrix

    Returns T

    result input

  • Translation(x: number, y: number, z: number): Matrix
  • Creates a translation matrix Example Playground - https://playground.babylonjs.com/#AV9X17#109

    Parameters

    • x: number

      defines the translation on X axis

    • y: number

      defines the translation on Y axis

    • z: number

      defines the translationon Z axis

    Returns Matrix

    the new matrix

  • TranslationToRef<T>(x: number, y: number, z: number, result: T): T
  • Creates a translation matrix and stores it in a given matrix Example Playground - https://playground.babylonjs.com/#AV9X17#110

    Type Parameters

    Parameters

    • x: number

      defines the translation on X axis

    • y: number

      defines the translation on Y axis

    • z: number

      defines the translationon Z axis

    • result: T

      defines the target matrix

    Returns T

    result input

  • Creates a new zero matrix

    Returns Matrix

    a new zero matrix

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