A class representing a 3x3 matrix.
const m = new Matrix3();
The set() method takes arguments in row-major order, while internally they are stored in the elements array in column-major order.
This means that calling
m.set(11, 12, 13,
21, 22, 23,
31, 32, 33);
will result in the elements array containing:
m.elements = [11, 21, 31,
12, 22, 32,
13, 23, 33];
and internally all calculations are performed using column-major ordering. However, as the actual ordering makes no difference mathematically and most people are used to thinking about matrices in row-major order, the Verge3D documentation shows matrices in row-major order. Just bear in mind that if you are reading the source code, you'll have to take the transpose of any matrices outlined here to make sense of the calculations.
Creates and initializes the Matrix3 to the 3x3 identity matrix.
A column-major list of matrix values.
Creates a new Matrix3 and with identical elements to this one.
Copies the elements of matrix m into this matrix.
Computes and returns the determinant of this matrix.
Return true if this matrix and m are equal.
Extracts the basis of this matrix into the three axis vectors provided. If this matrix is:
a, b, c,
d, e, f,
g, h, i
then the xAxis, yAxis, zAxis will be set to:
xAxis = (a, d, g)
yAxis = (b, e, h)
zAxis = (c, f, i)
array — the array to read the elements from.
offset — (optional) index of first element in the array. Default is 0
.
Sets the elements of this matrix based on an array in column-major format.
Inverts this matrix, using the analytic method.
You can not invert with a determinant of zero. If you attempt this, the method produces a zero matrix instead.
m — 4x4 matrix.
Sets this matrix as the upper left 3x3 of the normal matrix of the passed 4x4 matrix. The normal matrix is the inverse transpose of the matrix m.
Resets this matrix to the 3x3 identity matrix:
1, 0, 0
0, 1, 0
0, 0, 1
theta — Rotation angle in radians. Positive values rotate counterclockwise.
Sets this matrix as a 2D rotational transformation by theta radians. The resulting matrix will be:
cos(θ) -sin(θ) 0
sin(θ) cos(θ) 0
0 0 1
x — the amount to scale in the X axis.
y — the amount to scale in the Y axis.
Sets this matrix as a 2D scale transform:
x, 0, 0,
0, y, 0,
0, 0, 1
x — the amount to translate in the X axis.
y — the amount to translate in the Y axis.
Sets this matrix as a 2D translation transform:
1, 0, x,
0, 1, y,
0, 0, 1
Post-multiplies this matrix by m.
Multiplies every component of the matrix by the scalar value s.
Rotates this matrix by the given angle (in radians).
Scales this matrix with the given scalar values.
n11 — value to put in row 1, col 1.
n12 — value to put in row 1, col 2.
...
...
n32 — value to put in row 3, col 2.
n33 — value to put in row 3, col 3.
Sets the 3x3 matrix values to the given row-major sequence of values.
Pre-multiplies this matrix by m.
Set this matrix to the upper 3x3 matrix of the Matrix4 m.
tx — offset x.
ty — offset y.
sx — repeat x.
sy — repeat y.
rotation — rotation, in radians. Positive values rotate counterclockwise.
cx — center x of rotation.
cy — center y of rotation.
Sets the UV transform matrix from offset, repeat, rotation, and center.
array — (optional) array to store the resulting vector in. If not given a new array will be created.
offset — (optional) offset in the array at which to put the result.
Writes the elements of this matrix to an array in column-major format.
Translates this matrix by the given scalar values.
Transposes this matrix in place.
array — array to store the resulting vector in.
Transposes this matrix into the supplied array, and returns itself unchanged.
For more info on how to obtain the source code of this module see this page.