public Matrix4x3f shadow(float lightX, float lightY, float lightZ, float lightW, Matrix4x3fc planeTransform, Matrix4x3f dest) { // compute plane equation by transforming (y = 0) float a = planeTransform.m10(); float b = planeTransform.m11(); float c = planeTransform.m12(); float d = -a * planeTransform.m30() - b * planeTransform.m31() - c * planeTransform.m32(); return shadow(lightX, lightY, lightZ, lightW, a, b, c, d, dest); }
public Matrix4x3f shadow(float lightX, float lightY, float lightZ, float lightW, Matrix4x3fc planeTransform, Matrix4x3f dest) { // compute plane equation by transforming (y = 0) float a = planeTransform.m10(); float b = planeTransform.m11(); float c = planeTransform.m12(); float d = -a * planeTransform.m30() - b * planeTransform.m31() - c * planeTransform.m32(); return shadow(lightX, lightY, lightZ, lightW, a, b, c, d, dest); }
public Matrix4x3f shadow(Vector4fc light, Matrix4x3fc planeTransform, Matrix4x3f dest) { // compute plane equation by transforming (y = 0) float a = planeTransform.m10(); float b = planeTransform.m11(); float c = planeTransform.m12(); float d = -a * planeTransform.m30() - b * planeTransform.m31() - c * planeTransform.m32(); return shadow(light.x(), light.y(), light.z(), light.w(), a, b, c, d, dest); }
public Matrix4x3f shadow(Vector4fc light, Matrix4x3fc planeTransform, Matrix4x3f dest) { // compute plane equation by transforming (y = 0) float a = planeTransform.m10(); float b = planeTransform.m11(); float c = planeTransform.m12(); float d = -a * planeTransform.m30() - b * planeTransform.m31() - c * planeTransform.m32(); return shadow(light.x(), light.y(), light.z(), light.w(), a, b, c, d, dest); }
public Vector4d mul(Matrix4x3fc mat, Vector4d dest) { double rx = mat.m00() * x + mat.m10() * y + mat.m20() * z + mat.m30() * w; double ry = mat.m01() * x + mat.m11() * y + mat.m21() * z + mat.m31() * w; double rz = mat.m02() * x + mat.m12() * y + mat.m22() * z + mat.m32() * w; dest.x = rx; dest.y = ry; dest.z = rz; dest.w = w; return dest; }
public Vector4d mul(Matrix4x3fc mat, Vector4d dest) { double rx = mat.m00() * x + mat.m10() * y + mat.m20() * z + mat.m30() * w; double ry = mat.m01() * x + mat.m11() * y + mat.m21() * z + mat.m31() * w; double rz = mat.m02() * x + mat.m12() * y + mat.m22() * z + mat.m32() * w; dest.x = rx; dest.y = ry; dest.z = rz; dest.w = w; return dest; }
public Vector3f mulPosition(Matrix4x3fc mat, Vector3f dest) { float rx = mat.m00() * x + mat.m10() * y + mat.m20() * z + mat.m30(); float ry = mat.m01() * x + mat.m11() * y + mat.m21() * z + mat.m31(); float rz = mat.m02() * x + mat.m12() * y + mat.m22() * z + mat.m32(); dest.x = rx; dest.y = ry; dest.z = rz; return dest; }
public Vector4f mul(Matrix4x3fc mat, Vector4f dest) { float rx = mat.m00() * x + mat.m10() * y + mat.m20() * z + mat.m30() * w; float ry = mat.m01() * x + mat.m11() * y + mat.m21() * z + mat.m31() * w; float rz = mat.m02() * x + mat.m12() * y + mat.m22() * z + mat.m32() * w; dest.x = rx; dest.y = ry; dest.z = rz; dest.w = w; return dest; }
public Vector4f mul(Matrix4x3fc mat, Vector4f dest) { float rx = mat.m00() * x + mat.m10() * y + mat.m20() * z + mat.m30() * w; float ry = mat.m01() * x + mat.m11() * y + mat.m21() * z + mat.m31() * w; float rz = mat.m02() * x + mat.m12() * y + mat.m22() * z + mat.m32() * w; dest.x = rx; dest.y = ry; dest.z = rz; dest.w = w; return dest; }
public Vector3d mulPosition(Matrix4x3fc mat, Vector3d dest) { double rx = mat.m00() * x + mat.m10() * y + mat.m20() * z + mat.m30(); double ry = mat.m01() * x + mat.m11() * y + mat.m21() * z + mat.m31(); double rz = mat.m02() * x + mat.m12() * y + mat.m22() * z + mat.m32(); dest.x = rx; dest.y = ry; dest.z = rz; return dest; }
public Vector3d mulPosition(Matrix4x3fc mat, Vector3d dest) { double rx = mat.m00() * x + mat.m10() * y + mat.m20() * z + mat.m30(); double ry = mat.m01() * x + mat.m11() * y + mat.m21() * z + mat.m31(); double rz = mat.m02() * x + mat.m12() * y + mat.m22() * z + mat.m32(); dest.x = rx; dest.y = ry; dest.z = rz; return dest; }
public Vector3f mulPosition(Matrix4x3fc mat, Vector3f dest) { float rx = mat.m00() * x + mat.m10() * y + mat.m20() * z + mat.m30(); float ry = mat.m01() * x + mat.m11() * y + mat.m21() * z + mat.m31(); float rz = mat.m02() * x + mat.m12() * y + mat.m22() * z + mat.m32(); dest.x = rx; dest.y = ry; dest.z = rz; return dest; }
private void setMatrix4x3fc(Matrix4x3fc mat) { m00 = mat.m00(); m01 = mat.m01(); m02 = mat.m02(); m10 = mat.m10(); m11 = mat.m11(); m12 = mat.m12(); m20 = mat.m20(); m21 = mat.m21(); m22 = mat.m22(); m30 = mat.m30(); m31 = mat.m31(); m32 = mat.m32(); }
private void setMatrix4x3fc(Matrix4x3fc mat) { m00 = mat.m00(); m01 = mat.m01(); m02 = mat.m02(); m10 = mat.m10(); m11 = mat.m11(); m12 = mat.m12(); m20 = mat.m20(); m21 = mat.m21(); m22 = mat.m22(); m30 = mat.m30(); m31 = mat.m31(); m32 = mat.m32(); }
public Matrix4x3f fma(Matrix4x3fc other, float otherFactor, Matrix4x3f dest) { dest.m00 = m00 + other.m00() * otherFactor; dest.m01 = m01 + other.m01() * otherFactor; dest.m02 = m02 + other.m02() * otherFactor; dest.m10 = m10 + other.m10() * otherFactor; dest.m11 = m11 + other.m11() * otherFactor; dest.m12 = m12 + other.m12() * otherFactor; dest.m20 = m20 + other.m20() * otherFactor; dest.m21 = m21 + other.m21() * otherFactor; dest.m22 = m22 + other.m22() * otherFactor; dest.m30 = m30 + other.m30() * otherFactor; dest.m31 = m31 + other.m31() * otherFactor; dest.m32 = m32 + other.m32() * otherFactor; dest.properties = 0; return dest; }
public Matrix4x3f mulComponentWise(Matrix4x3fc other, Matrix4x3f dest) { dest.m00 = m00 * other.m00(); dest.m01 = m01 * other.m01(); dest.m02 = m02 * other.m02(); dest.m10 = m10 * other.m10(); dest.m11 = m11 * other.m11(); dest.m12 = m12 * other.m12(); dest.m20 = m20 * other.m20(); dest.m21 = m21 * other.m21(); dest.m22 = m22 * other.m22(); dest.m30 = m30 * other.m30(); dest.m31 = m31 * other.m31(); dest.m32 = m32 * other.m32(); dest.properties = 0; return dest; }
public Matrix4x3f sub(Matrix4x3fc subtrahend, Matrix4x3f dest) { dest.m00 = m00 - subtrahend.m00(); dest.m01 = m01 - subtrahend.m01(); dest.m02 = m02 - subtrahend.m02(); dest.m10 = m10 - subtrahend.m10(); dest.m11 = m11 - subtrahend.m11(); dest.m12 = m12 - subtrahend.m12(); dest.m20 = m20 - subtrahend.m20(); dest.m21 = m21 - subtrahend.m21(); dest.m22 = m22 - subtrahend.m22(); dest.m30 = m30 - subtrahend.m30(); dest.m31 = m31 - subtrahend.m31(); dest.m32 = m32 - subtrahend.m32(); dest.properties = 0; return dest; }
public Matrix4x3d fma(Matrix4x3fc other, double otherFactor, Matrix4x3d dest) { dest.m00 = m00 + other.m00() * otherFactor; dest.m01 = m01 + other.m01() * otherFactor; dest.m02 = m02 + other.m02() * otherFactor; dest.m10 = m10 + other.m10() * otherFactor; dest.m11 = m11 + other.m11() * otherFactor; dest.m12 = m12 + other.m12() * otherFactor; dest.m20 = m20 + other.m20() * otherFactor; dest.m21 = m21 + other.m21() * otherFactor; dest.m22 = m22 + other.m22() * otherFactor; dest.m30 = m30 + other.m30() * otherFactor; dest.m31 = m31 + other.m31() * otherFactor; dest.m32 = m32 + other.m32() * otherFactor; dest.properties = 0; return dest; }
private void set4x3Matrix4x3fc(Matrix4x3fc mat) { _m00(mat.m00()); _m01(mat.m01()); _m02(mat.m02()); _m10(mat.m10()); _m11(mat.m11()); _m12(mat.m12()); _m20(mat.m20()); _m21(mat.m21()); _m22(mat.m22()); _m30(mat.m30()); _m31(mat.m31()); _m32(mat.m32()); }
private void set4x3Matrix4x3fc(Matrix4x3fc mat) { _m00(mat.m00()); _m01(mat.m01()); _m02(mat.m02()); _m10(mat.m10()); _m11(mat.m11()); _m12(mat.m12()); _m20(mat.m20()); _m21(mat.m21()); _m22(mat.m22()); _m30(mat.m30()); _m31(mat.m31()); _m32(mat.m32()); }