API Reference

Class List

Mat4

A 4x4 matrix.

Summary

Static Properties

IDENTITY

A constant matrix set to the identity.[read only]

ZERO

A constant matrix with all elements set to 0.[read only]

Properties

data

Matrix elements in the form of a flat array.

Methods

add

Adds the specified 4x4 matrix to the current instance.

add2

Adds the specified 4x4 matrices together and stores the result in the current instance.

clone

Creates a duplicate of the specified matrix.

copy

Copies the contents of a source 4x4 matrix to a destination 4x4 matrix.

equals

Reports whether two matrices are equal.

getEulerAngles

Extracts the Euler angles equivalent to the rotational portion of the specified matrix.

getScale

Extracts the scale component from the specified 4x4 matrix.

getTranslation

Extracts the translational component from the specified 4x4 matrix.

getX

Extracts the x-axis from the specified 4x4 matrix.

getY

Extracts the y-axis from the specified 4x4 matrix.

getZ

Extracts the z-axis from the specified 4x4 matrix.

invert

Sets the matrix to the inverse of a source matrix.

isIdentity

Reports whether the specified matrix is the identity matrix.

mul

Multiplies the current instance by the specified 4x4 matrix.

mul2

Multiplies the specified 4x4 matrices together and stores the result in the current instance.

mulAffine2

Multiplies the specified 4x4 matrices together and stores the result in the current instance.

set

Sets matrix data from an array.

setFromAxisAngle

Sets the specified matrix to a rotation matrix equivalent to a rotation around an axis.

setFromEulerAngles

Sets the specified matrix to a rotation matrix defined by Euler angles.

setIdentity

Sets the specified matrix to the identity matrix.

setLookAt

Sets the specified matrix to a viewing matrix derived from an eye point, a target point and an up vector.

setOrtho

Sets the specified matrix to an orthographic projection matrix.

setPerspective

Sets the specified matrix to a perspective projection matrix.

setReflection

Sets the matrix to a reflection matrix, which can be used as a mirror transformation by the plane.

setTRS

Sets the specified matrix to the concatenation of a translation, a quaternion rotation and a scale.

toString

Converts the specified matrix to string form.

transformPoint

Transforms a 3-dimensional point by a 4x4 matrix.

transformVec4

Transforms a 4-dimensional vector by a 4x4 matrix.

transformVector

Transforms a 3-dimensional vector by a 4x4 matrix.

transpose

Sets the matrix to the transpose of a source matrix.

Details

Static Properties

IDENTITY

A constant matrix set to the identity.

[read only]
ZERO

A constant matrix with all elements set to 0.

[read only]

Constructor

Mat4()

Create a new Mat4 instance. It is initialized to the identity matrix.

Properties

Float32Arraydata

Matrix elements in the form of a flat array.

Methods

add(rhs)

Adds the specified 4x4 matrix to the current instance.

const m = new pc.Mat4();

m.add(pc.Mat4.ONE);

console.log("The result of the addition is: " + m.toString());

Parameters

rhsMat4

The 4x4 matrix used as the second operand of the addition.

Returns

Mat4

Self for chaining.

add2(lhs, rhs)

Adds the specified 4x4 matrices together and stores the result in the current instance.

const m = new pc.Mat4();

m.add2(pc.Mat4.IDENTITY, pc.Mat4.ONE);

console.log("The result of the addition is: " + m.toString());

Parameters

lhsMat4

The 4x4 matrix used as the first operand of the addition.

rhsMat4

The 4x4 matrix used as the second operand of the addition.

Returns

Mat4

Self for chaining.

clone()

Creates a duplicate of the specified matrix.

const src = new pc.Mat4().setFromEulerAngles(10, 20, 30);
const dst = src.clone();
console.log("The two matrices are " + (src.equals(dst) ? "equal" : "different"));

Returns

this

A duplicate matrix.

copy(rhs)

Copies the contents of a source 4x4 matrix to a destination 4x4 matrix.

const src = new pc.Mat4().setFromEulerAngles(10, 20, 30);
const dst = new pc.Mat4();
dst.copy(src);
console.log("The two matrices are " + (src.equals(dst) ? "equal" : "different"));

Parameters

rhsMat4

A 4x4 matrix to be copied.

Returns

Mat4

Self for chaining.

equals(rhs)

Reports whether two matrices are equal.

const a = new pc.Mat4().setFromEulerAngles(10, 20, 30);
const b = new pc.Mat4();
console.log("The two matrices are " + (a.equals(b) ? "equal" : "different"));

Parameters

rhsMat4

The other matrix.

Returns

boolean

True if the matrices are equal and false otherwise.

getEulerAngles([eulers])

Extracts the Euler angles equivalent to the rotational portion of the specified matrix. The returned Euler angles are in XYZ order an in degrees.

// Create a 4x4 rotation matrix of 45 degrees around the y-axis
const m = new pc.Mat4().setFromAxisAngle(pc.Vec3.UP, 45);

const eulers = m.getEulerAngles();

Parameters

eulersVec3

A 3-d vector to receive the Euler angles.

Returns

Vec3

A 3-d vector containing the Euler angles.

getScale([scale])

Extracts the scale component from the specified 4x4 matrix.

// Query the scale component
const scale = m.getScale();

Parameters

scaleVec3

Vector to receive the scale.

Returns

Vec3

The scale in X, Y and Z of the specified 4x4 matrix.

getTranslation([t])

Extracts the translational component from the specified 4x4 matrix.

// Create a 4x4 matrix
const m = new pc.Mat4();

// Query the translation component
const t = new pc.Vec3();
m.getTranslation(t);

Parameters

tVec3

The vector to receive the translation of the matrix.

Returns

Vec3

The translation of the specified 4x4 matrix.

getX([x])

Extracts the x-axis from the specified 4x4 matrix.

// Create a 4x4 matrix
const m = new pc.Mat4();

// Query the x-axis component
const x = new pc.Vec3();
m.getX(x);

Parameters

xVec3

The vector to receive the x axis of the matrix.

Returns

Vec3

The x-axis of the specified 4x4 matrix.

getY([y])

Extracts the y-axis from the specified 4x4 matrix.

// Create a 4x4 matrix
const m = new pc.Mat4();

// Query the y-axis component
const y = new pc.Vec3();
m.getY(y);

Parameters

yVec3

The vector to receive the y axis of the matrix.

Returns

Vec3

The y-axis of the specified 4x4 matrix.

getZ([z])

Extracts the z-axis from the specified 4x4 matrix.

// Create a 4x4 matrix
const m = new pc.Mat4();

// Query the z-axis component
const z = new pc.Vec3();
m.getZ(z);

Parameters

zVec3

The vector to receive the z axis of the matrix.

Returns

Vec3

The z-axis of the specified 4x4 matrix.

invert([src])

Sets the matrix to the inverse of a source matrix.

// Create a 4x4 rotation matrix of 180 degrees around the y-axis
const rot = new pc.Mat4().setFromAxisAngle(pc.Vec3.UP, 180);

// Invert in place
rot.invert();

Parameters

srcMat4

The matrix to invert. If not set, the matrix is inverted in-place.

Returns

Mat4

Self for chaining.

isIdentity()

Reports whether the specified matrix is the identity matrix.

const m = new pc.Mat4();
console.log("The matrix is " + (m.isIdentity() ? "identity" : "not identity"));

Returns

boolean

True if the matrix is identity and false otherwise.

mul(rhs)

Multiplies the current instance by the specified 4x4 matrix.

const a = new pc.Mat4().setFromEulerAngles(10, 20, 30);
const b = new pc.Mat4().setFromAxisAngle(pc.Vec3.UP, 180);

// a = a * b
a.mul(b);

console.log("The result of the multiplication is: " + a.toString());

Parameters

rhsMat4

The 4x4 matrix used as the second multiplicand of the operation.

Returns

Mat4

Self for chaining.

mul2(lhs, rhs)

Multiplies the specified 4x4 matrices together and stores the result in the current instance.

const a = new pc.Mat4().setFromEulerAngles(10, 20, 30);
const b = new pc.Mat4().setFromAxisAngle(pc.Vec3.UP, 180);
const r = new pc.Mat4();

// r = a * b
r.mul2(a, b);

console.log("The result of the multiplication is: " + r.toString());

Parameters

lhsMat4

The 4x4 matrix used as the first multiplicand of the operation.

rhsMat4

The 4x4 matrix used as the second multiplicand of the operation.

Returns

Mat4

Self for chaining.

mulAffine2(lhs, rhs)

Multiplies the specified 4x4 matrices together and stores the result in the current instance. This function assumes the matrices are affine transformation matrices, where the upper left 3x3 elements are a rotation matrix, and the bottom left 3 elements are translation. The rightmost column is assumed to be [0, 0, 0, 1]. The parameters are not verified to be in the expected format. This function is faster than general Mat4#mul2.

Parameters

lhsMat4

The affine transformation 4x4 matrix used as the first multiplicand of the operation.

rhsMat4

The affine transformation 4x4 matrix used as the second multiplicand of the operation.

Returns

Mat4

Self for chaining.

set(src)

Sets matrix data from an array.

Parameters

srcnumber[]

Source array. Must have 16 values.

Returns

Mat4

Self for chaining.

setFromAxisAngle(axis, angle)

Sets the specified matrix to a rotation matrix equivalent to a rotation around an axis. The axis must be normalized (unit length) and the angle must be specified in degrees.

// Create a 4x4 rotation matrix
const rm = new pc.Mat4().setFromAxisAngle(pc.Vec3.UP, 90);

Parameters

axisVec3

The normalized axis vector around which to rotate.

anglenumber

The angle of rotation in degrees.

Returns

Mat4

Self for chaining.

setFromEulerAngles(ex, ey, ez)

Sets the specified matrix to a rotation matrix defined by Euler angles. The Euler angles are specified in XYZ order and in degrees.

const m = new pc.Mat4();
m.setFromEulerAngles(45, 90, 180);

Parameters

exnumber

Angle to rotate around X axis in degrees.

eynumber

Angle to rotate around Y axis in degrees.

eznumber

Angle to rotate around Z axis in degrees.

Returns

Mat4

Self for chaining.

setIdentity()

Sets the specified matrix to the identity matrix.

m.setIdentity();
console.log("The matrix is " + (m.isIdentity() ? "identity" : "not identity"));

Returns

Mat4

Self for chaining.

setLookAt(position, target, up)

Sets the specified matrix to a viewing matrix derived from an eye point, a target point and an up vector. The matrix maps the target point to the negative z-axis and the eye point to the origin, so that when you use a typical projection matrix, the center of the scene maps to the center of the viewport. Similarly, the direction described by the up vector projected onto the viewing plane is mapped to the positive y-axis so that it points upward in the viewport. The up vector must not be parallel to the line of sight from the eye to the reference point.

const position = new pc.Vec3(10, 10, 10);
const target = new pc.Vec3(0, 0, 0);
const up = new pc.Vec3(0, 1, 0);
const m = new pc.Mat4().setLookAt(position, target, up);

Parameters

positionVec3

3-d vector holding view position.

targetVec3

3-d vector holding reference point.

upVec3

3-d vector holding the up direction.

Returns

Mat4

Self for chaining.

setOrtho(left, right, bottom, top, near, far)

Sets the specified matrix to an orthographic projection matrix. The function's parameters define the shape of a cuboid-shaped frustum.

// Create a 4x4 orthographic projection matrix
const ortho = pc.Mat4().ortho(-2, 2, -2, 2, 1, 1000);

Parameters

leftnumber

The x-coordinate for the left edge of the camera's projection plane in eye space.

rightnumber

The x-coordinate for the right edge of the camera's projection plane in eye space.

bottomnumber

The y-coordinate for the bottom edge of the camera's projection plane in eye space.

topnumber

The y-coordinate for the top edge of the camera's projection plane in eye space.

nearnumber

The near clip plane in eye coordinates.

farnumber

The far clip plane in eye coordinates.

Returns

Mat4

Self for chaining.

setPerspective(fov, aspect, znear, zfar, [fovIsHorizontal])

Sets the specified matrix to a perspective projection matrix. The function's parameters define the shape of a frustum.

// Create a 4x4 perspective projection matrix
const persp = pc.Mat4().setPerspective(45, 16 / 9, 1, 1000);

Parameters

fovnumber

The frustum's field of view in degrees. The fovIsHorizontal parameter controls whether this is a vertical or horizontal field of view. By default, it's a vertical field of view.

aspectnumber

The aspect ratio of the frustum's projection plane (width / height).

znearnumber

The near clip plane in eye coordinates.

zfarnumber

The far clip plane in eye coordinates.

fovIsHorizontalboolean

Set to true to treat the fov as horizontal (x-axis) and false for vertical (y-axis). Defaults to false.

Returns

Mat4

Self for chaining.

setReflection(normal, distance)

Sets the matrix to a reflection matrix, which can be used as a mirror transformation by the plane.

Parameters

normalVec3

The normal of the plane to reflect by.

distancenumber

The distance of plane to reflect by.

Returns

Mat4

Self for chaining.

setTRS(t, r, s)

Sets the specified matrix to the concatenation of a translation, a quaternion rotation and a scale.

const t = new pc.Vec3(10, 20, 30);
const r = new pc.Quat();
const s = new pc.Vec3(2, 2, 2);

const m = new pc.Mat4();
m.setTRS(t, r, s);

Parameters

tVec3

A 3-d vector translation.

rQuat

A quaternion rotation.

sVec3

A 3-d vector scale.

Returns

Mat4

Self for chaining.

toString()

Converts the specified matrix to string form.

const m = new pc.Mat4();
// Outputs [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]
console.log(m.toString());

Returns

string

The matrix in string form.

transformPoint(vec, [res])

Transforms a 3-dimensional point by a 4x4 matrix.

// Create a 3-dimensional point
const v = new pc.Vec3(1, 2, 3);

// Create a 4x4 rotation matrix
const m = new pc.Mat4().setFromEulerAngles(10, 20, 30);

const tv = m.transformPoint(v);

Parameters

vecVec3

The 3-dimensional point to be transformed.

resVec3

An optional 3-dimensional point to receive the result of the transformation.

Returns

Vec3

The input point v transformed by the current instance.

transformVec4(vec, [res])

Transforms a 4-dimensional vector by a 4x4 matrix.

// Create an input 4-dimensional vector
const v = new pc.Vec4(1, 2, 3, 4);

// Create an output 4-dimensional vector
const result = new pc.Vec4();

// Create a 4x4 rotation matrix
const m = new pc.Mat4().setFromEulerAngles(10, 20, 30);

m.transformVec4(v, result);

Parameters

vecVec4

The 4-dimensional vector to be transformed.

resVec4

An optional 4-dimensional vector to receive the result of the transformation.

Returns

Vec4

The input vector v transformed by the current instance.

transformVector(vec, [res])

Transforms a 3-dimensional vector by a 4x4 matrix.

// Create a 3-dimensional vector
const v = new pc.Vec3(1, 2, 3);

// Create a 4x4 rotation matrix
const m = new pc.Mat4().setFromEulerAngles(10, 20, 30);

const tv = m.transformVector(v);

Parameters

vecVec3

The 3-dimensional vector to be transformed.

resVec3

An optional 3-dimensional vector to receive the result of the transformation.

Returns

Vec3

The input vector v transformed by the current instance.

transpose([src])

Sets the matrix to the transpose of a source matrix.

const m = new pc.Mat4();

// Transpose in place
m.transpose();

Parameters

srcMat4

The matrix to transpose. If not set, the matrix is transposed in-place.

Returns

Mat4

Self for chaining.