API Reference

Class List

pc.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 specified matrix to its inverse.

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.

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.

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 specified matrix to its transpose.

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()

Creates a new identity Mat4 object.

Properties

Float32Arraydata

Matrix elements in the form of a flat array.

Methods

add(rhs)

Adds the specified 4x4 matrix to the current instance.

var m = new pc.Mat4();

m.add(pc.Mat4.ONE);

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

Parameters

rhspc.Mat4

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

Returns

pc.Mat4

Self for chaining.

add2(lhs, rhs)

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

var m = new pc.Mat4();

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

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

Parameters

lhspc.Mat4

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

rhspc.Mat4

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

Returns

pc.Mat4

Self for chaining.

clone()

Creates a duplicate of the specified matrix.

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

Returns

pc.Mat4

A duplicate matrix.

copy(rhs)

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

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

Parameters

rhspc.Mat4

A 4x4 matrix to be copied.

Returns

pc.Mat4

Self for chaining.

equals(rhs)

Reports whether two matrices are equal.

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

Parameters

rhspc.Mat4

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
var m = new pc.Mat4().setFromAxisAngle(pc.Vec3.UP, 45);

var eulers = m.getEulerAngles();

Parameters

eulerspc.Vec3

A 3-d vector to receive the Euler angles.

Returns

pc.Vec3

A 3-d vector containing the Euler angles.

getScale([scale])

Extracts the scale component from the specified 4x4 matrix.

// Create a 4x4 scale matrix
var m = new pc.Mat4().scale(2, 3, 4);

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

Parameters

scalepc.Vec3

Vector to receive the scale.

Returns

pc.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
var m = new pc.Mat4();

// Query the z-axis component
var t = new pc.Vec3();
m.getTranslation(t);

Parameters

tpc.Vec3

The vector to receive the translation of the matrix.

Returns

pc.Vec3

The translation of the specified 4x4 matrix.

getX([x])

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

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

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

Parameters

xpc.Vec3

The vector to receive the x axis of the matrix.

Returns

pc.Vec3

The x-axis of the specified 4x4 matrix.

getY([y])

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

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

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

Parameters

ypc.Vec3

The vector to receive the y axis of the matrix.

Returns

pc.Vec3

The y-axis of the specified 4x4 matrix.

getZ([z])

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

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

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

Parameters

zpc.Vec3

The vector to receive the z axis of the matrix.

Returns

pc.Vec3

The z-axis of the specified 4x4 matrix.

invert()

Sets the specified matrix to its inverse.

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

// Invert in place
rot.invert();

Returns

pc.Mat4

Self for chaining.

isIdentity()

Reports whether the specified matrix is the identity matrix.

var 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.

var a = new pc.Mat4().setFromEulerAngles(10, 20, 30);
var 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

rhspc.Mat4

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

Returns

pc.Mat4

Self for chaining.

mul2(lhs, rhs)

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

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

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

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

Parameters

lhspc.Mat4

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

rhspc.Mat4

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

Returns

pc.Mat4

Self for chaining.

set(src)

Sets matrix data from an array.

Parameters

srcnumber[]

Source array. Must have 16 values.

Returns

pc.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
var rm = new pc.Mat4().setFromAxisAngle(pc.Vec3.UP, 90);

Parameters

axispc.Vec3

The normalized axis vector around which to rotate.

anglenumber

The angle of rotation in degrees.

Returns

pc.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.

var 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

pc.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

pc.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.

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

Parameters

positionpc.Vec3

3-d vector holding view position.

targetpc.Vec3

3-d vector holding reference point.

uppc.Vec3

3-d vector holding the up direction.

Returns

pc.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
var 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

pc.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
var 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

pc.Mat4

Self for chaining.

setTRS(t, r, s)

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

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

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

Parameters

tpc.Vec3

A 3-d vector translation.

rpc.Quat

A quaternion rotation.

spc.Vec3

A 3-d vector scale.

Returns

pc.Mat4

Self for chaining.

toString()

Converts the specified matrix to string form.

var m = new pc.Mat4();
// Should output '[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
var v = new pc.Vec3(1, 2, 3);

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

var tv = m.transformPoint(v);

Parameters

vecpc.Vec3

The 3-dimensional point to be transformed.

respc.Vec3

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

Returns

pc.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
var v = new pc.Vec4(1, 2, 3, 4);

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

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

m.transformVec4(v, result);

Parameters

vecpc.Vec4

The 4-dimensional vector to be transformed.

respc.Vec4

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

Returns

pc.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
var v = new pc.Vec3(1, 2, 3);

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

var tv = m.transformVector(v);

Parameters

vecpc.Vec3

The 3-dimensional vector to be transformed.

respc.Vec3

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

Returns

pc.Vec3

The input vector v transformed by the current instance.

transpose()

Sets the specified matrix to its transpose.

var m = new pc.Mat4();

// Transpose in place
m.transpose();

Returns

pc.Mat4

Self for chaining.