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Description
The Matrix3d class represents a 4x3 matrix. Such a matrix is used to specify the position and orientation of a scene object.
The matrix looks like this:
(m00, m01, m02, m10, m11, m12, m20, m21, m22, m30, m31, m32);
Method summary for the Matrix3d class
Property summary for the Matrix3d class
The elements of the matrix are known by their position in the matrix:- m00, m01, m02, m10, m11, m12, m20, m21, m22, m30, m31, m32. The first nine entries represent the coordinates of the x, y and z axes of the new system. The final three values represent the x, y and z translations to move the system from the origin.
The above values correspond to:
(xAxis.x, xAxis.y, xAxis.z, yAxis.x, yAxis.y, yAxis.z, zAxis.x, zAxis.y, zAxis.z, translation.x, translation.y, translation.z);
These properties can be set directly.
Constructor for the Matrix3d class Usage
new Matrix3d();
new Matrix3d(copyMat: Matrix3d);
new Matrix3d(m00: Number, m01: Number, m02: Number, m10: Number, m11: Number, m12: Number, m20: Number, m21: Number, m22: Number, m30: Number, m31: Number, m32: Number);
Parameters
- copyMat An optional Matrix3d that will be copied into a new Matrix3d. Defaults to the identity matrix.
- m00 - m32 The numbers to be assigned to the appropriate members of this Matrix3d.
Returns
A reference to a Matrix3d object
Description
A Matrix3d is generally used as a SceneObject's matrix property, but can be used for more general matrix calculations.
Example
The following creates a matrix3d and stores it as the matrix property of the scene object 'archway':
archway.matrix = new Matrix3d();
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