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<TD><CODE><B><A HREF="../../../quicktime/qd3d/math/Matrix4x4.html#setAt03(float)">setAt03</A></B>(float val)</CODE><BR> Sets the value at the specified index.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> void</CODE></FONT></TD><TD><CODE><B><A HREF="../../../quicktime/qd3d/math/Matrix4x4.html#setAt10(float)">setAt10</A></B>(float val)</CODE><BR> Sets the value at the specified index.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> void</CODE></FONT></TD><TD><CODE><B><A HREF="../../../quicktime/qd3d/math/Matrix4x4.html#setAt11(float)">setAt11</A></B>(float val)</CODE><BR> Sets the value at the specified index.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> void</CODE></FONT></TD><TD><CODE><B><A HREF="../../../quicktime/qd3d/math/Matrix4x4.html#setAt12(float)">setAt12</A></B>(float val)</CODE><BR> Sets the value at the specified index.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> void</CODE></FONT></TD><TD><CODE><B><A HREF="../../../quicktime/qd3d/math/Matrix4x4.html#setAt13(float)">setAt13</A></B>(float val)</CODE><BR> Sets the value at the specified index.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> void</CODE></FONT></TD><TD><CODE><B><A HREF="../../../quicktime/qd3d/math/Matrix4x4.html#setAt20(float)">setAt20</A></B>(float val)</CODE><BR> Sets the value at the specified index.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> void</CODE></FONT></TD><TD><CODE><B><A HREF="../../../quicktime/qd3d/math/Matrix4x4.html#setAt21(float)">setAt21</A></B>(float val)</CODE><BR> Sets the value at the specified index.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> void</CODE></FONT></TD><TD><CODE><B><A HREF="../../../quicktime/qd3d/math/Matrix4x4.html#setAt22(float)">setAt22</A></B>(float val)</CODE><BR> Sets the value at the specified index.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> void</CODE></FONT></TD><TD><CODE><B><A HREF="../../../quicktime/qd3d/math/Matrix4x4.html#setAt23(float)">setAt23</A></B>(float val)</CODE><BR> Sets the value at the specified index.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> void</CODE></FONT></TD><TD><CODE><B><A HREF="../../../quicktime/qd3d/math/Matrix4x4.html#setAt30(float)">setAt30</A></B>(float val)</CODE><BR> Sets the value at the specified index.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> void</CODE></FONT></TD><TD><CODE><B><A HREF="../../../quicktime/qd3d/math/Matrix4x4.html#setAt31(float)">setAt31</A></B>(float val)</CODE><BR> Sets the value at the specified index.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> void</CODE></FONT></TD><TD><CODE><B><A HREF="../../../quicktime/qd3d/math/Matrix4x4.html#setAt32(float)">setAt32</A></B>(float val)</CODE><BR> Sets the value at the specified index.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> void</CODE></FONT></TD><TD><CODE><B><A HREF="../../../quicktime/qd3d/math/Matrix4x4.html#setAt33(float)">setAt33</A></B>(float val)</CODE><BR> Sets the value at the specified index.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> void</CODE></FONT></TD><TD><CODE><B><A HREF="../../../quicktime/qd3d/math/Matrix4x4.html#setIdentity()">setIdentity</A></B>()</CODE><BR> Sets the Matrix to the 4-by-4 identity matrix.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> void</CODE></FONT></TD><TD><CODE><B><A HREF="../../../quicktime/qd3d/math/Matrix4x4.html#setQuaternion(quicktime.qd3d.math.Quaternion)">setQuaternion</A></B>(<A HREF="../../../quicktime/qd3d/math/Quaternion.html">Quaternion</A> quaternion)</CODE><BR> Sets a 4-by-4 matrix that represents the quaternion specified by the quaternion parameter.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> void</CODE></FONT></TD><TD><CODE><B><A HREF="../../../quicktime/qd3d/math/Matrix4x4.html#setRotateAboutAxis(quicktime.qd3d.math.Point3D, quicktime.qd3d.math.Vector3D, float)">setRotateAboutAxis</A></B>(<A HREF="../../../quicktime/qd3d/math/Point3D.html">Point3D</A> origin, <A HREF="../../../quicktime/qd3d/math/Vector3D.html">Vector3D</A> orientation, float angle)</CODE><BR> Sets a rotate-about-axis matrix that rotates an object by the specified angle around the axis determined by the point origin and the specified orientation.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> void</CODE></FONT></TD><TD><CODE><B><A HREF="../../../quicktime/qd3d/math/Matrix4x4.html#setRotateAboutPoint(quicktime.qd3d.math.Point3D, float, float, float)">setRotateAboutPoint</A></B>(<A HREF="../../../quicktime/qd3d/math/Point3D.html">Point3D</A> origin, float xAngle, float yAngle, float zAngle)</CODE><BR> Rotates a matrix by the specified angle around the point origin.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> void</CODE></FONT></TD><TD><CODE><B><A HREF="../../../quicktime/qd3d/math/Matrix4x4.html#setRotateVectorToVector(quicktime.qd3d.math.Vector3D, quicktime.qd3d.math.Vector3D)">setRotateVectorToVector</A></B>(<A HREF="../../../quicktime/qd3d/math/Vector3D.html">Vector3D</A> v1, <A HREF="../../../quicktime/qd3d/math/Vector3D.html">Vector3D</A> v2)</CODE><BR> Sets a rotational matrix that rotates objects around the origin in such a way that the transformed vector v1 matches the vector v2.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> void</CODE></FONT></TD><TD><CODE><B><A HREF="../../../quicktime/qd3d/math/Matrix4x4.html#setRotateX(float)">setRotateX</A></B>(float angle)</CODE><BR> Sets a rotational matrix that rotates an object by the specified angle around the x axis.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> void</CODE></FONT></TD><TD><CODE><B><A HREF="../../../quicktime/qd3d/math/Matrix4x4.html#setRotateXYZ(float, float, float)">setRotateXYZ</A></B>(float xAngle, float yAngle, float zAngle)</CODE><BR> Sets a rotational matrix that rotates an object by the specified angles around their specified axis.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> void</CODE></FONT></TD><TD><CODE><B><A HREF="../../../quicktime/qd3d/math/Matrix4x4.html#setRotateY(float)">setRotateY</A></B>(float angle)</CODE><BR> Sets a rotational matrix that rotates an object by the specified angle around the y axis.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> void</CODE></FONT></TD><TD><CODE><B><A HREF="../../../quicktime/qd3d/math/Matrix4x4.html#setRotateZ(float)">setRotateZ</A></B>(float angle)</CODE><BR> Sets a rotational matrix that rotates an object by the specified angle around the x axis.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> void</CODE></FONT></TD><TD><CODE><B><A HREF="../../../quicktime/qd3d/math/Matrix4x4.html#setScale(float, float, float)">setScale</A></B>(float xScale, float yScale, float zScale)</CODE><BR> Scales a matrix by the amount xScale along the x coordinate axis, by the amount yScale along the y coordinate axis and by the amount zScale along the z coordinate axis.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> void</CODE></FONT></TD><TD><CODE><B><A HREF="../../../quicktime/qd3d/math/Matrix4x4.html#setTranslate(float, float, float)">setTranslate</A></B>(float xTrans, float yTrans, float zTrans)</CODE><BR> Translates a matrix by the amount xTrans along the x coordinate axis, by the amount yTrans along the y coordinate axis and by the amount zTrans along the z coordinate axis.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> <A HREF="../../../quicktime/qd3d/math/Matrix4x4.html">Matrix4x4</A></CODE></FONT></TD><TD><CODE><B><A HREF="../../../quicktime/qd3d/math/Matrix4x4.html#transpose()">transpose</A></B>()</CODE><BR> Returns the transpose of the matrix.</TD></TR></TABLE> <A NAME="methods_inherited_from_class_quicktime.util.QTByteObject"><!-- --></A><TABLE BORDER="1" CELLPADDING="3" CELLSPACING="0" WIDTH="100%"><TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor"><TD><B>Methods inherited from class quicktime.util.<A HREF="../../../quicktime/util/QTByteObject.html">QTByteObject</A></B></TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD><CODE><A HREF="../../../quicktime/util/QTByteObject.html#equals(java.lang.Object)">equals</A>, <A HREF="../../../quicktime/util/QTByteObject.html#fromArray(byte[])">fromArray</A>, <A HREF="../../../quicktime/util/QTByteObject.html#getBytes()">getBytes</A>, <A HREF="../../../quicktime/util/QTByteObject.html#getSize()">getSize</A>, <A HREF="../../../quicktime/util/QTByteObject.html#toString()">toString</A></CODE></TD></TR></TABLE> <A NAME="methods_inherited_from_class_java.lang.Object"><!-- --></A><TABLE BORDER="1" CELLPADDING="3" CELLSPACING="0" WIDTH="100%"><TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor"><TD><B>Methods inherited from class java.lang.Object</B></TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD><CODE>getClass, hashCode, notify, notifyAll, wait, wait, wait</CODE></TD></TR></TABLE> <P><!-- ============ FIELD DETAIL =========== --><A NAME="field_detail"><!-- --></A><TABLE BORDER="1" CELLPADDING="3" CELLSPACING="0" WIDTH="100%"><TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor"><TD COLSPAN=1><FONT SIZE="+2"><B>Field Detail</B></FONT></TD></TR></TABLE><A NAME="kNativeSize"><!-- --></A><H3>kNativeSize</H3><PRE>public static final int <B>kNativeSize</B></PRE><DL><DD>This is the size (the number of bytes) that are required for this class</DL><!-- ========= CONSTRUCTOR DETAIL ======== --><A NAME="constructor_detail"><!-- --></A><TABLE BORDER="1" CELLPADDING="3" CELLSPACING="0" WIDTH="100%"><TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor"><TD COLSPAN=1><FONT SIZE="+2"><B>Constructor Detail</B></FONT></TD></TR></TABLE><A NAME="Matrix4x4()"><!-- --></A><H3>Matrix4x4</H3><PRE>public <B>Matrix4x4</B>()</PRE><DL><DD>Creates a Matrix4x4 object and sets it to the identity matrix.</DL><HR><A NAME="Matrix4x4(float[][])"><!-- --></A><H3>Matrix4x4</H3><PRE>public <B>Matrix4x4</B>(float[][] table)</PRE><DL><DD>Construct an instance of a Matrix4x4 from the values of a float[][], which is a 4x4 table, - an array of row values.<DD><DL><DT><B>Parameters:</B><DD><CODE>table</CODE> - a 4x4 table of float values.</DL></DD></DL><!-- ============ METHOD DETAIL ========== --><A NAME="method_detail"><!-- --></A><TABLE BORDER="1" CELLPADDING="3" CELLSPACING="0" WIDTH="100%"><TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor"><TD COLSPAN=1><FONT SIZE="+2"><B>Method Detail</B></FONT></TD></TR></TABLE><A NAME="getEndianDescriptor()"><!-- --></A><H3>getEndianDescriptor</H3><PRE>public static final <A HREF="../../../quicktime/util/EndianDescriptor.html">EndianDescriptor</A> <B>getEndianDescriptor</B>()</PRE><DL><DD>Returns the EndianDescriptor for this class.<DD><DL></DL></DD><DD><DL><DT><B>Returns:</B><DD>an EndianDescriptor</DL></DD></DL><HR><A NAME="getAt00()"><!-- --></A><H3>getAt00</H3><PRE>public float <B>getAt00</B>()</PRE><DL><DD>Returns the value at the specified index.<DD><DL></DL></DD><DD><DL><DT><B>Returns:</B><DD>a float</DL></DD></DL><HR><A NAME="setAt00(float)"><!-- --></A><H3>setAt00</H3><PRE>public void <B>setAt00</B>(float val)</PRE><DL><DD>Sets the value at the specified index.<DD><DL></DL></DD><DD><DL><DT><B>Parameters:</B><DD><CODE>val</CODE> - the new float value</DL></DD></DL><HR><A NAME="getAt01()"><!-- --></A><H3>getAt01</H3><PRE>public float <B>getAt01</B>()</PRE><DL><DD>Returns the value at the specified index.<DD><DL></DL></DD><DD><DL><DT><B>Returns:</B><DD>a float</DL></DD></DL><HR><A NAME="setAt01(float)"><!-- --></A><H3>setAt01</H3><PRE>public void <B>setAt01</B>(float val)</PRE><DL><DD>Sets the value at the specified index.<DD><DL></DL>
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