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<A NAME="setAt32(float)"><!-- --></A><H3>setAt32</H3><PRE>public void <B>setAt32</B>(float&nbsp;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="getAt33()"><!-- --></A><H3>getAt33</H3><PRE>public float <B>getAt33</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="setAt33(float)"><!-- --></A><H3>setAt33</H3><PRE>public void <B>setAt33</B>(float&nbsp;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="copy()"><!-- --></A><H3>copy</H3><PRE>public <A HREF="../../../quicktime/qd3d/math/Matrix4x4.html">Matrix4x4</A> <B>copy</B>()</PRE><DL><DD>Returns a copy of the matrix.	 <BR><BR><b> <a href="http://developer.apple.com/techpubs/quicktime/qtdevdocs/QD3D/qd3dmathfunc.18.htm#pgfId=3871">QuickDraw3D::Q3Matrix4x4_Copy</a> </b><BR><BR></DL></DD><DD><DL><DT><B>Returns:</B><DD>a copy of matrix3x3.</DL></DD></DL><HR><A NAME="setIdentity()"><!-- --></A><H3>setIdentity</H3><PRE>public void <B>setIdentity</B>()</PRE><DL><DD>Sets the Matrix to the 4-by-4 identity matrix.	 <BR><BR><b> <a href="http://developer.apple.com/techpubs/quicktime/qtdevdocs/QD3D/qd3dmathfunc.18.htm#pgfId=3886">QuickDraw3D::Q3Matrix4x4_SetIdentity</a> </b><BR><BR></DL></DD></DL><HR><A NAME="transpose()"><!-- --></A><H3>transpose</H3><PRE>public <A HREF="../../../quicktime/qd3d/math/Matrix4x4.html">Matrix4x4</A> <B>transpose</B>()</PRE><DL><DD>Returns the transpose of the matrix.	 <BR><BR><b> <a href="http://developer.apple.com/techpubs/quicktime/qtdevdocs/QD3D/qd3dmathfunc.18.htm#pgfId=3901">QuickDraw3D::Q3Matrix4x4_Transpose</a> </b><BR><BR></DL></DD><DD><DL><DT><B>Returns:</B><DD>the transpose matrix</DL></DD></DL><HR><A NAME="invert()"><!-- --></A><H3>invert</H3><PRE>public <A HREF="../../../quicktime/qd3d/math/Matrix4x4.html">Matrix4x4</A> <B>invert</B>()</PRE><DL><DD>Returns the inverse of the matrix.	 <BR><BR><b> <a href="http://developer.apple.com/techpubs/quicktime/qtdevdocs/QD3D/qd3dmathfunc.18.htm#pgfId=3917">QuickDraw3D::Q3Matrix4x4_Invert</a> </b><BR><BR></DL></DD><DD><DL><DT><B>Returns:</B><DD>the invert matrix</DL></DD></DL><HR><A NAME="multiply(quicktime.qd3d.math.Matrix4x4)"><!-- --></A><H3>multiply</H3><PRE>public <A HREF="../../../quicktime/qd3d/math/Matrix4x4.html">Matrix4x4</A> <B>multiply</B>(<A HREF="../../../quicktime/qd3d/math/Matrix4x4.html">Matrix4x4</A>&nbsp;matrixB)</PRE><DL><DD>Returns the product of the two 4-by-4 matrices, this and matrixB.	 <BR><BR><b> <a href="http://developer.apple.com/techpubs/quicktime/qtdevdocs/QD3D/qd3dmathfunc.18.htm#pgfId=3942">QuickDraw3D::Q3Matrix4x4_Multiply</a> </b><BR><BR></DL></DD><DD><DL><DT><B>Parameters:</B><DD><CODE>matrixB</CODE> - a matrix<DT><B>Returns:</B><DD>the product</DL></DD></DL><HR><A NAME="determinant()"><!-- --></A><H3>determinant</H3><PRE>public float <B>determinant</B>()</PRE><DL><DD>Returns the determinant of this matrix.	 <BR><BR><b> <a href="http://developer.apple.com/techpubs/quicktime/qtdevdocs/QD3D/qd3dmathfunc.18.htm#pgfId=3958">QuickDraw3D::Q3Matrix4x4_Determinant</a> </b><BR><BR></DL></DD><DD><DL><DT><B>Returns:</B><DD>the determinanta</DL></DD></DL><HR><A NAME="setTranslate(float, float, float)"><!-- --></A><H3>setTranslate</H3><PRE>public void <B>setTranslate</B>(float&nbsp;xTrans,                         float&nbsp;yTrans,                         float&nbsp;zTrans)</PRE><DL><DD>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.	 <BR><BR><b> <a href="http://developer.apple.com/techpubs/quicktime/qtdevdocs/QD3D/qd3dmathfunc.19.htm#pgfId=4004">QuickDraw3D::Q3Matrix4x4_SetTranslate</a> </b><BR><BR></DL></DD><DD><DL><DT><B>Parameters:</B><DD><CODE>xTrans</CODE> - The desired amount of translation along the x coordinate axis.<DD><CODE>yTrans</CODE> - The desired amount of translation along the y coordinate axis.<DD><CODE>zTrans</CODE> - The desired amount of translation along the z coordinate axis.</DL></DD></DL><HR><A NAME="setScale(float, float, float)"><!-- --></A><H3>setScale</H3><PRE>public void <B>setScale</B>(float&nbsp;xScale,                     float&nbsp;yScale,                     float&nbsp;zScale)</PRE><DL><DD>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.	 <BR><BR><b> <a href="http://developer.apple.com/techpubs/quicktime/qtdevdocs/QD3D/qd3dmathfunc.19.htm#pgfId=4014">QuickDraw3D::Q3Matrix4x4_SetScale</a> </b><BR><BR></DL></DD><DD><DL><DT><B>Parameters:</B><DD><CODE>xScale</CODE> - The desired amount of scaling along the x coordinate axis.<DD><CODE>yScale</CODE> - The desired amount of scaling along the y coordinate axis.<DD><CODE>zScale</CODE> - The desired amount of scaling along the z coordinate axis.</DL></DD></DL><HR><A NAME="setRotateAboutPoint(quicktime.qd3d.math.Point3D, float, float, float)"><!-- --></A><H3>setRotateAboutPoint</H3><PRE>public void <B>setRotateAboutPoint</B>(<A HREF="../../../quicktime/qd3d/math/Point3D.html">Point3D</A>&nbsp;origin,                                float&nbsp;xAngle,                                float&nbsp;yAngle,                                float&nbsp;zAngle)</PRE><DL><DD>Rotates a matrix by the specified angle around the point origin.	 <BR><BR><b> <a href="http://developer.apple.com/techpubs/quicktime/qtdevdocs/QD3D/qd3dmathfunc.19.htm#pgfId=4024">QuickDraw3D::Q3Matrix4x4_SetRotateAboutPoint</a> </b><BR><BR></DL></DD><DD><DL><DT><B>Parameters:</B><DD><CODE>origin</CODE> - The desired origin of rotation.<DD><CODE>xAngle</CODE> - The desired angle of rotation around the x component of origin, in radians.<DD><CODE>yAngle</CODE> - The desired angle of rotation around the y component of origin, in radians.<DD><CODE>zAngle</CODE> - The desired angle of rotation around the z component of origin, in radians.</DL></DD></DL><HR><A NAME="setRotateAboutAxis(quicktime.qd3d.math.Point3D, quicktime.qd3d.math.Vector3D, float)"><!-- --></A><H3>setRotateAboutAxis</H3><PRE>public void <B>setRotateAboutAxis</B>(<A HREF="../../../quicktime/qd3d/math/Point3D.html">Point3D</A>&nbsp;origin,                               <A HREF="../../../quicktime/qd3d/math/Vector3D.html">Vector3D</A>&nbsp;orientation,                               float&nbsp;angle)</PRE><DL><DD>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.	 <BR><BR><b> <a href="http://developer.apple.com/techpubs/quicktime/qtdevdocs/QD3D/qd3dmathfunc.19.htm#pgfId=4035">QuickDraw3D::Q3Matrix4x4_SetRotateAboutAxis</a> </b><BR><BR></DL></DD><DD><DL><DT><B>Parameters:</B><DD><CODE>origin</CODE> - The desired origin of rotation.<DD><CODE>orientation</CODE> - The desired orientation of the axis of rotation.<DD><CODE>angle</CODE> - The desired angle of rotation, in radians.</DL></DD></DL><HR><A NAME="setRotateX(float)"><!-- --></A><H3>setRotateX</H3><PRE>public void <B>setRotateX</B>(float&nbsp;angle)</PRE><DL><DD>Sets a rotational matrix that rotates an object by the specified angle around the x axis.	 <BR><BR><b> <a href="http://developer.apple.com/techpubs/quicktime/qtdevdocs/QD3D/qd3dmathfunc.19.htm#pgfId=4045">QuickDraw3D::Q3Matrix4x4_SetRotate_X</a> </b><BR><BR></DL></DD><DD><DL><DT><B>Parameters:</B><DD><CODE>angle</CODE> - The desired angle of rotation around the x coordinate axis, in radians.</DL></DD></DL><HR><A NAME="setRotateY(float)"><!-- --></A><H3>setRotateY</H3><PRE>public void <B>setRotateY</B>(float&nbsp;angle)</PRE><DL><DD>Sets a rotational matrix that rotates an object by the specified angle around the y axis.	 <BR><BR><b> <a href="http://developer.apple.com/techpubs/quicktime/qtdevdocs/QD3D/qd3dmathfunc.19.htm#pgfId=4052">QuickDraw3D::Q3Matrix4x4_SetRotate_Y</a> </b><BR><BR></DL></DD><DD><DL><DT><B>Parameters:</B><DD><CODE>angle</CODE> - The desired angle of rotation around the y coordinate axis, in radians.</DL></DD></DL><HR><A NAME="setRotateZ(float)"><!-- --></A><H3>setRotateZ</H3><PRE>public void <B>setRotateZ</B>(float&nbsp;angle)</PRE><DL><DD>Sets a rotational matrix that rotates an object by the specified angle around the x axis.	 <BR><BR><b> <a href="http://developer.apple.com/techpubs/quicktime/qtdevdocs/QD3D/qd3dmathfunc.19.htm#pgfId=4059">QuickDraw3D::Q3Matrix4x4_SetRotate_Z</a> </b><BR><BR></DL></DD><DD><DL><DT><B>Parameters:</B><DD><CODE>angle</CODE> - The desired angle of rotation around the z coordinate axis, in radians.</DL></DD></DL><HR><A NAME="setRotateXYZ(float, float, float)"><!-- --></A><H3>setRotateXYZ</H3><PRE>public void <B>setRotateXYZ</B>(float&nbsp;xAngle,                         float&nbsp;yAngle,                         float&nbsp;zAngle)</PRE><DL><DD>Sets a rotational matrix that rotates an object by the specified angles around their specified axis.	 <BR><BR><b> <a href="http://developer.apple.com/techpubs/quicktime/qtdevdocs/QD3D/qd3dmathfunc.19.htm#pgfId=4066">QuickDraw3D::Q3Matrix4x4_SetRotate_XYZ</a> </b><BR><BR></DL></DD><DD><DL><DT><B>Parameters:</B><DD><CODE>xAngle</CODE> - The desired angle of rotation around the x coordinate axis, in radians.<DD><CODE>yAngle</CODE> - The desired angle of rotation around the y coordinate axis, in radians.<DD><CODE>zAngle</CODE> - The desired angle of rotation around the z coordinate axis, in radians.</DL></DD></DL><HR><A NAME="setRotateVectorToVector(quicktime.qd3d.math.Vector3D, quicktime.qd3d.math.Vector3D)"><!-- --></A><H3>setRotateVectorToVector</H3><PRE>public void <B>setRotateVectorToVector</B>(<A HREF="../../../quicktime/qd3d/math/Vector3D.html">Vector3D</A>&nbsp;v1,                                    <A HREF="../../../quicktime/qd3d/math/Vector3D.html">Vector3D</A>&nbsp;v2)</PRE><DL><DD>Sets a rotational matrix that rotates objects around the origin in such a way that the transformed vector v1 matches the vector v2. Both v1 and v2 should be normalized.		 <BR><BR><b> <a href="http://developer.apple.com/techpubs/quicktime/qtdevdocs/QD3D/qd3dmathfunc.19.htm#pgfId=4075">QuickDraw3D::Q3Matrix4x4_SetRotateVectorToVector</a> </b><BR><BR></DL></DD><DD><DL><DT><B>Parameters:</B><DD><CODE>v1</CODE> - A three-dimensional vector.<DD><CODE>v2</CODE> - A three-dimensional vector.</DL></DD></DL><HR><A NAME="setQuaternion(quicktime.qd3d.math.Quaternion)"><!-- --></A><H3>setQuaternion</H3><PRE>public void <B>setQuaternion</B>(<A HREF="../../../quicktime/qd3d/math/Quaternion.html">Quaternion</A>&nbsp;quaternion)</PRE><DL><DD>Sets a 4-by-4 matrix that represents the quaternion specified by the quaternion parameter.	 <BR><BR><b> <a href="http://developer.apple.com/techpubs/quicktime/qtdevdocs/QD3D/qd3dmathfunc.19.htm#pgfId=4083">QuickDraw3D::Q3Matrix4x4_SetQuaternion</a> </b><BR><BR></DL></DD><DD><DL><DT><B>Parameters:</B><DD><CODE>quaternion</CODE> - A quaternion.</DL></DD></DL><HR><A NAME="clone()"><!-- --></A><H3>clone</H3><PRE>public java.lang.Object <B>clone</B>()</PRE><DL><DD>Returns a copy of this class.<DD><DL></DL></DD></DL><!-- ========= END OF CLASS DATA ========= --><HR><!-- ========== START OF NAVBAR ========== --><A NAME="navbar_bottom"><!-- --></A><TABLE BORDER="0" WIDTH="100%" CELLPADDING="1" CELLSPACING="0"><TR><TD COLSPAN=2 BGCOLOR="#EEEEFF" CLASS="NavBarCell1"><A NAME="navbar_bottom_firstrow"><!-- --></A><TABLE BORDER="0" CELLPADDING="0" CELLSPACING="3">  <TR ALIGN="center" VALIGN="top">  <TD BGCOLOR="#EEEEFF" CLASS="NavBarCell1">    <A HREF="../../../overview-summary.html"><FONT CLASS="NavBarFont1"><B>Overview</B></FONT></A>&nbsp;</TD>  <TD BGCOLOR="#EEEEFF" CLASS="NavBarCell1">    <A HREF="package-summary.html"><FONT CLASS="NavBarFont1"><B>Package</B></FONT></A>&nbsp;</TD>  <TD BGCOLOR="#FFFFFF" CLASS="NavBarCell1Rev"> &nbsp;<FONT CLASS="NavBarFont1Rev"><B>Class</B></FONT>&nbsp;</TD>  <TD BGCOLOR="#EEEEFF" CLASS="NavBarCell1">    <A HREF="class-use/Matrix4x4.html"><FONT CLASS="NavBarFont1"><B>Use</B></FONT></A>&nbsp;</TD>  <TD BGCOLOR="#EEEEFF" CLASS="NavBarCell1">    <A HREF="package-tree.html"><FONT CLASS="NavBarFont1"><B>Tree</B></FONT></A>&nbsp;</TD>  <TD BGCOLOR="#EEEEFF" CLASS="NavBarCell1">    <A HREF="../../../deprecated-list.html"><FONT CLASS="NavBarFont1"><B>Deprecated</B></FONT></A>&nbsp;</TD>  <TD BGCOLOR="#EEEEFF" CLASS="NavBarCell1">    <A HREF="../../../index-all.html"><FONT CLASS="NavBarFont1"><B>Index</B></FONT></A>&nbsp;</TD>  <TD BGCOLOR="#EEEEFF" CLASS="NavBarCell1">    <A HREF="../../../help-doc.html"><FONT CLASS="NavBarFont1"><B>Help</B></FONT></A>&nbsp;</TD>  </TR></TABLE></TD><TD ALIGN="right" VALIGN="top" ROWSPAN=3><EM></EM></TD></TR><TR><TD BGCOLOR="white" CLASS="NavBarCell2"><FONT SIZE="-2">&nbsp;<A HREF="../../../quicktime/qd3d/math/Matrix3x3.html"><B>PREV CLASS</B></A>&nbsp;&nbsp;<A HREF="../../../quicktime/qd3d/math/Point2D.html"><B>NEXT CLASS</B></A></FONT></TD><TD BGCOLOR="white" CLASS="NavBarCell2"><FONT SIZE="-2">  <A HREF="../../../index.html" TARGET="_top"><B>FRAMES</B></A>  &nbsp;&nbsp;<A HREF="Matrix4x4.html" TARGET="_top"><B>NO FRAMES</B></A></FONT></TD></TR><TR><TD VALIGN="top" CLASS="NavBarCell3"><FONT SIZE="-2">  SUMMARY: &nbsp;INNER&nbsp;|&nbsp;<A HREF="#field_summary">FIELD</A>&nbsp;|&nbsp;<A HREF="#constructor_summary">CONSTR</A>&nbsp;|&nbsp;<A HREF="#method_summary">METHOD</A></FONT></TD><TD VALIGN="top" CLASS="NavBarCell3"><FONT SIZE="-2">DETAIL: &nbsp;<A HREF="#field_detail">FIELD</A>&nbsp;|&nbsp;<A HREF="#constructor_detail">CONSTR</A>&nbsp;|&nbsp;<A HREF="#method_detail">METHOD</A></FONT></TD></TR></TABLE><!-- =========== END OF NAVBAR =========== --><HR></BODY></HTML>

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