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KBE3D / KBCore / Cesium / Matrix4

类: Matrix4

A 4x4 matrix, indexable as a column-major order array. Constructor parameters are in row-major order for code readability.

参数

The value for column 0, row 0.

参数

The value for column 1, row 0.

参数

The value for column 2, row 0.

参数

The value for column 3, row 0.

参数

The value for column 0, row 1.

参数

The value for column 1, row 1.

参数

The value for column 2, row 1.

参数

The value for column 3, row 1.

参数

The value for column 0, row 2.

参数

The value for column 1, row 2.

参数

The value for column 2, row 2.

参数

The value for column 3, row 2.

参数

The value for column 0, row 3.

参数

The value for column 1, row 3.

参数

The value for column 2, row 3.

参数

The value for column 3, row 3.

继承

  • ArrayLike<number>

实现

  • ArrayLike<number>

可索引

[n: number]: number

属性

packedLength

static packedLength: number

The number of elements used to pack the object into an array.


IDENTITY

readonly static IDENTITY: Matrix4

An immutable Matrix4 instance initialized to the identity matrix.


ZERO

readonly static ZERO: Matrix4

An immutable Matrix4 instance initialized to the zero matrix.


COLUMN0ROW0

readonly static COLUMN0ROW0: number

The index into Matrix4 for column 0, row 0.


COLUMN0ROW1

readonly static COLUMN0ROW1: number

The index into Matrix4 for column 0, row 1.


COLUMN0ROW2

readonly static COLUMN0ROW2: number

The index into Matrix4 for column 0, row 2.


COLUMN0ROW3

readonly static COLUMN0ROW3: number

The index into Matrix4 for column 0, row 3.


COLUMN1ROW0

readonly static COLUMN1ROW0: number

The index into Matrix4 for column 1, row 0.


COLUMN1ROW1

readonly static COLUMN1ROW1: number

The index into Matrix4 for column 1, row 1.


COLUMN1ROW2

readonly static COLUMN1ROW2: number

The index into Matrix4 for column 1, row 2.


COLUMN1ROW3

readonly static COLUMN1ROW3: number

The index into Matrix4 for column 1, row 3.


COLUMN2ROW0

readonly static COLUMN2ROW0: number

The index into Matrix4 for column 2, row 0.


COLUMN2ROW1

readonly static COLUMN2ROW1: number

The index into Matrix4 for column 2, row 1.


COLUMN2ROW2

readonly static COLUMN2ROW2: number

The index into Matrix4 for column 2, row 2.


COLUMN2ROW3

readonly static COLUMN2ROW3: number

The index into Matrix4 for column 2, row 3.


COLUMN3ROW0

readonly static COLUMN3ROW0: number

The index into Matrix4 for column 3, row 0.


COLUMN3ROW1

readonly static COLUMN3ROW1: number

The index into Matrix4 for column 3, row 1.


COLUMN3ROW2

readonly static COLUMN3ROW2: number

The index into Matrix4 for column 3, row 2.


COLUMN3ROW3

readonly static COLUMN3ROW3: number

The index into Matrix4 for column 3, row 3.


length

length: number

Gets the number of items in the collection.

继承自

ArrayLike.length

方法

pack()

static pack(value: Matrix4, array: number[], startingIndex?: number): number[]

Stores the provided instance into the provided array.

参数

value

Matrix4

The value to pack.

array

number[]

The array to pack into.

startingIndex?

number

The index into the array at which to start packing the elements.

返回

number[]

The array that was packed into


unpack()

static unpack(array: number[], startingIndex?: number, result?: Matrix4): Matrix4

Retrieves an instance from a packed array.

参数

array

number[]

The packed array.

startingIndex?

number

The starting index of the element to be unpacked.

result?

Matrix4

The object into which to store the result.

返回

Matrix4

The modified result parameter or a new Matrix4 instance if one was not provided.


packArray()

static packArray(array: Matrix4[], result?: number[]): number[]

Flattens an array of Matrix4s into an array of components. The components are stored in column-major order.

参数

array

Matrix4[]

The array of matrices to pack.

result?

number[]

The array onto which to store the result. If this is a typed array, it must have array.length * 16 components, else a DeveloperError will be thrown. If it is a regular array, it will be resized to have (array.length * 16) elements.

返回

number[]

The packed array.


unpackArray()

static unpackArray(array: number[], result?: Matrix4[]): Matrix4[]

Unpacks an array of column-major matrix components into an array of Matrix4s.

参数

array

number[]

The array of components to unpack.

result?

Matrix4[]

The array onto which to store the result.

返回

Matrix4[]

The unpacked array.


clone()

static clone(matrix: Matrix4, result?: Matrix4): Matrix4

Duplicates a Matrix4 instance.

参数

matrix

Matrix4

The matrix to duplicate.

result?

Matrix4

The object onto which to store the result.

返回

Matrix4

The modified result parameter or a new Matrix4 instance if one was not provided. (Returns undefined if matrix is undefined)


fromArray()

static fromArray(array: number[], startingIndex?: number, result?: Matrix4): Matrix4

Creates a Matrix4 from 16 consecutive elements in an array.

参数

array

number[]

The array whose 16 consecutive elements correspond to the positions of the matrix. Assumes column-major order.

startingIndex?

number

The offset into the array of the first element, which corresponds to first column first row position in the matrix.

result?

Matrix4

The object onto which to store the result.

返回

Matrix4

The modified result parameter or a new Matrix4 instance if one was not provided.

示例

ts
// Create the Matrix4:
// [1.0, 2.0, 3.0, 4.0]
// [1.0, 2.0, 3.0, 4.0]
// [1.0, 2.0, 3.0, 4.0]
// [1.0, 2.0, 3.0, 4.0]

const v = [1.0, 1.0, 1.0, 1.0, 2.0, 2.0, 2.0, 2.0, 3.0, 3.0, 3.0, 3.0, 4.0, 4.0, 4.0, 4.0];
const m = Cesium.Matrix4.fromArray(v);

// Create same Matrix4 with using an offset into an array
const v2 = [0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 2.0, 2.0, 2.0, 2.0, 3.0, 3.0, 3.0, 3.0, 4.0, 4.0, 4.0, 4.0];
const m2 = Cesium.Matrix4.fromArray(v2, 2);

fromColumnMajorArray()

static fromColumnMajorArray(values: number[], result?: Matrix4): Matrix4

Computes a Matrix4 instance from a column-major order array.

参数

values

number[]

The column-major order array.

result?

Matrix4

The object in which the result will be stored, if undefined a new instance will be created.

返回

Matrix4

The modified result parameter, or a new Matrix4 instance if one was not provided.


fromRowMajorArray()

static fromRowMajorArray(values: number[], result?: Matrix4): Matrix4

Computes a Matrix4 instance from a row-major order array. The resulting matrix will be in column-major order.

参数

values

number[]

The row-major order array.

result?

Matrix4

The object in which the result will be stored, if undefined a new instance will be created.

返回

Matrix4

The modified result parameter, or a new Matrix4 instance if one was not provided.


fromRotationTranslation()

static fromRotationTranslation(rotation: Matrix3, translation?: Cartesian3, result?: Matrix4): Matrix4

Computes a Matrix4 instance from a Matrix3 representing the rotation and a Cartesian3 representing the translation.

参数

rotation

Matrix3

The upper left portion of the matrix representing the rotation.

translation?

Cartesian3

The upper right portion of the matrix representing the translation.

result?

Matrix4

The object in which the result will be stored, if undefined a new instance will be created.

返回

Matrix4

The modified result parameter, or a new Matrix4 instance if one was not provided.


fromTranslationQuaternionRotationScale()

static fromTranslationQuaternionRotationScale(translation: Cartesian3, rotation: Quaternion, scale: Cartesian3, result?: Matrix4): Matrix4

Computes a Matrix4 instance from a translation, rotation, and scale (TRS) representation with the rotation represented as a quaternion.

参数

translation

Cartesian3

The translation transformation.

rotation

Quaternion

The rotation transformation.

scale

Cartesian3

The non-uniform scale transformation.

result?

Matrix4

The object in which the result will be stored, if undefined a new instance will be created.

返回

Matrix4

The modified result parameter, or a new Matrix4 instance if one was not provided.

示例

ts
const result = Cesium.Matrix4.fromTranslationQuaternionRotationScale(
  new Cesium.Cartesian3(1.0, 2.0, 3.0), // translation
  Cesium.Quaternion.IDENTITY,           // rotation
  new Cesium.Cartesian3(7.0, 8.0, 9.0), // scale
  result);

fromTranslationRotationScale()

static fromTranslationRotationScale(translationRotationScale: TranslationRotationScale, result?: Matrix4): Matrix4

Creates a Matrix4 instance from a TranslationRotationScale instance.

参数

translationRotationScale

TranslationRotationScale

The instance.

result?

Matrix4

The object in which the result will be stored, if undefined a new instance will be created.

返回

Matrix4

The modified result parameter, or a new Matrix4 instance if one was not provided.


fromTranslation()

static fromTranslation(translation: Cartesian3, result?: Matrix4): Matrix4

Creates a Matrix4 instance from a Cartesian3 representing the translation.

参数

translation

Cartesian3

The upper right portion of the matrix representing the translation.

result?

Matrix4

The object in which the result will be stored, if undefined a new instance will be created.

返回

Matrix4

The modified result parameter, or a new Matrix4 instance if one was not provided.


fromScale()

static fromScale(scale: Cartesian3, result?: Matrix4): Matrix4

Computes a Matrix4 instance representing a non-uniform scale.

参数

scale

Cartesian3

The x, y, and z scale factors.

result?

Matrix4

The object in which the result will be stored, if undefined a new instance will be created.

返回

Matrix4

The modified result parameter, or a new Matrix4 instance if one was not provided.

示例

ts
// Creates
//   [7.0, 0.0, 0.0, 0.0]
//   [0.0, 8.0, 0.0, 0.0]
//   [0.0, 0.0, 9.0, 0.0]
//   [0.0, 0.0, 0.0, 1.0]
const m = Cesium.Matrix4.fromScale(new Cesium.Cartesian3(7.0, 8.0, 9.0));

fromUniformScale()

static fromUniformScale(scale: number, result?: Matrix4): Matrix4

Computes a Matrix4 instance representing a uniform scale.

参数

scale

number

The uniform scale factor.

result?

Matrix4

The object in which the result will be stored, if undefined a new instance will be created.

返回

Matrix4

The modified result parameter, or a new Matrix4 instance if one was not provided.

示例

ts
// Creates
//   [2.0, 0.0, 0.0, 0.0]
//   [0.0, 2.0, 0.0, 0.0]
//   [0.0, 0.0, 2.0, 0.0]
//   [0.0, 0.0, 0.0, 1.0]
const m = Cesium.Matrix4.fromUniformScale(2.0);

fromRotation()

static fromRotation(rotation: Matrix3, result?: Matrix4): Matrix4

Creates a rotation matrix.

参数

rotation

Matrix3

The rotation matrix.

result?

Matrix4

The object in which the result will be stored, if undefined a new instance will be created.

返回

Matrix4

The modified result parameter, or a new Matrix4 instance if one was not provided.


fromCamera()

static fromCamera(camera: Camera, result?: Matrix4): Matrix4

Computes a Matrix4 instance from a Camera.

参数

camera

Camera

The camera to use.

result?

Matrix4

The object in which the result will be stored, if undefined a new instance will be created.

返回

Matrix4

The modified result parameter, or a new Matrix4 instance if one was not provided.


computePerspectiveFieldOfView()

static computePerspectiveFieldOfView(fovY: number, aspectRatio: number, near: number, far: number, result: Matrix4): Matrix4

Computes a Matrix4 instance representing a perspective transformation matrix.

参数

fovY

number

The field of view along the Y axis in radians.

aspectRatio

number

The aspect ratio.

near

number

The distance to the near plane in meters.

far

number

The distance to the far plane in meters.

result

Matrix4

The object in which the result will be stored.

返回

Matrix4

The modified result parameter.


computeOrthographicOffCenter()

static computeOrthographicOffCenter(left: number, right: number, bottom: number, top: number, near: number, far: number, result: Matrix4): Matrix4

Computes a Matrix4 instance representing an orthographic transformation matrix.

参数

left

number

The number of meters to the left of the camera that will be in view.

number

The number of meters to the right of the camera that will be in view.

bottom

number

The number of meters below of the camera that will be in view.

top

number

The number of meters above of the camera that will be in view.

near

number

The distance to the near plane in meters.

far

number

The distance to the far plane in meters.

result

Matrix4

The object in which the result will be stored.

返回

Matrix4

The modified result parameter.


computePerspectiveOffCenter()

static computePerspectiveOffCenter(left: number, right: number, bottom: number, top: number, near: number, far: number, result: Matrix4): Matrix4

Computes a Matrix4 instance representing an off center perspective transformation.

参数

left

number

The number of meters to the left of the camera that will be in view.

right

number

The number of meters to the right of the camera that will be in view.

bottom

number

The number of meters below the camera that will be in view.

top

number

The number of meters above the camera that will be in view.

near

number

The distance to the near plane in meters.

far

number

The distance to the far plane in meters.

result

Matrix4

The object in which the result will be stored.

返回

Matrix4

The modified result parameter.


computeInfinitePerspectiveOffCenter()

static computeInfinitePerspectiveOffCenter(left: number, right: number, bottom: number, top: number, near: number, result: Matrix4): Matrix4

Computes a Matrix4 instance representing an infinite off center perspective transformation.

参数

left

number

The number of meters to the left of the camera that will be in view.

right

number

The number of meters to the right of the camera that will be in view.

bottom

number

The number of meters below of the camera that will be in view.

top

number

The number of meters above of the camera that will be in view.

near

number

The distance to the near plane in meters.

result

Matrix4

The object in which the result will be stored.

返回

Matrix4

The modified result parameter.


computeViewportTransformation()

static computeViewportTransformation(viewport?: any, nearDepthRange?: number, farDepthRange?: number, result?: Matrix4): Matrix4

Computes a Matrix4 instance that transforms from normalized device coordinates to window coordinates.

参数

viewport?

any

The viewport's corners as shown in Example 1.

nearDepthRange?

number

The near plane distance in window coordinates.

farDepthRange?

number

The far plane distance in window coordinates.

result?

Matrix4

The object in which the result will be stored.

返回

Matrix4

The modified result parameter.

示例

ts
// Create viewport transformation using an explicit viewport and depth range.
const m = Cesium.Matrix4.computeViewportTransformation({
    x : 0.0,
    y : 0.0,
    width : 1024.0,
    height : 768.0
}, 0.0, 1.0, new Cesium.Matrix4());

computeView()

static computeView(position: Cartesian3, direction: Cartesian3, up: Cartesian3, right: Cartesian3, result: Matrix4): Matrix4

Computes a Matrix4 instance that transforms from world space to view space.

参数

position

Cartesian3

The position of the camera.

direction

Cartesian3

The forward direction.

up

Cartesian3

The up direction.

right

Cartesian3

The right direction.

result

Matrix4

The object in which the result will be stored.

返回

Matrix4

The modified result parameter.


toArray()

static toArray(matrix: Matrix4, result?: number[]): number[]

Computes an Array from the provided Matrix4 instance. The array will be in column-major order.

参数

matrix

Matrix4

The matrix to use..

result?

number[]

The Array onto which to store the result.

返回

number[]

The modified Array parameter or a new Array instance if one was not provided.

示例

ts
//create an array from an instance of Matrix4
// m = [10.0, 14.0, 18.0, 22.0]
//     [11.0, 15.0, 19.0, 23.0]
//     [12.0, 16.0, 20.0, 24.0]
//     [13.0, 17.0, 21.0, 25.0]
const a = Cesium.Matrix4.toArray(m);

// m remains the same
//creates a = [10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0, 17.0, 18.0, 19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0]

getElementIndex()

static getElementIndex(row: number, column: number): number

Computes the array index of the element at the provided row and column.

参数

row

number

The zero-based index of the row.

column

number

The zero-based index of the column.

返回

number

The index of the element at the provided row and column.

示例

ts
const myMatrix = new Cesium.Matrix4();
const column1Row0Index = Cesium.Matrix4.getElementIndex(1, 0);
const column1Row0 = myMatrix[column1Row0Index];
myMatrix[column1Row0Index] = 10.0;

getColumn()

static getColumn(matrix: Matrix4, index: number, result: Cartesian4): Cartesian4

Retrieves a copy of the matrix column at the provided index as a Cartesian4 instance.

参数

matrix

Matrix4

The matrix to use.

index

number

The zero-based index of the column to retrieve.

result

Cartesian4

The object onto which to store the result.

返回

Cartesian4

The modified result parameter.

Examples

ts
//returns a Cartesian4 instance with values from the specified column
// m = [10.0, 11.0, 12.0, 13.0]
//     [14.0, 15.0, 16.0, 17.0]
//     [18.0, 19.0, 20.0, 21.0]
//     [22.0, 23.0, 24.0, 25.0]

//Example 1: Creates an instance of Cartesian
const a = Cesium.Matrix4.getColumn(m, 2, new Cesium.Cartesian4());
ts
//Example 2: Sets values for Cartesian instance
const a = new Cesium.Cartesian4();
Cesium.Matrix4.getColumn(m, 2, a);

// a.x = 12.0; a.y = 16.0; a.z = 20.0; a.w = 24.0;

setColumn()

static setColumn(matrix: Matrix4, index: number, cartesian: Cartesian4, result: Matrix4): Matrix4

Computes a new matrix that replaces the specified column in the provided matrix with the provided Cartesian4 instance.

参数

matrix

Matrix4

The matrix to use.

index

number

The zero-based index of the column to set.

cartesian

Cartesian4

The Cartesian whose values will be assigned to the specified column.

result

Matrix4

The object onto which to store the result.

返回

Matrix4

The modified result parameter.

示例

ts
//creates a new Matrix4 instance with new column values from the Cartesian4 instance
// m = [10.0, 11.0, 12.0, 13.0]
//     [14.0, 15.0, 16.0, 17.0]
//     [18.0, 19.0, 20.0, 21.0]
//     [22.0, 23.0, 24.0, 25.0]

const a = Cesium.Matrix4.setColumn(m, 2, new Cesium.Cartesian4(99.0, 98.0, 97.0, 96.0), new Cesium.Matrix4());

// m remains the same
// a = [10.0, 11.0, 99.0, 13.0]
//     [14.0, 15.0, 98.0, 17.0]
//     [18.0, 19.0, 97.0, 21.0]
//     [22.0, 23.0, 96.0, 25.0]

getRow()

static getRow(matrix: Matrix4, index: number, result: Cartesian4): Cartesian4

Retrieves a copy of the matrix row at the provided index as a Cartesian4 instance.

参数

matrix

Matrix4

The matrix to use.

index

number

The zero-based index of the row to retrieve.

result

Cartesian4

The object onto which to store the result.

返回

Cartesian4

The modified result parameter.

Examples

ts
//returns a Cartesian4 instance with values from the specified column
// m = [10.0, 11.0, 12.0, 13.0]
//     [14.0, 15.0, 16.0, 17.0]
//     [18.0, 19.0, 20.0, 21.0]
//     [22.0, 23.0, 24.0, 25.0]

//Example 1: Returns an instance of Cartesian
const a = Cesium.Matrix4.getRow(m, 2, new Cesium.Cartesian4());
ts
//Example 2: Sets values for a Cartesian instance
const a = new Cesium.Cartesian4();
Cesium.Matrix4.getRow(m, 2, a);

// a.x = 18.0; a.y = 19.0; a.z = 20.0; a.w = 21.0;

setRow()

static setRow(matrix: Matrix4, index: number, cartesian: Cartesian4, result: Matrix4): Matrix4

Computes a new matrix that replaces the specified row in the provided matrix with the provided Cartesian4 instance.

参数

matrix

Matrix4

The matrix to use.

index

number

The zero-based index of the row to set.

cartesian

Cartesian4

The Cartesian whose values will be assigned to the specified row.

result

Matrix4

The object onto which to store the result.

返回

Matrix4

The modified result parameter.

示例

ts
//create a new Matrix4 instance with new row values from the Cartesian4 instance
// m = [10.0, 11.0, 12.0, 13.0]
//     [14.0, 15.0, 16.0, 17.0]
//     [18.0, 19.0, 20.0, 21.0]
//     [22.0, 23.0, 24.0, 25.0]

const a = Cesium.Matrix4.setRow(m, 2, new Cesium.Cartesian4(99.0, 98.0, 97.0, 96.0), new Cesium.Matrix4());

// m remains the same
// a = [10.0, 11.0, 12.0, 13.0]
//     [14.0, 15.0, 16.0, 17.0]
//     [99.0, 98.0, 97.0, 96.0]
//     [22.0, 23.0, 24.0, 25.0]

setTranslation()

static setTranslation(matrix: Matrix4, translation: Cartesian3, result: Matrix4): Matrix4

Computes a new matrix that replaces the translation in the rightmost column of the provided matrix with the provided translation. This assumes the matrix is an affine transformation.

参数

matrix

Matrix4

The matrix to use.

translation

Cartesian3

The translation that replaces the translation of the provided matrix.

result

Matrix4

The object onto which to store the result.

返回

Matrix4

The modified result parameter.


setScale()

static setScale(matrix: Matrix4, scale: Cartesian3, result: Matrix4): Matrix4

Computes a new matrix that replaces the scale with the provided scale. This assumes the matrix is an affine transformation.

参数

matrix

Matrix4

The matrix to use.

scale

Cartesian3

The scale that replaces the scale of the provided matrix.

result

Matrix4

The object onto which to store the result.

返回

Matrix4

The modified result parameter.


setUniformScale()

static setUniformScale(matrix: Matrix4, scale: number, result: Matrix4): Matrix4

Computes a new matrix that replaces the scale with the provided uniform scale. This assumes the matrix is an affine transformation.

参数

matrix

Matrix4

The matrix to use.

scale

number

The uniform scale that replaces the scale of the provided matrix.

result

Matrix4

The object onto which to store the result.

返回

Matrix4

The modified result parameter.


getScale()

static getScale(matrix: Matrix4, result: Cartesian3): Cartesian3

Extracts the non-uniform scale assuming the matrix is an affine transformation.

参数

matrix

Matrix4

The matrix.

result

Cartesian3

The object onto which to store the result.

返回

Cartesian3

The modified result parameter


getMaximumScale()

static getMaximumScale(matrix: Matrix4): number

Computes the maximum scale assuming the matrix is an affine transformation. The maximum scale is the maximum length of the column vectors in the upper-left 3x3 matrix.

参数

matrix

Matrix4

The matrix.

返回

number

The maximum scale.


setRotation()

static setRotation(matrix: Matrix4, rotation: Matrix3, result: Matrix4): Matrix4

Sets the rotation assuming the matrix is an affine transformation.

参数

matrix

Matrix4

The matrix.

rotation

Matrix3

The rotation matrix.

result

Matrix4

The object onto which to store the result.

返回

Matrix4

The modified result parameter.


getRotation()

static getRotation(matrix: Matrix4, result: Matrix3): Matrix3

Extracts the rotation matrix assuming the matrix is an affine transformation.

参数

matrix

Matrix4

The matrix.

result

Matrix3

The object onto which to store the result.

返回

Matrix3

The modified result parameter.


multiply()

static multiply(left: Matrix4, right: Matrix4, result: Matrix4): Matrix4

Computes the product of two matrices.

参数

left

Matrix4

The first matrix.

right

Matrix4

The second matrix.

result

Matrix4

The object onto which to store the result.

返回

Matrix4

The modified result parameter.


add()

static add(left: Matrix4, right: Matrix4, result: Matrix4): Matrix4

Computes the sum of two matrices.

参数

left

Matrix4

The first matrix.

right

Matrix4

The second matrix.

result

Matrix4

The object onto which to store the result.

返回

Matrix4

The modified result parameter.


subtract()

static subtract(left: Matrix4, right: Matrix4, result: Matrix4): Matrix4

Computes the difference of two matrices.

参数

left

Matrix4

The first matrix.

right

Matrix4

The second matrix.

result

Matrix4

The object onto which to store the result.

返回

Matrix4

The modified result parameter.


multiplyTransformation()

static multiplyTransformation(left: Matrix4, right: Matrix4, result: Matrix4): Matrix4

Computes the product of two matrices assuming the matrices are affine transformation matrices, where the upper left 3x3 elements are any matrix, and the upper three elements in the fourth column are the translation. The bottom row is assumed to be [0, 0, 0, 1]. The matrix is not verified to be in the proper form. This method is faster than computing the product for general 4x4 matrices using Matrix4.multiply.

参数

left

Matrix4

The first matrix.

right

Matrix4

The second matrix.

result

Matrix4

The object onto which to store the result.

返回

Matrix4

The modified result parameter.

示例

ts
const m1 = new Cesium.Matrix4(1.0, 6.0, 7.0, 0.0, 2.0, 5.0, 8.0, 0.0, 3.0, 4.0, 9.0, 0.0, 0.0, 0.0, 0.0, 1.0);
const m2 = Cesium.Transforms.eastNorthUpToFixedFrame(new Cesium.Cartesian3(1.0, 1.0, 1.0));
const m3 = Cesium.Matrix4.multiplyTransformation(m1, m2, new Cesium.Matrix4());

multiplyByMatrix3()

static multiplyByMatrix3(matrix: Matrix4, rotation: Matrix3, result: Matrix4): Matrix4

Multiplies a transformation matrix (with a bottom row of <code>[0.0, 0.0, 0.0, 1.0]</code>) by a 3x3 rotation matrix. This is an optimization for <code>Matrix4.multiply(m, Matrix4.fromRotationTranslation(rotation), m);</code> with less allocations and arithmetic operations.

参数

matrix

Matrix4

The matrix on the left-hand side.

rotation

Matrix3

The 3x3 rotation matrix on the right-hand side.

result

Matrix4

The object onto which to store the result.

返回

Matrix4

The modified result parameter.

示例

ts
// Instead of Cesium.Matrix4.multiply(m, Cesium.Matrix4.fromRotationTranslation(rotation), m);
Cesium.Matrix4.multiplyByMatrix3(m, rotation, m);

multiplyByTranslation()

static multiplyByTranslation(matrix: Matrix4, translation: Cartesian3, result: Matrix4): Matrix4

Multiplies a transformation matrix (with a bottom row of <code>[0.0, 0.0, 0.0, 1.0]</code>) by an implicit translation matrix defined by a Cartesian3. This is an optimization for <code>Matrix4.multiply(m, Matrix4.fromTranslation(position), m);</code> with less allocations and arithmetic operations.

参数

matrix

Matrix4

The matrix on the left-hand side.

translation

Cartesian3

The translation on the right-hand side.

result

Matrix4

The object onto which to store the result.

返回

Matrix4

The modified result parameter.

示例

ts
// Instead of Cesium.Matrix4.multiply(m, Cesium.Matrix4.fromTranslation(position), m);
Cesium.Matrix4.multiplyByTranslation(m, position, m);

multiplyByScale()

static multiplyByScale(matrix: Matrix4, scale: Cartesian3, result: Matrix4): Matrix4

Multiplies an affine transformation matrix (with a bottom row of <code>[0.0, 0.0, 0.0, 1.0]</code>) by an implicit non-uniform scale matrix. This is an optimization for <code>Matrix4.multiply(m, Matrix4.fromUniformScale(scale), m);</code>, where <code>m</code> must be an affine matrix. This function performs fewer allocations and arithmetic operations.

参数

matrix

Matrix4

The affine matrix on the left-hand side.

scale

Cartesian3

The non-uniform scale on the right-hand side.

result

Matrix4

The object onto which to store the result.

返回

Matrix4

The modified result parameter.

示例

ts
// Instead of Cesium.Matrix4.multiply(m, Cesium.Matrix4.fromScale(scale), m);
Cesium.Matrix4.multiplyByScale(m, scale, m);

multiplyByUniformScale()

static multiplyByUniformScale(matrix: Matrix4, scale: number, result: Matrix4): Matrix4

Computes the product of a matrix times a uniform scale, as if the scale were a scale matrix.

参数

matrix

Matrix4

The matrix on the left-hand side.

scale

number

The uniform scale on the right-hand side.

result

Matrix4

The object onto which to store the result.

返回

Matrix4

The modified result parameter.

示例

ts
// Instead of Cesium.Matrix4.multiply(m, Cesium.Matrix4.fromUniformScale(scale), m);
Cesium.Matrix4.multiplyByUniformScale(m, scale, m);

multiplyByVector()

static multiplyByVector(matrix: Matrix4, cartesian: Cartesian4, result: Cartesian4): Cartesian4

Computes the product of a matrix and a column vector.

参数

matrix

Matrix4

The matrix.

cartesian

Cartesian4

The vector.

result

Cartesian4

The object onto which to store the result.

返回

Cartesian4

The modified result parameter.


multiplyByPointAsVector()

static multiplyByPointAsVector(matrix: Matrix4, cartesian: Cartesian3, result: Cartesian3): Cartesian3

Computes the product of a matrix and a Cartesian3. This is equivalent to calling Matrix4.multiplyByVector with a Cartesian4 with a <code>w</code> component of zero.

参数

matrix

Matrix4

The matrix.

cartesian

Cartesian3

The point.

result

Cartesian3

The object onto which to store the result.

返回

Cartesian3

The modified result parameter.

示例

ts
const p = new Cesium.Cartesian3(1.0, 2.0, 3.0);
const result = Cesium.Matrix4.multiplyByPointAsVector(matrix, p, new Cesium.Cartesian3());
// A shortcut for
//   Cartesian3 p = ...
//   Cesium.Matrix4.multiplyByVector(matrix, new Cesium.Cartesian4(p.x, p.y, p.z, 0.0), result);

multiplyByPoint()

static multiplyByPoint(matrix: Matrix4, cartesian: Cartesian3, result: Cartesian3): Cartesian3

Computes the product of a matrix and a Cartesian3. This is equivalent to calling Matrix4.multiplyByVector with a Cartesian4 with a <code>w</code> component of 1, but returns a Cartesian3 instead of a Cartesian4.

参数

matrix

Matrix4

The matrix.

cartesian

Cartesian3

The point.

result

Cartesian3

The object onto which to store the result.

返回

Cartesian3

The modified result parameter.

示例

ts
const p = new Cesium.Cartesian3(1.0, 2.0, 3.0);
const result = Cesium.Matrix4.multiplyByPoint(matrix, p, new Cesium.Cartesian3());

multiplyByScalar()

static multiplyByScalar(matrix: Matrix4, scalar: number, result: Matrix4): Matrix4

Computes the product of a matrix and a scalar.

参数

matrix

Matrix4

The matrix.

scalar

number

The number to multiply by.

result

Matrix4

The object onto which to store the result.

返回

Matrix4

The modified result parameter.

示例

ts
//create a Matrix4 instance which is a scaled version of the supplied Matrix4
// m = [10.0, 11.0, 12.0, 13.0]
//     [14.0, 15.0, 16.0, 17.0]
//     [18.0, 19.0, 20.0, 21.0]
//     [22.0, 23.0, 24.0, 25.0]

const a = Cesium.Matrix4.multiplyByScalar(m, -2, new Cesium.Matrix4());

// m remains the same
// a = [-20.0, -22.0, -24.0, -26.0]
//     [-28.0, -30.0, -32.0, -34.0]
//     [-36.0, -38.0, -40.0, -42.0]
//     [-44.0, -46.0, -48.0, -50.0]

negate()

static negate(matrix: Matrix4, result: Matrix4): Matrix4

Computes a negated copy of the provided matrix.

参数

matrix

Matrix4

The matrix to negate.

result

Matrix4

The object onto which to store the result.

返回

Matrix4

The modified result parameter.

示例

ts
//create a new Matrix4 instance which is a negation of a Matrix4
// m = [10.0, 11.0, 12.0, 13.0]
//     [14.0, 15.0, 16.0, 17.0]
//     [18.0, 19.0, 20.0, 21.0]
//     [22.0, 23.0, 24.0, 25.0]

const a = Cesium.Matrix4.negate(m, new Cesium.Matrix4());

// m remains the same
// a = [-10.0, -11.0, -12.0, -13.0]
//     [-14.0, -15.0, -16.0, -17.0]
//     [-18.0, -19.0, -20.0, -21.0]
//     [-22.0, -23.0, -24.0, -25.0]

transpose()

static transpose(matrix: Matrix4, result: Matrix4): Matrix4

Computes the transpose of the provided matrix.

参数

matrix

Matrix4

The matrix to transpose.

result

Matrix4

The object onto which to store the result.

返回

Matrix4

The modified result parameter.

示例

ts
//returns transpose of a Matrix4
// m = [10.0, 11.0, 12.0, 13.0]
//     [14.0, 15.0, 16.0, 17.0]
//     [18.0, 19.0, 20.0, 21.0]
//     [22.0, 23.0, 24.0, 25.0]

const a = Cesium.Matrix4.transpose(m, new Cesium.Matrix4());

// m remains the same
// a = [10.0, 14.0, 18.0, 22.0]
//     [11.0, 15.0, 19.0, 23.0]
//     [12.0, 16.0, 20.0, 24.0]
//     [13.0, 17.0, 21.0, 25.0]

abs()

static abs(matrix: Matrix4, result: Matrix4): Matrix4

Computes a matrix, which contains the absolute (unsigned) values of the provided matrix's elements.

参数

matrix

Matrix4

The matrix with signed elements.

result

Matrix4

The object onto which to store the result.

返回

Matrix4

The modified result parameter.


equals()

static equals(left?: Matrix4, right?: Matrix4): boolean

Compares the provided matrices componentwise and returns <code>true</code> if they are equal, <code>false</code> otherwise.

参数

left?

Matrix4

The first matrix.

right?

Matrix4

The second matrix.

返回

boolean

true if left and right are equal, false otherwise.

示例

ts
//compares two Matrix4 instances

// a = [10.0, 14.0, 18.0, 22.0]
//     [11.0, 15.0, 19.0, 23.0]
//     [12.0, 16.0, 20.0, 24.0]
//     [13.0, 17.0, 21.0, 25.0]

// b = [10.0, 14.0, 18.0, 22.0]
//     [11.0, 15.0, 19.0, 23.0]
//     [12.0, 16.0, 20.0, 24.0]
//     [13.0, 17.0, 21.0, 25.0]

if(Cesium.Matrix4.equals(a,b)) {
     console.log("Both matrices are equal");
} else {
     console.log("They are not equal");
}

//Prints "Both matrices are equal" on the console

equalsEpsilon()

static equalsEpsilon(left?: Matrix4, right?: Matrix4, epsilon?: number): boolean

Compares the provided matrices componentwise and returns <code>true</code> if they are within the provided epsilon, <code>false</code> otherwise.

参数

left?

Matrix4

The first matrix.

right?

Matrix4

The second matrix.

epsilon?

number

The epsilon to use for equality testing.

返回

boolean

true if left and right are within the provided epsilon, false otherwise.

示例

ts
//compares two Matrix4 instances

// a = [10.5, 14.5, 18.5, 22.5]
//     [11.5, 15.5, 19.5, 23.5]
//     [12.5, 16.5, 20.5, 24.5]
//     [13.5, 17.5, 21.5, 25.5]

// b = [10.0, 14.0, 18.0, 22.0]
//     [11.0, 15.0, 19.0, 23.0]
//     [12.0, 16.0, 20.0, 24.0]
//     [13.0, 17.0, 21.0, 25.0]

if(Cesium.Matrix4.equalsEpsilon(a,b,0.1)){
     console.log("Difference between both the matrices is less than 0.1");
} else {
     console.log("Difference between both the matrices is not less than 0.1");
}

//Prints "Difference between both the matrices is not less than 0.1" on the console

getTranslation()

static getTranslation(matrix: Matrix4, result: Cartesian3): Cartesian3

Gets the translation portion of the provided matrix, assuming the matrix is an affine transformation matrix.

参数

matrix

Matrix4

The matrix to use.

result

Cartesian3

The object onto which to store the result.

返回

Cartesian3

The modified result parameter.


getMatrix3()

static getMatrix3(matrix: Matrix4, result: Matrix3): Matrix3

Gets the upper left 3x3 matrix of the provided matrix.

参数

matrix

Matrix4

The matrix to use.

result

Matrix3

The object onto which to store the result.

返回

Matrix3

The modified result parameter.

示例

ts
// returns a Matrix3 instance from a Matrix4 instance

// m = [10.0, 14.0, 18.0, 22.0]
//     [11.0, 15.0, 19.0, 23.0]
//     [12.0, 16.0, 20.0, 24.0]
//     [13.0, 17.0, 21.0, 25.0]

const b = new Cesium.Matrix3();
Cesium.Matrix4.getMatrix3(m,b);

// b = [10.0, 14.0, 18.0]
//     [11.0, 15.0, 19.0]
//     [12.0, 16.0, 20.0]

inverse()

static inverse(matrix: Matrix4, result: Matrix4): Matrix4

Computes the inverse of the provided matrix using Cramers Rule. If the determinant is zero, the matrix can not be inverted, and an exception is thrown. If the matrix is a proper rigid transformation, it is more efficient to invert it with Matrix4.inverseTransformation.

参数

matrix

Matrix4

The matrix to invert.

result

Matrix4

The object onto which to store the result.

返回

Matrix4

The modified result parameter.


inverseTransformation()

static inverseTransformation(matrix: Matrix4, result: Matrix4): Matrix4

Computes the inverse of the provided matrix assuming it is a proper rigid matrix, where the upper left 3x3 elements are a rotation matrix, and the upper three elements in the fourth column are the translation. The bottom row is assumed to be [0, 0, 0, 1]. The matrix is not verified to be in the proper form. This method is faster than computing the inverse for a general 4x4 matrix using Matrix4.inverse.

参数

matrix

Matrix4

The matrix to invert.

result

Matrix4

The object onto which to store the result.

返回

Matrix4

The modified result parameter.


inverseTranspose()

static inverseTranspose(matrix: Matrix4, result: Matrix4): Matrix4

Computes the inverse transpose of a matrix.

参数

matrix

Matrix4

The matrix to transpose and invert.

result

Matrix4

The object onto which to store the result.

返回

Matrix4

The modified result parameter.


clone()

clone(result?: Matrix4): Matrix4

Duplicates the provided Matrix4 instance.

参数

result?

Matrix4

The object onto which to store the result.

返回

Matrix4

The modified result parameter or a new Matrix4 instance if one was not provided.


equals()

equals(right?: Matrix4): boolean

Compares this matrix to the provided matrix componentwise and returns <code>true</code> if they are equal, <code>false</code> otherwise.

参数

right?

Matrix4

The right hand side matrix.

返回

boolean

true if they are equal, false otherwise.


equalsEpsilon()

equalsEpsilon(right?: Matrix4, epsilon?: number): boolean

Compares this matrix to the provided matrix componentwise and returns <code>true</code> if they are within the provided epsilon, <code>false</code> otherwise.

参数

right?

Matrix4

The right hand side matrix.

epsilon?

number

The epsilon to use for equality testing.

返回

boolean

true if they are within the provided epsilon, false otherwise.


toString()

toString(): string

Computes a string representing this Matrix with each row being on a separate line and in the format '(column0, column1, column2, column3)'.

返回

string

A string representing the provided Matrix with each row being on a separate line and in the format '(column0, column1, column2, column3)'.

构造函数

构造函数

new Matrix4(column0Row0?: number, column1Row0?: number, column2Row0?: number, column3Row0?: number, column0Row1?: number, column1Row1?: number, column2Row1?: number, column3Row1?: number, column0Row2?: number, column1Row2?: number, column2Row2?: number, column3Row2?: number, column0Row3?: number, column1Row3?: number, column2Row3?: number, column3Row3?: number): Matrix4

参数

column0Row0?

number

column1Row0?

number

column2Row0?

number

column3Row0?

number

column0Row1?

number

column1Row1?

number

column2Row1?

number

column3Row1?

number

column0Row2?

number

column1Row2?

number

column2Row2?

number

column3Row2?

number

column0Row3?

number

column1Row3?

number

column2Row3?

number

column3Row3?

number

返回

Matrix4

继承自

ArrayLike<number>.constructor

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