Copy the values of another matrix into this matrix
The matrix to copy from
The current matrix (for chaining)
Resets this matrix to the identity matrix
The current matrix (for chaining)
Inverts this matrix (in-place)
The current matrix (for chaining)
Multiplies this matrix by another matrix (in-place)
The matrix to multiply by
The current matrix (for chaining)
Generates an orthogonal projection matrix
Left bound of the frustum
Right bound of the frustum
Bottom bound of the frustum
Top bound of the frustum
Near clipping plane
Far clipping plane
The current matrix (for chaining)
Generates a perspective projection matrix
Field of view in radians
Aspect ratio (width / height)
Near clipping plane
Far clipping plane
The current matrix (for chaining)
Rotates this matrix around the X, Y, and Z axes (Euler angles)
Rotation around X axis in radians
Rotation around Y axis in radians
Rotation around Z axis in radians
The current matrix (for chaining)
Scales this matrix by the given vector or x, y, z values
X scale or Vec3 vector
Optionaly: numberY scale
Optionalz: numberZ scale
The current matrix (for chaining)
Translates this matrix by the given vector or x, y, z values
X translation or Vec3 vector
Optionaly: numberY translation
Optionalz: numberZ translation
The current matrix (for chaining)
Transposes this matrix (in-place)
The current matrix (for chaining)
StaticfromCreates a Mat4 from a Quaternion rotation
The quaternion representing the rotation
Optionalout: Mat4 = ...Optional pre-allocated matrix to store the result
The rotation matrix
4x4 matrix representation, commonly used for 3D transformations, camera rotations, and projections.