Record TGenericMatrix4
Unit
CastleVectorsInternalSingle
Declaration
type TGenericMatrix4 = record
Description
4x4 matrix of floating-point values.
See also
- TGenericMatrix3
- 3x3 matrix of floating-point values.
Overview
Nested Types
Fields
Methods
Properties
Description
Nested Types
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TIndex = 0..3; |
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Fields
Methods
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class operator * (const M1, M2: TGenericMatrix4): TGenericMatrix4; inline; |
Matrix * matrix makes a normal matrix algebraic multiplication (not component-wise multiplication). Note that this is different from vectors, where vector * vector makes a component-wise multiplication.
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function TransposeMultiply(const V: TGenericVector4): TGenericVector4; inline; |
Calculates "M.Transpose * V" in a faster way (without spending *any* time on calculating transposition).
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function ToString(const LineIndent: string = ''): string; |
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function ToRawString(const LineIndent: string = ''): string; |
Convert to string using the most precise (not always easily readable by humans) float format. This may use the exponential (scientific) notation to represent the floating-point value, if needed.
This is suitable for storing the value in a file, with a best precision possible.
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function Inverse(ADeterminant: TGenericScalar): TGenericMatrix4; |
Inverse the matrix.
This does division by ADeterminant internally, so will raise exception from this float division if the matrix is not reversible. Check Math.IsZero(ADeterminant) first to avoid this, or use TryInverse.
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function TryInverse(out MInverse: TGenericMatrix4): boolean; |
Inverse the matrix, or return False if the matrix is not invertible.
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function MultPoint(const Pt: TGenericVector3): TGenericVector3; overload; |
Transform a 3D or 2D point with 4x4 matrix.
This works by temporarily converting point to 4-component vector (4th component is 1). After multiplying matrix * vector we divide by 4th component. So this works Ok for all matrices, even with last row different than identity (0, 0, 0, 1). E.g. this works for projection matrices too.
Exceptions raised
- ETransformedResultInvalid
- This is raised when matrix will transform point to a direction (vector with 4th component equal zero). In this case we just cannot interpret the result as a point.
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function MultDirection(const Dir: TGenericVector3): TGenericVector3; overload; |
Transform a 3D or 2D direction with 4x4 matrix.
This works by temporarily converting direction to 4-component vector (4th component is 0). After multiplying matrix * vector we check is the 4th component still 0 (eventually raising ETransformedResultInvalid).
Exceptions raised
- ETransformedResultInvalid
- This is raised when matrix will transform direction to a point (vector with 4th component nonzero). In this case we just cannot interpret the result as a direction.
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class function Equals(const M1, M2: TGenericMatrix4): boolean; overload; static; |
Compare two vectors, with epsilon to tolerate slightly different floats.
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class function PerfectlyEquals(const M1, M2: TGenericMatrix4): boolean; static; |
Compare two vectors using exact comparison (like the "=" operator to compare floats).
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Properties
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