diff --git a/docs/api/ar/math/Matrix4.html b/docs/api/ar/math/Matrix4.html index 7af425235be813..1403f7ac8f7209 100644 --- a/docs/api/ar/math/Matrix4.html +++ b/docs/api/ar/math/Matrix4.html @@ -194,20 +194,85 @@

يستخرج[link:https://en.wikipedia.org/wiki/Basis_(linear_algebra) basis] من هذه المصفوفة في المتجهات الثلاثة المحورية المقدمة. إذا كانت هذه المصفوفة - : - - a، b، c، d، - e، f، g، h، - i، j، k، l، - m، n، o، p - + :

+ + + + [ + + + a + b + c + d + + + e + f + g + h + + + i + j + k + l + + + m + n + o + p + + + ] + +

+ ثم سيتم تعيين[page:Vector3 xAxis] ،[page:Vector3 yAxis] ،[page:Vector3 zAxis] - إلى: - - xAxis = (a, e, i) - yAxis = (b, f, j) - zAxis = (c, g, k) - + إلى:

+ + + + xAxis + = + [ + + a + e + i + + ] + + , + + + + yAxis + = + [ + + b + f + j + + ] + + , and + + + + zAxis + = + [ + + c + g + k + + ] + +

[method:this extractRotation]( [param:Matrix4 m] )

@@ -272,13 +337,40 @@

قم بتعيين هذا إلى [link:https://en.wikipedia.org/wiki/Basis_(linear_algebra) basis] - مصفوفة تتكون من المتجهات الأساسية الثلاثة المقدمة: - - xAxis.x، yAxis.x، zAxis.x، 0، - xAxis.y، yAxis.y، zAxis.y، 0، - xAxis.z، yAxis.z، zAxis.z، 0، - 0, 0, 0, 1 - + مصفوفة تتكون من المتجهات الأساسية الثلاثة المقدمة:

+ + + + [ + + + xAxis.x + yAxis.x + zAxis.x + 0 + + + xAxis.y + yAxis.y + zAxis.y + 0 + + + xAxis.z + yAxis.z + zAxis.z + 0 + + + 0 + 0 + 0 + 1 + + + ] + +

@@ -314,13 +406,136 @@

[method:this makeRotationFromQuaternion]( [param:Quaternion q] )

[page:Quaternion q] ، كما هو مبين [link:https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion هنا]. ال باقي من المصفوفة يتم تعيينه إلى المعرف. لذلك ، بالنظر إلى[page:Quaternion q] = - w + xi + yj + zk ، فإن المصفوفة الناتجة ستكون: - -1-2y²-2z² 2xy-2zw 2xz+2yw 0 -2xy+2zw 1-2x²-2z² 2yz-2xw 0 -2xz-2yw 2yz+2xw 1-2x²-2y² 0 - 0 0 0 1 - + w + xi + yj + zk ، فإن المصفوفة الناتجة ستكون:

+ + + + [ + + + + 1 + - + 2 + + y + 2 + + - + 2 + + z + 2 + + + + 2 + x + y + - + 2 + z + w + + + 2 + x + z + + + 2 + y + w + + + 0 + + + + + 2 + x + y + + + 2 + z + w + + + 1 + - + 2 + + x + 2 + + - + 2 + + z + 2 + + + + 2 + y + z + - + 2 + x + w + + + 0 + + + + + 2 + x + z + - + 2 + y + w + + + 2 + y + z + + + 2 + x + w + + + 1 + - + 2 + + x + 2 + + - + 2 + + y + 2 + + + + 0 + + + + 0 + 0 + 0 + 1 + + + ] + +

[method:this makeRotationX]( [param:Float theta] )

@@ -328,13 +543,61 @@

[method:this makeRotationX]( [param:Float theta] )

[page:Float theta] - زاوية الدوران بالراديان.

يضع هذه المصفوفة كتحويل دوران حول محور X بواسطة - [page:Float theta] (θ) راديان. المصفوفة الناتجة ستكون: - -1 0 0 0 -0 cos(θ) -sin(θ) 0 -0 sin(θ) cos(θ) 0 -0 0 0 1 - + [page:Float theta] (θ) راديان. المصفوفة الناتجة ستكون:

+ + + + [ + + + 1 + 0 + 0 + 0 + + + + 0 + + + cos + θ + + + - + sin + θ + + + 0 + + + + + 0 + + + sin + θ + + + cos + θ + + + 0 + + + + 0 + 0 + 0 + 1 + + + ] + +

[method:this makeRotationY]( [param:Float theta] )

@@ -342,11 +605,61 @@

[method:this makeRotationY]( [param:Float theta] )

[page:Float theta] - زاوية الدوران بالراديان.

يضع هذه المصفوفة كتحويل دوران حول محور Y بواسطة - [page:Float theta] (θ) راديان. المصفوفة الناتجة ستكون: - - cos(θ) 0 sin(θ) 0 0 1 0 0 -sin(θ) 0 cos(θ) 0 0 0 - 0 1 - + [page:Float theta] (θ) راديان. المصفوفة الناتجة ستكون:

+ + + + [ + + + + cos + θ + + + 0 + + + sin + θ + + + 0 + + + + 0 + 1 + 0 + 0 + + + + - + sin + θ + + + 0 + + + cos + θ + + + 0 + + + + 0 + 0 + 0 + 1 + + + ] + +

[method:this makeRotationZ]( [param:Float theta] )

@@ -354,13 +667,61 @@

[method:this makeRotationZ]( [param:Float theta] )

[page:Float theta] - زاوية الدوران بالراديان.

يضع هذه المصفوفة كتحويل دوران حول محور Z بواسطة - [page:Float theta] (θ) راديان. المصفوفة الناتجة ستكون: - -cos(θ) -sin(θ) 0 0 -sin(θ) cos(θ) 0 0 -0 0 1 0 -0 0 0 1 - + [page:Float theta] (θ) راديان. المصفوفة الناتجة ستكون:

+ + + + [ + + + + cos + θ + + + - + sin + θ + + + 0 + + + 0 + + + + + sin + θ + + + cos + θ + + + 0 + + + 0 + + + + 0 + 0 + 1 + 0 + + + 0 + 0 + 0 + 1 + + + ] + +

@@ -371,13 +732,40 @@

[page:Float y] - المقدار الذي يجب تغييره في محور Y.
[page:Float z] - المقدار الذي يجب تغييره في محور Z.

- يضع هذه المصفوفة كتحويل قياس: - - x، 0، 0، 0، - 0، y، 0، 0، - 0، 0، z، 0، - 0، 0، 0، 1 - + يضع هذه المصفوفة كتحويل قياس:

+ + + + [ + + + x + 0 + 0 + 0 + + + 0 + y + 0 + 0 + + + 0 + 0 + z + 0 + + + 0 + 0 + 0 + 1 + + + ] + +

@@ -392,12 +780,40 @@

[page:Float zx] - المقدار الذي يجب قصه Z بواسطة X.
[page:Float zy] - المقدار الذي يجب قصه Z بواسطة Y.

- يضع هذه المصفوفة كتحويل قص: - - 1، yx، zx، 0، - xy، 1، zy، 0، - xz، yz، 1، 0، - 0، 0، 0، 1 + يضع هذه المصفوفة كتحويل قص:

+ + + + [ + + + 1 + yx + zx + 0 + + + xy + 1 + zy + 0 + + + xz + yz + 1 + 0 + + + 0 + 0 + 0 + 1 + + + ] + +

[method:this makeTranslation]( [param:Vector3 v] )

@@ -405,12 +821,40 @@

[method:this makeTranslation]( [param:Float x], [param:Float y], [param:Float z] ) // واجهة برمجة التطبيقات الاختيارية

- يضع هذه المصفوفة كتحويل ترجمة من متجه [page:Vector3 v] ، أو أرقام [page:Float x] ، [page:Float y] و [page:Float z]: - - 1، 0، 0، x، - 0، 1، 0، y، - 0، 0، 1، z، - 0، 0، 0، 1 + يضع هذه المصفوفة كتحويل ترجمة من متجه [page:Vector3 v] ، أو أرقام [page:Float x] ، [page:Float y] و [page:Float z]:

+ + + + [ + + + 1 + 0 + 0 + x + + + 0 + 1 + 0 + y + + + 0 + 0 + 1 + z + + + 0 + 0 + 0 + 1 + + + ] + +

[method:this multiply]( [param:Matrix4 m] )

@@ -453,18 +897,75 @@

يضع مكون الموضع لهذه المصفوفة من المتجه [page:Vector3 v] ، دون التأثير على بقية المصفوفة - أي إذا كانت المصفوفة هي - حاليا: - - a, b, c, d, - e, f, g, h, - i, j, k, l, - m, n, o, p - هذا يصبح: - - a, b, c, v.x, - e, f, g, v.y, - i, j, k, v.z, - m, n, o, p + حاليا:

+ + + + [ + + + a + b + c + d + + + e + f + g + h + + + i + j + k + l + + + m + n + o + p + + + ] + +

+ + هذا يصبح:

+ + + + [ + + + a + b + c + v.x + + + e + f + g + v.y + + + i + j + k + v.z + + + m + n + o + p + + + ] + +

diff --git a/docs/api/en/math/Matrix4.html b/docs/api/en/math/Matrix4.html index 6516f522300649..08fb379b4df6f2 100644 --- a/docs/api/en/math/Matrix4.html +++ b/docs/api/en/math/Matrix4.html @@ -191,18 +191,85 @@

Extracts the [link:https://en.wikipedia.org/wiki/Basis_(linear_algebra) basis] of this matrix into the three axis vectors provided. If this matrix - is: - -a, b, c, d, -e, f, g, h, -i, j, k, l, -m, n, o, p + is:

+ + + + [ + + + a + b + c + d + + + e + f + g + h + + + i + j + k + l + + + m + n + o + p + + + ] + +

+ then the [page:Vector3 xAxis], [page:Vector3 yAxis], [page:Vector3 zAxis] - will be set to: - -xAxis = (a, e, i) -yAxis = (b, f, j) -zAxis = (c, g, k) + will be set to:

+ + + + xAxis + = + [ + + a + e + i + + ] + + , + + + + yAxis + = + [ + + b + f + j + + ] + + , and + + + + zAxis + = + [ + + c + g + k + + ] + +

[method:this extractRotation]( [param:Matrix4 m] )

@@ -268,13 +335,40 @@

Set this to the [link:https://en.wikipedia.org/wiki/Basis_(linear_algebra) basis] - matrix consisting of the three provided basis vectors: - -xAxis.x, yAxis.x, zAxis.x, 0, -xAxis.y, yAxis.y, zAxis.y, 0, -xAxis.z, yAxis.z, zAxis.z, 0, - 0, 0, 0, 1 - + matrix consisting of the three provided basis vectors:

+ + + + [ + + + xAxis.x + yAxis.x + zAxis.x + 0 + + + xAxis.y + yAxis.y + zAxis.y + 0 + + + xAxis.z + yAxis.z + zAxis.z + 0 + + + 0 + 0 + 0 + 1 + + + ] + +

@@ -311,13 +405,136 @@

[method:this makeRotationFromQuaternion]( [param:Quaternion q] )

[page:Quaternion q], as outlined [link:https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion here]. The rest of the matrix is set to the identity. So, given [page:Quaternion q] = - w + xi + yj + zk, the resulting matrix will be: - -1-2y²-2z² 2xy-2zw 2xz+2yw 0 -2xy+2zw 1-2x²-2z² 2yz-2xw 0 -2xz-2yw 2yz+2xw 1-2x²-2y² 0 - 0 0 0 1 - + w + xi + yj + zk, the resulting matrix will be:

+ + + + [ + + + + 1 + - + 2 + + y + 2 + + - + 2 + + z + 2 + + + + 2 + x + y + - + 2 + z + w + + + 2 + x + z + + + 2 + y + w + + + 0 + + + + + 2 + x + y + + + 2 + z + w + + + 1 + - + 2 + + x + 2 + + - + 2 + + z + 2 + + + + 2 + y + z + - + 2 + x + w + + + 0 + + + + + 2 + x + z + - + 2 + y + w + + + 2 + y + z + + + 2 + x + w + + + 1 + - + 2 + + x + 2 + + - + 2 + + y + 2 + + + + 0 + + + + 0 + 0 + 0 + 1 + + + ] + +

[method:this makeRotationX]( [param:Float theta] )

@@ -325,13 +542,61 @@

[method:this makeRotationX]( [param:Float theta] )

[page:Float theta] — Rotation angle in radians.

Sets this matrix as a rotational transformation around the X axis by - [page:Float theta] (θ) radians. The resulting matrix will be: - - 1 0 0 0 - 0 cos(θ) -sin(θ) 0 - 0 sin(θ) cos(θ) 0 - 0 0 0 1 - + [page:Float theta] (θ) radians. The resulting matrix will be:

+ + + + [ + + + 1 + 0 + 0 + 0 + + + + 0 + + + cos + θ + + + - + sin + θ + + + 0 + + + + + 0 + + + sin + θ + + + cos + θ + + + 0 + + + + 0 + 0 + 0 + 1 + + + ] + +

[method:this makeRotationY]( [param:Float theta] )

@@ -339,11 +604,61 @@

[method:this makeRotationY]( [param:Float theta] )

[page:Float theta] — Rotation angle in radians.

Sets this matrix as a rotational transformation around the Y axis by - [page:Float theta] (θ) radians. The resulting matrix will be: - - cos(θ) 0 sin(θ) 0 0 1 0 0 -sin(θ) 0 cos(θ) 0 0 0 - 0 1 - + [page:Float theta] (θ) radians. The resulting matrix will be:

+ + + + [ + + + + cos + θ + + + 0 + + + sin + θ + + + 0 + + + + 0 + 1 + 0 + 0 + + + + - + sin + θ + + + 0 + + + cos + θ + + + 0 + + + + 0 + 0 + 0 + 1 + + + ] + +

[method:this makeRotationZ]( [param:Float theta] )

@@ -351,13 +666,61 @@

[method:this makeRotationZ]( [param:Float theta] )

[page:Float theta] — Rotation angle in radians.

Sets this matrix as a rotational transformation around the Z axis by - [page:Float theta] (θ) radians. The resulting matrix will be: - -cos(θ) -sin(θ) 0 0 -sin(θ) cos(θ) 0 0 - 0 0 1 0 - 0 0 0 1 - + [page:Float theta] (θ) radians. The resulting matrix will be:

+ + + + [ + + + + cos + θ + + + - + sin + θ + + + 0 + + + 0 + + + + + sin + θ + + + cos + θ + + + 0 + + + 0 + + + + 0 + 0 + 1 + 0 + + + 0 + 0 + 0 + 1 + + + ] + +

@@ -368,12 +731,40 @@

[page:Float y] - the amount to scale in the Y axis.
[page:Float z] - the amount to scale in the Z axis.

- Sets this matrix as scale transform: - -x, 0, 0, 0, -0, y, 0, 0, -0, 0, z, 0, -0, 0, 0, 1 + Sets this matrix as scale transform:

+ + + + [ + + + x + 0 + 0 + 0 + + + 0 + y + 0 + 0 + + + 0 + 0 + z + 0 + + + 0 + 0 + 0 + 1 + + + ] + +

@@ -388,12 +779,40 @@

[page:Float zx] - the amount to shear Z by X.
[page:Float zy] - the amount to shear Z by Y.

- Sets this matrix as a shear transform: - -1, yx, zx, 0, -xy, 1, zy, 0, -xz, yz, 1, 0, -0, 0, 0, 1 + Sets this matrix as a shear transform:

+ + + + [ + + + 1 + yx + zx + 0 + + + xy + 1 + zy + 0 + + + xz + yz + 1 + 0 + + + 0 + 0 + 0 + 1 + + + ] + +

[method:this makeTranslation]( [param:Vector3 v] )

@@ -401,12 +820,40 @@

[method:this makeTranslation]( [param:Float x], [param:Float y], [param:Float z] ) // optional API

- Sets this matrix as a translation transform from vector [page:Vector3 v], or numbers [page:Float x], [page:Float y] and [page:Float z]: - -1, 0, 0, x, -0, 1, 0, y, -0, 0, 1, z, -0, 0, 0, 1 + Sets this matrix as a translation transform from vector [page:Vector3 v], or numbers [page:Float x], [page:Float y] and [page:Float z]:

+ + + + [ + + + 1 + 0 + 0 + x + + + 0 + 1 + 0 + y + + + 0 + 0 + 1 + z + + + 0 + 0 + 0 + 1 + + + ] + +

[method:this multiply]( [param:Matrix4 m] )

@@ -449,18 +896,75 @@

Sets the position component for this matrix from vector [page:Vector3 v], without affecting the rest of the matrix - i.e. if the matrix is - currently: - -a, b, c, d, -e, f, g, h, -i, j, k, l, -m, n, o, p - This becomes: - -a, b, c, v.x, -e, f, g, v.y, -i, j, k, v.z, -m, n, o, p + currently:

+ + + + [ + + + a + b + c + d + + + e + f + g + h + + + i + j + k + l + + + m + n + o + p + + + ] + +

+ + This becomes:

+ + + + [ + + + a + b + c + v.x + + + e + f + g + v.y + + + i + j + k + v.z + + + m + n + o + p + + + ] + +

diff --git a/docs/api/it/math/Matrix4.html b/docs/api/it/math/Matrix4.html index adb460937354cb..550a0ae2a70917 100644 --- a/docs/api/it/math/Matrix4.html +++ b/docs/api/it/math/Matrix4.html @@ -164,19 +164,85 @@

[method:Boolean equals]( [param:Matrix4 m] )

[method:this extractBasis]( [param:Vector3 xAxis], [param:Vector3 yAxis], [param:Vector3 zAxis] )

Estrae la [link:https://en.wikipedia.org/wiki/Basis_(linear_algebra) base] di questa matrice - nei tre vettori asse forniti. Se questa matrice è: - -a, b, c, d, -e, f, g, h, -i, j, k, l, -m, n, o, p - - allora [page:Vector3 xAxis], [page:Vector3 yAxis], [page:Vector3 zAxis] saranno impostate a: - -xAxis = (a, e, i) -yAxis = (b, f, j) -zAxis = (c, g, k) - + nei tre vettori asse forniti. Se questa matrice è:

+ + + + [ + + + a + b + c + d + + + e + f + g + h + + + i + j + k + l + + + m + n + o + p + + + ] + +

+ + then the [page:Vector3 xAxis], [page:Vector3 yAxis], [page:Vector3 zAxis] + will be set to:

+ + + + xAxis + = + [ + + a + e + i + + ] + + , + + + + yAxis + = + [ + + b + f + j + + ] + + , and + + + + zAxis + = + [ + + c + g + k + + ] + +

[method:this extractRotation]( [param:Matrix4 m] )

@@ -226,13 +292,40 @@

[method:this makeRotationAxis]( [param:Vector3 axis], [param:Float theta] )<

[method:this makeBasis]( [param:Vector3 xAxis], [param:Vector3 yAxis], [param:Vector3 zAxis] )

Imposta questo sulla matrice di [link:https://en.wikipedia.org/wiki/Basis_(linear_algebra) base] composta dai tre - vettori di base forniti: - -xAxis.x, yAxis.x, zAxis.x, 0, -xAxis.y, yAxis.y, zAxis.y, 0, -xAxis.z, yAxis.z, zAxis.z, 0, -0, 0, 0, 1 - + vettori di base forniti:

+ + + + [ + + + xAxis.x + yAxis.x + zAxis.x + 0 + + + xAxis.y + yAxis.y + zAxis.y + 0 + + + xAxis.z + yAxis.z + zAxis.z + 0 + + + 0 + 0 + 0 + 1 + + + ] + +

[method:this makePerspective]( [param:Float left], [param:Float right], [param:Float top], [param:Float bottom], [param:Float near], [param:Float far] )

@@ -258,13 +351,136 @@

[method:this makeRotationFromQuaternion]( [param:Quaternion q] )

Imposta il componente rotazinoe di questa matrice alla rotazione specificata da [page:Quaternion q], come descritto [link:https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion qui]. - Il resto della matrice è impostato all'identità. Quindi, dato [page:Quaternion q] = w + xi + yj + zk, la matrice risultante sarà: - -1-2y²-2z² 2xy-2zw 2xz+2yw 0 -2xy+2zw 1-2x²-2z² 2yz-2xw 0 -2xz-2yw 2yz+2xw 1-2x²-2y² 0 -0 0 0 1 - + Il resto della matrice è impostato all'identità. Quindi, dato [page:Quaternion q] = w + xi + yj + zk, la matrice risultante sarà:

+ + + + [ + + + + 1 + - + 2 + + y + 2 + + - + 2 + + z + 2 + + + + 2 + x + y + - + 2 + z + w + + + 2 + x + z + + + 2 + y + w + + + 0 + + + + + 2 + x + y + + + 2 + z + w + + + 1 + - + 2 + + x + 2 + + - + 2 + + z + 2 + + + + 2 + y + z + - + 2 + x + w + + + 0 + + + + + 2 + x + z + - + 2 + y + w + + + 2 + y + z + + + 2 + x + w + + + 1 + - + 2 + + x + 2 + + - + 2 + + y + 2 + + + + 0 + + + + 0 + 0 + 0 + 1 + + + ] + +

[method:this makeRotationX]( [param:Float theta] )

@@ -272,13 +488,61 @@

[method:this makeRotationX]( [param:Float theta] )

[page:Float theta] — Angolo rotazione in radianti.

Imposta questa matrice come una trasformazione rotazionale attorno all'asse X in radianti theta [page:Float theta] (θ). - La matrice risultante sarà: - -1 0 0 0 -0 cos(θ) -sin(θ) 0 -0 sin(θ) cos(θ) 0 -0 0 0 1 - + La matrice risultante sarà:

+ + + + [ + + + 1 + 0 + 0 + 0 + + + + 0 + + + cos + θ + + + - + sin + θ + + + 0 + + + + + 0 + + + sin + θ + + + cos + θ + + + 0 + + + + 0 + 0 + 0 + 1 + + + ] + +

[method:this makeRotationY]( [param:Float theta] )

@@ -286,13 +550,61 @@

[method:this makeRotationY]( [param:Float theta] )

[page:Float theta] — Angolo rotazione in radianti.

Imposta questa matrice come una trasformazione rotazionale attorno all'asse Y in radianti theta [page:Float theta] (θ). - La matrice risultante sarà: - -cos(θ) 0 sin(θ) 0 -0 1 0 0 --sin(θ) 0 cos(θ) 0 -0 0 0 1 - + La matrice risultante sarà:

+ + + + [ + + + + cos + θ + + + 0 + + + sin + θ + + + 0 + + + + 0 + 1 + 0 + 0 + + + + - + sin + θ + + + 0 + + + cos + θ + + + 0 + + + + 0 + 0 + 0 + 1 + + + ] + +

[method:this makeRotationZ]( [param:Float theta] )

@@ -300,13 +612,61 @@

[method:this makeRotationZ]( [param:Float theta] )

[page:Float theta] — Angolo rotazione in radianti.

Imposta questa matrice come una trasformazione rotazionale attorno all'asse Z in radianti theta [page:Float theta] (θ). - La matrice risultante sarà: - -cos(θ) -sin(θ) 0 0 -sin(θ) cos(θ) 0 0 -0 0 1 0 -0 0 0 1 - + La matrice risultante sarà:

+ + + + [ + + + + cos + θ + + + - + sin + θ + + + 0 + + + 0 + + + + + sin + θ + + + cos + θ + + + 0 + + + 0 + + + + 0 + 0 + 1 + 0 + + + 0 + 0 + 0 + 1 + + + ] + +

[method:this makeScale]( [param:Float x], [param:Float y], [param:Float z] )

@@ -315,13 +675,40 @@

[method:this makeScale]( [param:Float x], [param:Float y], [param:Float z] ) [page:Float y] - la quantità da scalare sull'asse Y.
[page:Float z] - la quantità da scalare sull'asse Z.

- Imposta questa matrice come trasformazione di scala: - -x, 0, 0, 0, -0, y, 0, 0, -0, 0, z, 0, -0, 0, 0, 1 - + Imposta questa matrice come trasformazione di scala:

+ + + + [ + + + x + 0 + 0 + 0 + + + 0 + y + 0 + 0 + + + 0 + 0 + z + 0 + + + 0 + 0 + 0 + 1 + + + ] + +

[method:this makeShear]( [param:Float xy], [param:Float xz], [param:Float yx], [param:Float yz], [param:Float zx], [param:Float zy] )

@@ -333,13 +720,40 @@

[method:this makeShear]( [param:Float xy], [param:Float xz], [param:Float yx [page:Float zx] - la quantità di taglio di Z per X.
[page:Float zy] - la quantità di taglio di Z per Y.

- Imposta questa matrice come trasformata di taglio: - -1, yx, zx, 0, -xy, 1, zy, 0, -xz, yz, 1, 0, -0, 0, 0, 1 - + Imposta questa matrice come trasformata di taglio:

+ + + + [ + + + 1 + yx + zx + 0 + + + xy + 1 + zy + 0 + + + xz + yz + 1 + 0 + + + 0 + 0 + 0 + 1 + + + ] + +

[method:this makeTranslation]( [param:Vector3 v] )

@@ -347,13 +761,40 @@

[method:this makeTranslation]( [param:Float x], [param:Float y], [param:Float z] ) // optional API

- Imposta questa matrice come una trasformata di traslazione dal vettore [page:Vector3 v]: - -1, 0, 0, x, -0, 1, 0, y, -0, 0, 1, z, -0, 0, 0, 1 - + Imposta questa matrice come una trasformata di traslazione dal vettore [page:Vector3 v]:

+ + + + [ + + + 1 + 0 + 0 + x + + + 0 + 1 + 0 + y + + + 0 + 0 + 1 + z + + + 0 + 0 + 0 + 1 + + + ] + +

[method:this multiply]( [param:Matrix4 m] )

@@ -384,20 +825,75 @@

[method:this setPosition]( [param:Vector3 v] )

[method:this setPosition]( [param:Float x], [param:Float y], [param:Float z] ) // optional API

Imposta la componente posizione per questa matrice dal vettore [page:Vector3 v], senza influenzare - il resto della matrice - ovvero se la matrice è attulmente: - -a, b, c, d, -e, f, g, h, -i, j, k, l, -m, n, o, p - -Questa diventa: - -a, b, c, v.x, -e, f, g, v.y, -i, j, k, v.z, -m, n, o, p - + il resto della matrice - ovvero se la matrice è attulmente:

+ + + + [ + + + a + b + c + d + + + e + f + g + h + + + i + j + k + l + + + m + n + o + p + + + ] + +

+ + Questa diventa:

+ + + + [ + + + a + b + c + v.x + + + e + f + g + v.y + + + i + j + k + v.z + + + m + n + o + p + + + ] + +

[method:Array toArray]( [param:Array array], [param:Integer offset] )

diff --git a/docs/api/zh/math/Matrix4.html b/docs/api/zh/math/Matrix4.html index 2a2251026d4c27..45434ff13a70a9 100644 --- a/docs/api/zh/math/Matrix4.html +++ b/docs/api/zh/math/Matrix4.html @@ -152,19 +152,84 @@

[method:Boolean equals]( [param:Matrix4 m] )

[method:this extractBasis]( [param:Vector3 xAxis], [param:Vector3 yAxis], [param:Vector3 zAxis] )

将矩阵的基向量[link:https://en.wikipedia.org/wiki/Basis_(linear_algebra) basis]提取到指定的3个轴向量中。 - 如果矩阵如下: - -a, b, c, d, -e, f, g, h, -i, j, k, l, -m, n, o, p - - 然后x轴y轴z轴被设为: - -xAxis = (a, e, i) -yAxis = (b, f, j) -zAxis = (c, g, k) - + 如果矩阵如下:

+ + + + [ + + + a + b + c + d + + + e + f + g + h + + + i + j + k + l + + + m + n + o + p + + + ] + +

+ + 然后x轴y轴z轴被设为:

+ + + + xAxis + = + [ + + a + e + i + + ] + + , + + + + yAxis + = + [ + + b + f + j + + ] + + , and + + + + zAxis + = + [ + + c + g + k + + ] + +

[method:this extractRotation]( [param:Matrix4 m] )

@@ -208,13 +273,40 @@

[method:this makeRotationAxis]( [param:Vector3 axis], [param:Float theta] )<

[method:this makeBasis]( [param:Vector3 xAxis], [param:Vector3 yAxis], [param:Vector3 zAxis] )

- 通过给定的三个向量设置该矩阵为基矩阵[link:https://en.wikipedia.org/wiki/Basis_(linear_algebra) basis]: - -xAxis.x, yAxis.x, zAxis.x, 0, -xAxis.y, yAxis.y, zAxis.y, 0, -xAxis.z, yAxis.z, zAxis.z, 0, -0, 0, 0, 1 - + 通过给定的三个向量设置该矩阵为基矩阵[link:https://en.wikipedia.org/wiki/Basis_(linear_algebra) basis]:

+ + + + [ + + + xAxis.x + yAxis.x + zAxis.x + 0 + + + xAxis.y + yAxis.y + zAxis.y + 0 + + + xAxis.z + yAxis.z + zAxis.z + 0 + + + 0 + 0 + 0 + 1 + + + ] + +

[method:this makePerspective]( [param:Float left], [param:Float right], [param:Float top], [param:Float bottom], [param:Float near], [param:Float far] )

@@ -239,13 +331,136 @@

[method:this makeRotationFromEuler]( [param:Euler euler] )

[method:this makeRotationFromQuaternion]( [param:Quaternion q] )

将这个矩阵的旋转分量设置为四元数[page:Quaternion q]指定的旋转,如下链接所诉[link:https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion here]。 - 矩阵的其余部分被设为单位矩阵。因此,给定四元数[page:Quaternion q] = w + xi + yj + zk,得到的矩阵为: - -1-2y²-2z² 2xy-2zw 2xz+2yw 0 -2xy+2zw 1-2x²-2z² 2yz-2xw 0 -2xz-2yw 2yz+2xw 1-2x²-2y² 0 -0 0 0 1 - + 矩阵的其余部分被设为单位矩阵。因此,给定四元数[page:Quaternion q] = w + xi + yj + zk,得到的矩阵为:

+ + + + [ + + + + 1 + - + 2 + + y + 2 + + - + 2 + + z + 2 + + + + 2 + x + y + - + 2 + z + w + + + 2 + x + z + + + 2 + y + w + + + 0 + + + + + 2 + x + y + + + 2 + z + w + + + 1 + - + 2 + + x + 2 + + - + 2 + + z + 2 + + + + 2 + y + z + - + 2 + x + w + + + 0 + + + + + 2 + x + z + - + 2 + y + w + + + 2 + y + z + + + 2 + x + w + + + 1 + - + 2 + + x + 2 + + - + 2 + + y + 2 + + + + 0 + + + + 0 + 0 + 0 + 1 + + + ] + +

[method:this makeRotationX]( [param:Float theta] )

@@ -253,13 +468,61 @@

[method:this makeRotationX]( [param:Float theta] )

[page:Float theta] — Rotation angle in radians.

把该矩阵设置为绕x轴旋转弧度[page:Float theta] (θ)大小的矩阵。 - 结果如下: - -1 0 0 0 -0 cos(θ) -sin(θ) 0 -0 sin(θ) cos(θ) 0 -0 0 0 1 - + 结果如下:

+ + + + [ + + + 1 + 0 + 0 + 0 + + + + 0 + + + cos + θ + + + - + sin + θ + + + 0 + + + + + 0 + + + sin + θ + + + cos + θ + + + 0 + + + + 0 + 0 + 0 + 1 + + + ] + +

[method:this makeRotationY]( [param:Float theta] )

@@ -267,13 +530,61 @@

[method:this makeRotationY]( [param:Float theta] )

[page:Float theta] — Rotation angle in radians.

把该矩阵设置为绕Y轴旋转弧度[page:Float theta] (θ)大小的矩阵。 - 结果如下: - -cos(θ) 0 sin(θ) 0 -0 1 0 0 --sin(θ) 0 cos(θ) 0 -0 0 0 1 - + 结果如下:

+ + + + [ + + + + cos + θ + + + 0 + + + sin + θ + + + 0 + + + + 0 + 1 + 0 + 0 + + + + - + sin + θ + + + 0 + + + cos + θ + + + 0 + + + + 0 + 0 + 0 + 1 + + + ] + +

[method:this makeRotationZ]( [param:Float theta] )

@@ -281,13 +592,61 @@

[method:this makeRotationZ]( [param:Float theta] )

[page:Float theta] — Rotation angle in radians.

把该矩阵设置为绕z轴旋转弧度[page:Float theta] (θ)大小的矩阵。 - 结果如下: - -cos(θ) -sin(θ) 0 0 -sin(θ) cos(θ) 0 0 -0 0 1 0 -0 0 0 1 - + 结果如下:

+ + + + [ + + + + cos + θ + + + - + sin + θ + + + 0 + + + 0 + + + + + sin + θ + + + cos + θ + + + 0 + + + 0 + + + + 0 + 0 + 1 + 0 + + + 0 + 0 + 0 + 1 + + + ] + +

[method:this makeScale]( [param:Float x], [param:Float y], [param:Float z] )

@@ -296,13 +655,40 @@

[method:this makeScale]( [param:Float x], [param:Float y], [param:Float z] ) [page:Float y] - 在Y轴方向的缩放比。
[page:Float z] - 在Z轴方向的缩放比。

- 将这个矩阵设置为缩放变换: - -x, 0, 0, 0, -0, y, 0, 0, -0, 0, z, 0, -0, 0, 0, 1 - + 将这个矩阵设置为缩放变换:

+ + + + [ + + + x + 0 + 0 + 0 + + + 0 + y + 0 + 0 + + + 0 + 0 + z + 0 + + + 0 + 0 + 0 + 1 + + + ] + +

[method:this makeShear]( [param:Float x], [param:Float y], [param:Float z] )

@@ -311,13 +697,40 @@

[method:this makeShear]( [param:Float x], [param:Float y], [param:Float z] ) [page:Float y] - 在Y轴上剪切的量。
[page:Float z] - 在Z轴上剪切的量。

- 将此矩阵设置为剪切变换: - -1, y, z, 0, -x, 1, z, 0, -x, y, 1, 0, -0, 0, 0, 1 - + 将此矩阵设置为剪切变换:

+ + + + [ + + + 1 + yx + zx + 0 + + + xy + 1 + zy + 0 + + + xz + yz + 1 + 0 + + + 0 + 0 + 0 + 1 + + + ] + +

[method:this makeTranslation]( [param:Vector3 v] )

@@ -325,13 +738,40 @@

[method:this makeTranslation]( [param:Float x], [param:Float y], [param:Float z] ) // optional API

- 取传入参数[param:Vector3 v]中值设设置该矩阵为平移变换: - -1, 0, 0, x, -0, 1, 0, y, -0, 0, 1, z, -0, 0, 0, 1 - + 取传入参数[param:Vector3 v]中值设设置该矩阵为平移变换:

+ + + + [ + + + 1 + 0 + 0 + x + + + 0 + 1 + 0 + y + + + 0 + 0 + 1 + z + + + 0 + 0 + 0 + 1 + + + ] + +

[method:this multiply]( [param:Matrix4 m] )

@@ -360,20 +800,75 @@

[method:this setFromMatrix3]( [param:Matrix3 m] )

[method:this setPosition]( [param:Vector3 v] )

[method:this setPosition]( [param:Float x], [param:Float y], [param:Float z] ) // optional API

- 取传入参数[param:Vector3 v]中值设置该矩阵的位置分量,不影响该矩阵的其余部分——即,如果该矩阵当前为: - -a, b, c, d, -e, f, g, h, -i, j, k, l, -m, n, o, p - -变成: - -a, b, c, v.x, -e, f, g, v.y, -i, j, k, v.z, -m, n, o, p - + 取传入参数[param:Vector3 v]中值设置该矩阵的位置分量,不影响该矩阵的其余部分——即,如果该矩阵当前为:

+ + + + [ + + + a + b + c + d + + + e + f + g + h + + + i + j + k + l + + + m + n + o + p + + + ] + +

+ + 变成:

+ + + + [ + + + a + b + c + v.x + + + e + f + g + v.y + + + i + j + k + v.z + + + m + n + o + p + + + ] + +

[method:Array toArray]( [param:Array array], [param:Integer offset] )