Added in API level 1

Matrix


open class Matrix
kotlin.Any
   ↳ android.opengl.Matrix

Matrix math utilities. These methods operate on OpenGL ES format matrices and vectors stored in float arrays.

Matrices are 4 x 4 column-vector matrices stored in column-major order:

m[offset +  0] m[offset +  4] m[offset +  8] m[offset + 12]
   m[offset +  1] m[offset +  5] m[offset +  9] m[offset + 13]
   m[offset +  2] m[offset +  6] m[offset + 10] m[offset + 14]
   m[offset +  3] m[offset +  7] m[offset + 11] m[offset + 15]
Vectors are 4 x 1 column vectors stored in order:
v[offset + 0]
  v[offset + 1]
  v[offset + 2]
  v[offset + 3]

Summary

Public constructors

Public methods
open static Unit
frustumM(m: FloatArray!, offset: Int, left: Float, right: Float, bottom: Float, top: Float, near: Float, far: Float)

Defines a projection matrix in terms of six clip planes.

open static Boolean
invertM(mInv: FloatArray!, mInvOffset: Int, m: FloatArray!, mOffset: Int)

Inverts a 4 x 4 matrix.

open static Float
length(x: Float, y: Float, z: Float)

Computes the length of a vector.

open static Unit
multiplyMM(result: FloatArray!, resultOffset: Int, lhs: FloatArray!, lhsOffset: Int, rhs: FloatArray!, rhsOffset: Int)

Multiplies two 4x4 matrices together and stores the result in a third 4x4 matrix.

open static Unit
multiplyMV(resultVec: FloatArray!, resultVecOffset: Int, lhsMat: FloatArray!, lhsMatOffset: Int, rhsVec: FloatArray!, rhsVecOffset: Int)

Multiplies a 4 element vector by a 4x4 matrix and stores the result in a 4-element column vector.

open static Unit
orthoM(m: FloatArray!, mOffset: Int, left: Float, right: Float, bottom: Float, top: Float, near: Float, far: Float)

Computes an orthographic projection matrix.

open static Unit
perspectiveM(m: FloatArray!, offset: Int, fovy: Float, aspect: Float, zNear: Float, zFar: Float)

Defines a projection matrix in terms of a field of view angle, an aspect ratio, and z clip planes.

open static Unit
rotateM(m: FloatArray!, mOffset: Int, a: Float, x: Float, y: Float, z: Float)

Rotates matrix m in place by angle a (in degrees) around the axis (x, y, z).

open static Unit
rotateM(rm: FloatArray!, rmOffset: Int, m: FloatArray!, mOffset: Int, a: Float, x: Float, y: Float, z: Float)

Rotates matrix m by angle a (in degrees) around the axis (x, y, z).

open static Unit
scaleM(m: FloatArray!, mOffset: Int, x: Float, y: Float, z: Float)

Scales matrix m in place by sx, sy, and sz.

open static Unit
scaleM(sm: FloatArray!, smOffset: Int, m: FloatArray!, mOffset: Int, x: Float, y: Float, z: Float)

Scales matrix m by x, y, and z, putting the result in sm.

open static Unit
setIdentityM(sm: FloatArray!, smOffset: Int)

Sets matrix m to the identity matrix.

open static Unit
setLookAtM(rm: FloatArray!, rmOffset: Int, eyeX: Float, eyeY: Float, eyeZ: Float, centerX: Float, centerY: Float, centerZ: Float, upX: Float, upY: Float, upZ: Float)

Defines a viewing transformation in terms of an eye point, a center of view, and an up vector.

open static Unit
setRotateEulerM(rm: FloatArray!, rmOffset: Int, x: Float, y: Float, z: Float)

Converts Euler angles to a rotation matrix.

open static Unit
setRotateEulerM2(rm: FloatArray, rmOffset: Int, x: Float, y: Float, z: Float)

Converts Euler angles to a rotation matrix.

open static Unit
setRotateM(rm: FloatArray!, rmOffset: Int, a: Float, x: Float, y: Float, z: Float)

Creates a matrix for rotation by angle a (in degrees) around the axis (x, y, z).

open static Unit
translateM(m: FloatArray!, mOffset: Int, x: Float, y: Float, z: Float)

Translates matrix m by x, y, and z in place.

open static Unit
translateM(tm: FloatArray!, tmOffset: Int, m: FloatArray!, mOffset: Int, x: Float, y: Float, z: Float)

Translates matrix m by x, y, and z, putting the result in tm.

open static Unit
transposeM(mTrans: FloatArray!, mTransOffset: Int, m: FloatArray!, mOffset: Int)

Transposes a 4 x 4 matrix.

Public constructors

Matrix

Added in API level 1
Matrix()

Deprecated: All methods are static, do not instantiate this class.

Public methods

frustumM

Added in API level 1
open static fun frustumM(
    m: FloatArray!,
    offset: Int,
    left: Float,
    right: Float,
    bottom: Float,
    top: Float,
    near: Float,
    far: Float
): Unit

Defines a projection matrix in terms of six clip planes.

Parameters
m FloatArray!: the float array that holds the output perspective matrix
offset Int: the offset into float array m where the perspective matrix data is written
left Float:
right Float:
bottom Float:
top Float:
near Float:
far Float:

invertM

Added in API level 1
open static fun invertM(
    mInv: FloatArray!,
    mInvOffset: Int,
    m: FloatArray!,
    mOffset: Int
): Boolean

Inverts a 4 x 4 matrix.

mInv and m must not overlap.

Parameters
mInv FloatArray!: the array that holds the output inverted matrix
mInvOffset Int: an offset into mInv where the inverted matrix is stored.
m FloatArray!: the input array
mOffset Int: an offset into m where the input matrix is stored.
Return
Boolean true if the matrix could be inverted, false if it could not.

length

Added in API level 1
open static fun length(
    x: Float,
    y: Float,
    z: Float
): Float

Computes the length of a vector.

Parameters
x Float: x coordinate of a vector
y Float: y coordinate of a vector
z Float: z coordinate of a vector
Return
Float the length of a vector

multiplyMM

Added in API level 1
open static fun multiplyMM(
    result: FloatArray!,
    resultOffset: Int,
    lhs: FloatArray!,
    lhsOffset: Int,
    rhs: FloatArray!,
    rhsOffset: Int
): Unit

Multiplies two 4x4 matrices together and stores the result in a third 4x4 matrix. In matrix notation: result = lhs x rhs. Due to the way matrix multiplication works, the result matrix will have the same effect as first multiplying by the rhs matrix, then multiplying by the lhs matrix. This is the opposite of what you might expect.

The same float array may be passed for result, lhs, and/or rhs. This operation is expected to do the correct thing if the result elements overlap with either of the lhs or rhs elements.

Parameters
result FloatArray!: The float array that holds the result.
resultOffset Int: The offset into the result array where the result is stored.
lhs FloatArray!: The float array that holds the left-hand-side matrix.
lhsOffset Int: The offset into the lhs array where the lhs is stored
rhs FloatArray!: The float array that holds the right-hand-side matrix.
rhsOffset Int: The offset into the rhs array where the rhs is stored.
Exceptions
java.lang.IllegalArgumentException under any of the following conditions: result, lhs, or rhs are null; resultOffset + 16 > result.length or lhsOffset + 16 > lhs.length or rhsOffset + 16 > rhs.length; resultOffset < 0 or lhsOffset < 0 or rhsOffset < 0

multiplyMV

Added in API level 1
open static fun multiplyMV(
    resultVec: FloatArray!,
    resultVecOffset: Int,
    lhsMat: FloatArray!,
    lhsMatOffset: Int,
    rhsVec: FloatArray!,
    rhsVecOffset: Int
): Unit

Multiplies a 4 element vector by a 4x4 matrix and stores the result in a 4-element column vector. In matrix notation: result = lhs x rhs

The same float array may be passed for resultVec, lhsMat, and/or rhsVec. This operation is expected to do the correct thing if the result elements overlap with either of the lhs or rhs elements.

Parameters
resultVec FloatArray!: The float array that holds the result vector.
resultVecOffset Int: The offset into the result array where the result vector is stored.
lhsMat FloatArray!: The float array that holds the left-hand-side matrix.
lhsMatOffset Int: The offset into the lhs array where the lhs is stored
rhsVec FloatArray!: The float array that holds the right-hand-side vector.
rhsVecOffset Int: The offset into the rhs vector where the rhs vector is stored.
Exceptions
java.lang.IllegalArgumentException under any of the following conditions: resultVec, lhsMat, or rhsVec are null; resultVecOffset + 4 > resultVec.length or lhsMatOffset + 16 > lhsMat.length or rhsVecOffset + 4 > rhsVec.length; resultVecOffset < 0 or lhsMatOffset < 0 or rhsVecOffset < 0

orthoM

Added in API level 1
open static fun orthoM(
    m: FloatArray!,
    mOffset: Int,
    left: Float,
    right: Float,
    bottom: Float,
    top: Float,
    near: Float,
    far: Float
): Unit

Computes an orthographic projection matrix.

Parameters
m FloatArray!: returns the result
mOffset Int:
left Float:
right Float:
bottom Float:
top Float:
near Float:
far Float:

perspectiveM

Added in API level 14
open static fun perspectiveM(
    m: FloatArray!,
    offset: Int,
    fovy: Float,
    aspect: Float,
    zNear: Float,
    zFar: Float
): Unit

Defines a projection matrix in terms of a field of view angle, an aspect ratio, and z clip planes.

Parameters
m FloatArray!: the float array that holds the perspective matrix
offset Int: the offset into float array m where the perspective matrix data is written
fovy Float: field of view in y direction, in degrees
aspect Float: width to height aspect ratio of the viewport
zNear Float:
zFar Float:

rotateM

Added in API level 1
open static fun rotateM(
    m: FloatArray!,
    mOffset: Int,
    a: Float,
    x: Float,
    y: Float,
    z: Float
): Unit

Rotates matrix m in place by angle a (in degrees) around the axis (x, y, z).

Parameters
m FloatArray!: source matrix
mOffset Int: index into m where the matrix starts
a Float: angle to rotate in degrees
x Float: X axis component
y Float: Y axis component
z Float: Z axis component

rotateM

Added in API level 1
open static fun rotateM(
    rm: FloatArray!,
    rmOffset: Int,
    m: FloatArray!,
    mOffset: Int,
    a: Float,
    x: Float,
    y: Float,
    z: Float
): Unit

Rotates matrix m by angle a (in degrees) around the axis (x, y, z).

m and rm must not overlap.

Parameters
rm FloatArray!: returns the result
rmOffset Int: index into rm where the result matrix starts
m FloatArray!: source matrix
mOffset Int: index into m where the source matrix starts
a Float: angle to rotate in degrees
x Float: X axis component
y Float: Y axis component
z Float: Z axis component

scaleM

Added in API level 1
open static fun scaleM(
    m: FloatArray!,
    mOffset: Int,
    x: Float,
    y: Float,
    z: Float
): Unit

Scales matrix m in place by sx, sy, and sz.

Parameters
m FloatArray!: matrix to scale
mOffset Int: index into m where the matrix starts
x Float: scale factor x
y Float: scale factor y
z Float: scale factor z

scaleM

Added in API level 1
open static fun scaleM(
    sm: FloatArray!,
    smOffset: Int,
    m: FloatArray!,
    mOffset: Int,
    x: Float,
    y: Float,
    z: Float
): Unit

Scales matrix m by x, y, and z, putting the result in sm.

m and sm must not overlap.

Parameters
sm FloatArray!: returns the result
smOffset Int: index into sm where the result matrix starts
m FloatArray!: source matrix
mOffset Int: index into m where the source matrix starts
x Float: scale factor x
y Float: scale factor y
z Float: scale factor z

setIdentityM

Added in API level 1
open static fun setIdentityM(
    sm: FloatArray!,
    smOffset: Int
): Unit

Sets matrix m to the identity matrix.

Parameters
sm FloatArray!: returns the result
smOffset Int: index into sm where the result matrix starts

setLookAtM

Added in API level 8
open static fun setLookAtM(
    rm: FloatArray!,
    rmOffset: Int,
    eyeX: Float,
    eyeY: Float,
    eyeZ: Float,
    centerX: Float,
    centerY: Float,
    centerZ: Float,
    upX: Float,
    upY: Float,
    upZ: Float
): Unit

Defines a viewing transformation in terms of an eye point, a center of view, and an up vector.

Parameters
rm FloatArray!: returns the result
rmOffset Int: index into rm where the result matrix starts
eyeX Float: eye point X
eyeY Float: eye point Y
eyeZ Float: eye point Z
centerX Float: center of view X
centerY Float: center of view Y
centerZ Float: center of view Z
upX Float: up vector X
upY Float: up vector Y
upZ Float: up vector Z

setRotateEulerM

Added in API level 1
Deprecated in API level 34
open static fun setRotateEulerM(
    rm: FloatArray!,
    rmOffset: Int,
    x: Float,
    y: Float,
    z: Float
): Unit

Deprecated: This method is incorrect around the y axis. This method is deprecated and replaced (below) by setRotateEulerM2 which behaves correctly

Converts Euler angles to a rotation matrix.

Parameters
rm FloatArray!: returns the result
rmOffset Int: index into rm where the result matrix starts
x Float: angle of rotation, in degrees
y Float: is broken, do not use
z Float: angle of rotation, in degrees

setRotateEulerM2

Added in API level 34
open static fun setRotateEulerM2(
    rm: FloatArray,
    rmOffset: Int,
    x: Float,
    y: Float,
    z: Float
): Unit

Converts Euler angles to a rotation matrix.

Parameters
rm FloatArray: returns the result
rmOffset Int: index into rm where the result matrix starts
x Float: angle of rotation, in degrees
y Float: angle of rotation, in degrees
z Float: angle of rotation, in degrees
Exceptions
java.lang.IllegalArgumentException if rm is null; or if rmOffset + 16 > rm.length; rmOffset < 0

setRotateM

Added in API level 1
open static fun setRotateM(
    rm: FloatArray!,
    rmOffset: Int,
    a: Float,
    x: Float,
    y: Float,
    z: Float
): Unit

Creates a matrix for rotation by angle a (in degrees) around the axis (x, y, z).

An optimized path will be used for rotation about a major axis (e.g. x=1.0f y=0.0f z=0.0f).

Parameters
rm FloatArray!: returns the result
rmOffset Int: index into rm where the result matrix starts
a Float: angle to rotate in degrees
x Float: X axis component
y Float: Y axis component
z Float: Z axis component

translateM

Added in API level 1
open static fun translateM(
    m: FloatArray!,
    mOffset: Int,
    x: Float,
    y: Float,
    z: Float
): Unit

Translates matrix m by x, y, and z in place.

Parameters
m FloatArray!: matrix
mOffset Int: index into m where the matrix starts
x Float: translation factor x
y Float: translation factor y
z Float: translation factor z

translateM

Added in API level 1
open static fun translateM(
    tm: FloatArray!,
    tmOffset: Int,
    m: FloatArray!,
    mOffset: Int,
    x: Float,
    y: Float,
    z: Float
): Unit

Translates matrix m by x, y, and z, putting the result in tm.

m and tm must not overlap.

Parameters
tm FloatArray!: returns the result
tmOffset Int: index into sm where the result matrix starts
m FloatArray!: source matrix
mOffset Int: index into m where the source matrix starts
x Float: translation factor x
y Float: translation factor y
z Float: translation factor z

transposeM

Added in API level 1
open static fun transposeM(
    mTrans: FloatArray!,
    mTransOffset: Int,
    m: FloatArray!,
    mOffset: Int
): Unit

Transposes a 4 x 4 matrix.

mTrans and m must not overlap.

Parameters
mTrans FloatArray!: the array that holds the output transposed matrix
mTransOffset Int: an offset into mTrans where the transposed matrix is stored.
m FloatArray!: the input array
mOffset Int: an offset into m where the input matrix is stored.