Matrix4
Balík: @aspose/3d (v24.12.0)
Matrix4 ukladá 4×4 transformačnú maticu ako ploché pole 16 čísel v row-major order. Je to typ of Transform.transformMatrix a GlobalTransform.transformMatrix. Individuálne prvky sú prístupné ako m00–m33 vlastnosti, alebo podľa indexu cez getItem(i) / setItem(i, v). Matrix4 je exportovaný z @aspose/3d/utilities podcesta.
export class Matrix4import { Matrix4 } from '@aspose/3d/utilities';ImageRenderOptions
Vytvorte kombinovanú TRS maticu a rozložte ju späť na komponenty.
import { Matrix4, Vector3, Quaternion } from '@aspose/3d/utilities';
const t = Matrix4.translate(new Vector3(5, 0, 0));
const r = Matrix4.rotate(Quaternion.fromEulerAngle(0, Math.PI / 4, 0));
const s = Matrix4.scale(new Vector3(2, 2, 2));
const trs = t.concatenate(r).concatenate(s);
const translation: any[] = [null];
const scaling: any[] = [null];
const rotation: any[] = [null];
trs.decompose(translation, scaling, rotation);
console.log(`Translation X: ${translation[0].x}`); // Translation X: 5
console.log(`Scale X: ${scaling[0].x.toFixed(4)}`); // Scale X: 2.0000
ImageRenderOptions
| Name | Type | Access | Description |
|---|---|---|---|
m00 | number | Read/Write | Gets the m00. |
m01 | number | Read/Write | Gets the m01. |
m02 | number | Read/Write | Gets the m02. |
m03 | number | Read/Write | Gets the m03. |
m10 | number | Read/Write | Gets the m10. |
m11 | number | Read/Write | Gets the m11. |
m12 | number | Read/Write | Gets the m12. |
m13 | number | Read/Write | Gets the m13. |
m20 | number | Read/Write | Gets the m20. |
m21 | number | Read/Write | Gets the m21. |
m22 | number | Read/Write | Gets the m22. |
m23 | number | Read/Write | Gets the m23. |
m30 | number | Read/Write | Gets the m30. |
m31 | number | Read/Write | Gets the m31. |
m32 | number | Read/Write | Gets the m32. |
m33 | number | Read/Write | Gets the m33. |
determinant | number | Read | Gets the determinant. |
Statické vlastnosti
| Signature | Description |
|---|---|
constructor() | Creates a new 4x4 matrix, optionally from a 16‑element number array |
constructor(matrix: number[]) | |
constructor() | |
constructor() | |
getItem(key: number) → number | Returns the matrix element at the given linear index |
setItem(key: number, value: number) | Sets the item value. |
transpose() → Matrix4 | Returns a new Matrix4 that is the transpose of this matrix |
concatenate(m2: Matrix4) → Matrix4 | |
normalize() → Matrix4 | Returns a new Matrix4 with uniform scaling removed (unit length axes) |
inverse() → Matrix4 | |
decompose(translation: any[], scaling: any[], rotation: any[]) | Extracts translation, scaling, and rotation into the supplied arrays |
setTRS(translation: any, rotation: any, scale: any) | Sets the trs value. |
toArray() → number[] | Returns the matrix elements as a 16‑length number array in row‑major order |
identity() → Matrix4 | Resets the matrix to the identity matrix and returns this instance |
translate(tx: number, ty: number, tz: number) → Matrix4 | Applies a translation by (tx,ty,tz) or a vector and returns this matrix |
translate(v: any) → Matrix4 | |
translate(tx: any, ty: any, tz: any) → Matrix4 | |
scale(sx: number, sy: number, sz: number) → Matrix4 | Applies scaling by (sx,sy,sz) or a vector and returns this matrix |
scale(v: any) → Matrix4 | |
scale(sx: any, sy: any, sz: any) → Matrix4 | |
rotateFromEuler(rx: number, ry: number, rz: number) → Matrix4 | |
rotateFromEuler(v: any) → Matrix4 | |
rotateFromEuler(rx: any, ry: any, rz: any) → Matrix4 | |
rotate(angle: number, axis: any) → Matrix4 | Creates a rotation matrix from an angle and axis or from a quaternion |
rotate(q: Quaternion) → Matrix4 | |
rotate(angle: any, axis: any) → Matrix4 | |
toString() → string | Returns a human‑readable string representation of the matrix values |
equals(other: Matrix4) → boolean | Compares this matrix with another for element‑wise equality |
ImageRenderOptions
16 prvkov matice je prístupných ako samostatné pomenované vlastnosti m00, m01, m02, m03, m10, …, m33, kde prvá číslica je riadok a druhá je stĺpec. Všetky sú čitateľné a zapisovateľné.
| ImageRenderOptions | ImageRenderOptions | ImageRenderOptions |
|---|---|---|
m00–m33 | number | Jednotlivé prvky matice (rozloženie po riadkoch). |
determinant | number (len na čítanie) | Skalárny determinant matice. |
Statické metódy
Matrix4.translate(v)
Vytvorí čistú translačnú maticu z Vector3, alebo z jednotlivých (tx, ty, tz) čísla.
static translate(v: Vector3): Matrix4
static translate(tx: number, ty?: number, tz?: number): Matrix4ImageRenderOptions
import { Matrix4, Vector3 } from '@aspose/3d/utilities';
const m = Matrix4.translate(new Vector3(3, 0, 0));
console.log(`m03: ${m.m03}`); // m03: 3
Matrix4.scale(v)
Vytvorí čistú škálovaciu maticu z Vector3, alebo z jednotlivých (sx, sy, sz) čísel.
static scale(v: Vector3): Matrix4
static scale(sx: number, sy?: number, sz?: number): Matrix4Matrix4.rotate(q)
Vytvorí rotačnú maticu z Quaternion, alebo z uhla (v radiánoch) a osi Vector3.
static rotate(q: Quaternion): Matrix4
static rotate(angle: number, axis: Vector3): Matrix4ImageRenderOptions
import { Matrix4, Quaternion } from '@aspose/3d/utilities';
const q = Quaternion.fromEulerAngle(0, Math.PI / 2, 0);
const m = Matrix4.rotate(q);
console.log(`Rotation matrix m00: ${m.m00.toFixed(4)}`);
// Rotation matrix m00: 0.0000
Matrix4.rotateFromEuler(rx, ry, rz)
Vytvorí rotačnú maticu z Eulerových uhlov v radiánoch.
static rotateFromEuler(rx: number, ry?: number, rz?: number): Matrix4
static rotateFromEuler(v: Vector3): Matrix4Inštančné metódy
concatenate(m2)
Vráti súčin matíc this × m2. Použite to na kombinovanie transformácií (aplikujte this najprv, potom m2).
concatenate(m2: Matrix4): Matrix4ImageRenderOptions
import { Matrix4, Vector3 } from '@aspose/3d/utilities';
const translate = Matrix4.translate(new Vector3(1, 0, 0));
const scale = Matrix4.scale(new Vector3(2, 2, 2));
const combined = translate.concatenate(scale);
console.log(`m03: ${combined.m03}`); // m03: 1
inverse()
Vráti inverznú maticu tohto matice. Vyvolá výnimku, ak je matica singulárna (determinant blízko nuly).
inverse(): Matrix4transpose()
Vráti transponovanú maticu tohto matice (riadky sa stanú stĺpcami).
transpose(): Matrix4normalize()
Vráti novú maticu, kde je podmatica rotácie (vľavo hore 3×3) ortonormovaná delením každého riadku jeho dĺžkou. Stĺpec prekladu je zachovaný.
normalize(): Matrix4decompose(translation, scaling, rotation)
Rozloží túto maticu na komponenty prekladu, škálovania a rotácie. Výsledky sa zapíšu do prvého prvku každého výstupného poľa.
decompose(translation: any[], scaling: any[], rotation: any[]): voidImageRenderOptions
translation any[] — Výstupné pole. Po volaní, translation[0] je objekt {x, y, z} s prekladom.
scaling any[] — Výstupné pole. Po volaní, scaling[0] je objekt {x, y, z} s faktorami škálovania.
rotation any[] — Výstupné pole. Po volaní, rotation[0] je objekt {w, x, y, z} s komponentmi rotačného kvaternionu.
ImageRenderOptions
import { Matrix4, Vector3, Quaternion } from '@aspose/3d/utilities';
const m = Matrix4.translate(new Vector3(0, 5, 0));
const trans: any[] = [null], scale: any[] = [null], rot: any[] = [null];
m.decompose(trans, scale, rot);
console.log(`Y: ${trans[0].y}`); // Y: 5
setTRS(translation, rotation, scale)
Nastaví túto maticu na súčin translácie, rotácie a mierky. Vstupy môžu byť obyčajné objekty s x, y, z (a w pre rotáciu) polia.
setTRS(translation: any, rotation: any, scale: any): voidtoArray()
Vráti kópiu interného 16-prvkového poľa v riadkovo-dominantnom usporiadaní.
toArray(): number[]getItem(index) / setItem(index, value)
Prístup k prvku pomocou lineárneho indexu (0–15, poradie po riadkoch).
getItem(key: number): number
setItem(key: number, value: number): voidequals(other)
ImageRenderOptions true ak je všetkých 16 prvkov prísne rovnakých.
equals(other: Matrix4): boolean