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Matrix4

A class representing a 4x4 matrix.

The most common use of a 4x4 matrix in 3D computer graphics is as a Transformation Matrix. For an introduction to transformation matrices as used in WebGL, check out this tutorial.

This allows a Vector3 representing a point in 3D space to undergo transformations such as translation, rotation, shear, scale, reflection, orthogonal or perspective projection and so on, by being multiplied by the matrix. This is known as applying the matrix to the vector.

Every Object3D has three associated Matrix4s:

  • Object3D.matrix: This stores the local transform of the object. This is the object's transformation relative to its parent.
  • Object3D.matrixWorld: The global or world transform of the object. If the object has no parent, then this is identical to the local transform stored in matrix.
  • Object3D.modelViewMatrix: This represents the object's transformation relative to the camera's coordinate system. An object's modelViewMatrix is the object's matrixWorld pre-multiplied by the camera's matrixWorldInverse.

Cameras have three additional Matrix4s:

Note: Object3D.normalMatrix is not a Matrix4, but a Matrix3.

A Note on Row-Major and Column-Major Ordering

The constructor and set() method take arguments in row-major order, while internally they are stored in the .elements array in column-major order.

This means that calling

const m = new THREE.Matrix4(); m.set( 11, 12, 13, 14, 21, 22, 23, 24, 31, 32,
33, 34, 41, 42, 43, 44 );

will result in the .elements array containing:

m.elements = [ 11, 21, 31, 41, 12, 22, 32, 42, 13, 23, 33, 43, 14, 24, 34, 44
];

and internally all calculations are performed using column-major ordering. However, as the actual ordering makes no difference mathematically and most people are used to thinking about matrices in row-major order, the three.js documentation shows matrices in row-major order. Just bear in mind that if you are reading the source code, you'll have to take the transpose of any matrices outlined here to make sense of the calculations.

Extracting position, rotation and scale

There are several options available for extracting position, rotation and scale from a Matrix4.

Constructor

Matrix4

function Matrix4( n11: Number, n12: Number, n13: Number, n14: Number, n21:
Number, n22: Number, n23: Number, n24: Number, n31: Number, n32: Number, n33:
Number, n34: Number, n41: Number, n42: Number, n43: Number, n44: Number ):
void;

Creates a 4x4 matrix with the given arguments in row-major order. If no arguments are provided, the constructor initializes the Matrix4 to the 4x4 identity matrix.

Properties

elements

elements: Array;  

A column-major list of matrix values.

Methods

clone

function clone( ): Matrix4;  

Creates a new Matrix4 with identical .elements to this one.

compose

function compose( position: Vector3, quaternion: Quaternion, scale: Vector3 ):
this;

Sets this matrix to the transformation composed of position, quaternion and scale.

copy

function copy( m: Matrix4 ): this;  

Copies the .elements of matrix .atrix4 into this matrix.

copyPosition

function copyPosition( m: Matrix4 ): this;  

Copies the translation component of the supplied matrix m into this matrix's translation component.

decompose

function decompose( position: Vector3, quaternion: Quaternion, scale: Vector3
): this;

Decomposes this matrix into its position, quaternion and scale components.

Note: Not all matrices are decomposable in this way. For example, if an object has a non-uniformly scaled parent, then the object's world matrix may not be decomposable, and this method may not be appropriate.

determinant

function determinant( ): Float;  

Computes and returns the determinant of this matrix.

Based on the method outlined here.

equals

function equals( m: Matrix4 ): Boolean;  

Return true if this matrix and m are equal.

extractBasis

function extractBasis( xAxis: Vector3, yAxis: Vector3, zAxis: Vector3 ): this;  

Extracts the 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  

then the xAxis, yAxis, zAxis will be set to:

xAxis = (a, e, i) yAxis = (b, f, j) zAxis = (c, g, k)  

extractRotation

function extractRotation( m: Matrix4 ): this;  

Extracts the rotation component of the supplied matrix m into this matrix's rotation component.

fromArray

function fromArray( array: Array, offset: Integer ): this;  

array - the array to read the elements from.
offset - ( optional ) offset into the array. Default is 0.

Sets the elements of this matrix based on an array in column-major format.

invert

function invert( ): this;  

Inverts this matrix, using the analytic method. You can not invert with a determinant of zero. If you attempt this, the method produces a zero matrix instead.

getMaxScaleOnAxis

function getMaxScaleOnAxis( ): Float;  

Gets the maximum scale value of the 3 axes.

identity

function identity( ): this;  

Resets this matrix to the identity matrix.

lookAt

function lookAt( eye: Vector3, target: Vector3, up: Vector3 ): this;  

Constructs a rotation matrix, looking from eye towards target oriented by the up vector.

makeRotationAxis

function makeRotationAxis( axis: Vector3, theta: Float ): this;  

axis — Rotation axis, should be normalized.
theta — Rotation angle in radians.

Sets this matrix as rotation transform around axis by theta radians.
This is a somewhat controversial but mathematically sound alternative to rotating via Quaternions. See the discussion here.

makeBasis

function makeBasis( xAxis: Vector3, yAxis: Vector3, zAxis: Vector3 ): this;  

Set this to the 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

makePerspective

function makePerspective( left: Float, right: Float, top: Float, bottom:
Float, near: Float, far: Float ): this;

Creates a perspective projection matrix. This is used internally by PerspectiveCamera.updateProjectionMatrix()

makeOrthographic

function makeOrthographic( left: Float, right: Float, top: Float, bottom:
Float, near: Float, far: Float ): this;

Creates an orthographic projection matrix. This is used internally by OrthographicCamera.updateProjectionMatrix().

makeRotationFromEuler

function makeRotationFromEuler( euler: Euler ): this;  

Sets the rotation component (the upper left 3x3 matrix) of this matrix to the rotation specified by the given Euler Angle. The rest of the matrix is set to the identity. Depending on the order of the euler, there are six possible outcomes. See this page for a complete list.

makeRotationFromQuaternion

function makeRotationFromQuaternion( q: Quaternion ): this;  

Sets the rotation component of this matrix to the rotation specified by q, as outlined here. The rest of the matrix is set to the identity. So, given 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

makeRotationX

function makeRotationX( theta: Float ): this;  

theta — Rotation angle in radians.

Sets this matrix as a rotational transformation around the X axis by 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  

makeRotationY

function makeRotationY( theta: Float ): this;  

theta — Rotation angle in radians.

Sets this matrix as a rotational transformation around the Y axis by 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  

makeRotationZ

function makeRotationZ( theta: Float ): this;  

theta — Rotation angle in radians.

Sets this matrix as a rotational transformation around the Z axis by 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  

makeScale

function makeScale( x: Float, y: Float, z: Float ): this;  

x - the amount to scale in the X axis.
y - the amount to scale in the Y axis.
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  

makeShear

function makeShear( xy: Float, xz: Float, yx: Float, yz: Float, zx: Float, zy:
Float ): this;

xy - the amount to shear X by Y.
xz - the amount to shear X by Z.
yx - the amount to shear Y by X.
yz - the amount to shear Y by Z.
zx - the amount to shear Z by X.
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  

makeTranslation

function makeTranslation( v: Vector3 ): this;  

makeTranslation

function makeTranslation( x: Float, y: Float, z: Float ): this;  

Sets this matrix as a translation transform from vector v, or numbers x, y and z:

1, 0, 0, x, 0, 1, 0, y, 0, 0, 1, z, 0, 0, 0, 1  

multiply

function multiply( m: Matrix4 ): this;  

Post-multiplies this matrix by m.

multiplyMatrices

function multiplyMatrices( a: Matrix4, b: Matrix4 ): this;  

Sets this matrix to a x b.

multiplyScalar

function multiplyScalar( s: Float ): this;  

Multiplies every component of the matrix by a scalar value s.

premultiply

function premultiply( m: Matrix4 ): this;  

Pre-multiplies this matrix by m.

scale

function scale( v: Vector3 ): this;  

Multiplies the columns of this matrix by vector v.

set

function set( n11: Float, n12: Float, n13: Float, n14: Float, n21: Float, n22:
Float, n23: Float, n24: Float, n31: Float, n32: Float, n33: Float, n34: Float,
n41: Float, n42: Float, n43: Float, n44: Float ): this;

Set the .elements of this matrix to the supplied row-major values .loat, .loat, ... .loat.

setFromMatrix3

function setFromMatrix3( m: Matrix3 ): this;  

Set the upper 3x3 elements of this matrix to the values of the Matrix3 m.

setPosition

function setPosition( v: Vector3 ): this;  

setPosition

function setPosition( x: Float, y: Float, z: Float ): this;  

Sets the position component for this matrix from vector 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  

toArray

function toArray( array: Array, offset: Integer ): Array;  

array - (optional) array to store the resulting vector in.
offset - (optional) offset in the array at which to put the result.

Writes the elements of this matrix to an array in column-major format.

transpose

function transpose( ): this;  

Transposes this matrix.

Source

src/math/Matrix4.js