Matrix4x3d.obliqueZ

Apply an oblique projection transformation to this matrix with the given values for <code>a</code> and <code>b</code> and store the result in <code>dest</code>. <p> If <code>M</code> is <code>this</code> matrix and <code>O</code> the oblique transformation matrix, then the new matrix will be <code>M * O</code>. So when transforming a vector <code>v</code> with the new matrix by using <code>M * O * v</code>, the oblique transformation will be applied first! <p> The oblique transformation is defined as: <pre> x' = x + a*z y' = y + a*z z' = z </pre> or in matrix form: <pre> 1 0 a 0 0 1 b 0 0 0 1 0 </pre>

@param a the value for the z factor that applies to x @param b the value for the z factor that applies to y @param dest will hold the result @return dest

  1. Matrix4x3d obliqueZ(double a, double b)
  2. Matrix4x3d obliqueZ(double a, double b, Matrix4x3d dest)
    struct Matrix4x3d
    public
    obliqueZ
    (
    double a
    ,
    double b
    ,)

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