diff --git a/libraries/script-engine/src/Mat4.h b/libraries/script-engine/src/Mat4.h
index 0cdc70e79c..4a2a2b9bca 100644
--- a/libraries/script-engine/src/Mat4.h
+++ b/libraries/script-engine/src/Mat4.h
@@ -22,6 +22,10 @@
#include "RegisteredMetaTypes.h"
/**jsdoc
+ * The Mat4
API provides facilities for generating and using 4 x 4 matrices. These matrices are typically used to
+ * represent transforms (scale, rotate, and translate) that convert one coordinate system into another, or perspective
+ * transforms that convert 3D points into screen coordinates.
+ *
* @namespace Mat4
* @variation 0
*
@@ -39,130 +43,275 @@ class Mat4 : public QObject, protected QScriptable {
public slots:
/**jsdoc
+ * Multiplies two matrices.
* @function Mat4(0).multiply
- * @param {Mat4} m1
- * @param {Mat4} m2
- * @returns {Mat4}
+ * @param {Mat4} m1 - The first matrix.
+ * @param {Mat4} m2 - The second matrix.
+ * @returns {Mat4} m1
multiplied with m2
.
*/
glm::mat4 multiply(const glm::mat4& m1, const glm::mat4& m2) const;
/**jsdoc
+ * Creates a matrix that represents a rotation and translation.
* @function Mat4(0).createFromRotAndTrans
- * @param {Quat} rot
- * @param {Vec3} trans
- * @returns {Mat4}
+ * @param {Quat} rot - The rotation.
+ * @param {Vec3} trans - The translation.
+ * @returns {Mat4} The matrix that represents the rotation and translation.
+ * @example
Create a matrix with rotation and translation.
+ * var rot = Quat.fromPitchYawRollDegrees(30, 45, 60);
+ * var trans = { x: 10, y: 11, z: 12 };
+ * var matrix = Mat4.createFromRotAndTrans(rot, trans);
+ * Mat4.print("Matrix:", matrix);
+ * // Matrix: dmat4x4((0.353553, 0.612372, -0.707107, 0.000000),
+ * // (-0.573223, 0.739199, 0.353553, 0.000000),
+ * // (0.739199, 0.280330, 0.612372, 0.000000),
+ * // (10.000000, 11.000000, 12.000000, 1.000000))
*/
glm::mat4 createFromRotAndTrans(const glm::quat& rot, const glm::vec3& trans) const;
/**jsdoc
+ * Creates a matrix that represents a scale, rotation, and translation.
* @function Mat4(0).createFromScaleRotAndTrans
- * @param {Vec3} scale
- * @param {Quat} rot
- * @param {Vec3} trans
- * @returns {Mat4}
+ * @param {Vec3} scale - The scale.
+ * @param {Quat} rot - The rotation.
+ * @param {Vec3} trans - The translation.
+ * @returns {Mat4} The matrix that represents the scale, rotation, and translation.
+ * @example Create a matrix with scale, rotation, and translation.
+ * var scale = Vec3.multiply(2, Vec3.ONE);
+ * var rot = Quat.fromPitchYawRollDegrees(30, 45, 60);
+ * var trans = { x: 10, y: 11, z: 12 };
+ * var matrix = Mat4.createFromScaleRotAndTrans(scale, rot, trans);
+ * Mat4.print("Matrix:", matrix);
+ * // Matrix: dmat4x4((0.707107, 1.224745, -1.414214, 0.000000),
+ * // (-1.146447, 1.478398, 0.707107, 0.000000),
+ * // (1.478398, 0.560660, 1.224745, 0.000000),
+ * // (10.000000, 11.000000, 12.000000, 1.000000))
*/
glm::mat4 createFromScaleRotAndTrans(const glm::vec3& scale, const glm::quat& rot, const glm::vec3& trans) const;
/**jsdoc
+ * Creates a matrix from columns of values.
* @function Mat4(0).createFromColumns
- * @param {Vec4} col0
- * @param {Vec4} col1
- * @param {Vec4} col2
- * @param {Vec4} col
- * @returns {Mat4}
+ * @param {Vec4} col0 - Column 0.
+ * @param {Vec4} col1 - Column 1.
+ * @param {Vec4} col2 - Column 2.
+ * @param {Vec4} col3 - Column 3.
+ * @returns {Mat4} The matrix with the specified columns values.
+ * @example Create a matrix from columns.
+ * var col0 = { x: 0.707107, y: 1.224745, z: -1.414214, w: 0.0 };
+ * var col1 = { x: -1.146447, y: 1.478398, z: 0.707107, w: 0.0 };
+ * var col2 = { x: 1.478398, y: 0.560660, z: 1.224745, w: 0.0 };
+ * var col3 = { x: 10.0, y: 11.0, z: 12.0, w: 1.0 };
+ * var matrix = Mat4.createFromColumns(col0, col1, col2, col3);
+ * Mat4.print("Matrix:", matrix);
+ * //Matrix: dmat4x4((0.707107, 1.224745, -1.414214, 0.000000),
+ * // (-1.146447, 1.478398, 0.707107, 0.000000),
+ * // (1.478398, 0.560660, 1.224745, 0.000000),
+ * // (10.000000, 11.000000, 12.000000, 1.000000))
*/
glm::mat4 createFromColumns(const glm::vec4& col0, const glm::vec4& col1, const glm::vec4& col2, const glm::vec4& col3) const;
/**jsdoc
+ * Creates a matrix from an array of values.
* @function Mat4(0).createFromArray
- * @param {number[]} numbers
- * @returns {Mat4}
+ * @param {number[]} arr - The array.
+ * @returns {Mat4} The matrix with the specified values.
+ * @example Create a matrix from an array.
+ * var arr = [
+ * 0.707107, 1.224745, -1.414214, 0.0,
+ * -1.146447, 1.478398, 0.707107, 0.0,
+ * 1.478398, 0.560660, 1.224745, 0.0,
+ * 10.0, 11.0, 12.0, 1.00
+ * ];
+ * var matrix = Mat4.createFromArray(arr);
+ * Mat4.print("Matrix:", matrix);
+ * //Matrix: dmat4x4((0.707107, 1.224745, -1.414214, 0.000000),
+ * // (-1.146447, 1.478398, 0.707107, 0.000000),
+ * // (1.478398, 0.560660, 1.224745, 0.000000),
+ * // (10.000000, 11.000000, 12.000000, 1.000000))
*/
glm::mat4 createFromArray(const QVector& floats) const;
/**jsdoc
+ * Extracts the translation from a matrix.
* @function Mat4(0).extractTranslation
- * @param {Mat4} m
- * @returns {Vec3}
+ * @param {Mat4} m - The matrix.
+ * @returns {Vec3} The translation contained in the matrix.
+ * @example Extract the translation from a matrix.
+ * var scale = Vec3.multiply(2, Vec3.ONE);
+ * var rot = Quat.fromPitchYawRollDegrees(30, 45, 60);
+ * var trans = { x: 10, y: 11, z: 12 };
+ * var matrix = Mat4.createFromScaleRotAndTrans(scale, rot, trans);
+ *
+ * trans = Mat4.extractTranslation(matrix);
+ * print("Translation: " + JSON.stringify(trans));
+ * // Translation: {"x":10,"y":11,"z":12}
*/
glm::vec3 extractTranslation(const glm::mat4& m) const;
/**jsdoc
+ * Extracts the rotation from a matrix.
* @function Mat4(0).extractRotation
- * @param {Mat4} m
- * @returns {Vec3}
+ * @param {Mat4} m - The matrix.
+ * @returns {Quat} The rotation contained in the matrix.
+ * @example Extract the rotation from a matrix.
+ * var scale = Vec3.multiply(2, Vec3.ONE);
+ * var rot = Quat.fromPitchYawRollDegrees(30, 45, 60);
+ * var trans = { x: 10, y: 11, z: 12 };
+ * var matrix = Mat4.createFromScaleRotAndTrans(scale, rot, trans);
+ *
+ * rot = Mat4.extractRotation(matrix);
+ * print("Rotation: " + JSON.stringify(Quat.safeEulerAngles(rot)));
+ * // Rotation: {"x":29.999998092651367,"y":45.00000762939453,"z":60.000003814697266}
*/
glm::quat extractRotation(const glm::mat4& m) const;
/**jsdoc
+ * Extracts the scale from a matrix.
* @function Mat4(0).extractScale
- * @param {Mat4} m
- * @returns {Vec3}
+ * @param {Mat4} m - The matrix.
+ * @returns {Vec3} The scale contained in the matrix.
+ * @example Extract the scale from a matrix.
+ * var scale = Vec3.multiply(2, Vec3.ONE);
+ * var rot = Quat.fromPitchYawRollDegrees(30, 45, 60);
+ * var trans = { x: 10, y: 11, z: 12 };
+ * var matrix = Mat4.createFromScaleRotAndTrans(scale, rot, trans);
+ *
+ * scale = Mat4.extractScale(matrix);
+ * print("Scale: " + JSON.stringify(scale));
+ * // Scale: {"x":1.9999998807907104,"y":1.9999998807907104,"z":1.9999998807907104}
*/
glm::vec3 extractScale(const glm::mat4& m) const;
/**jsdoc
+ * Transforms a point into a new coordinate system: the point value is scaled, rotated, and translated.
* @function Mat4(0).transformPoint
- * @param {Mat4} m
- * @param {Vec3} point
- * @returns {Vec3}
+ * @param {Mat4} m - The transform to the new coordinate system.
+ * @param {Vec3} point - The point to transform.
+ * @returns {Vec3} The point in the new coordinate system.
+ * @example Transform a point.
+ * var scale = Vec3.multiply(2, Vec3.ONE);
+ * var rot = Quat.fromPitchYawRollDegrees(0, 45, 0);
+ * var trans = { x: 0, y: 10, z: 0 };
+ * var matrix = Mat4.createFromScaleRotAndTrans(scale, rot, trans);
+ *
+ * var point = { x: 1, y: 1, z: 1 };
+ * var transformedPoint = Mat4.transformPoint(matrix, point);
+ * print("Transformed point: " + JSON.stringify(transformedPoint));
+ * // Transformed point: { "x": 2.8284270763397217, "y": 12, "z": -2.384185791015625e-7 }
*/
glm::vec3 transformPoint(const glm::mat4& m, const glm::vec3& point) const;
/**jsdoc
+ * Transforms a vector into a new coordinate system: the vector is scaled and rotated.
* @function Mat4(0).transformVector
- * @param {Mat4} m
- * @param {Vec3} vector
- * @returns {Vec3}
+ * @param {Mat4} m - The transform to the new coordinate system.
+ * @param {Vec3} vector - The vector to transform.
+ * @returns {Vec3} The vector in the new coordinate system.
+ * @example Transform a vector.
+ * var scale = Vec3.multiply(2, Vec3.ONE);
+ * var rot = Quat.fromPitchYawRollDegrees(0, 45, 0);
+ * var trans = { x: 0, y: 10, z: 0 };
+ * var matrix = Mat4.createFromScaleRotAndTrans(scale, rot, trans);
+ *
+ * var vector = { x: 1, y: 1, z: 1 };
+ * var transformedVector = Mat4.transformVector(matrix, vector);
+ * print("Transformed vector: " + JSON.stringify(transformedVector));
+ * // Transformed vector: { "x": 2.8284270763397217, "y": 2, "z": -2.384185791015625e-7 }
*/
glm::vec3 transformVector(const glm::mat4& m, const glm::vec3& vector) const;
/**jsdoc
+ * Calculates the inverse of a matrix.
* @function Mat4(0).inverse
- * @param {Mat4} m
- * @returns {Mat4}
+ * @param {Mat4} m - The matrix.
+ * @returns {Mat4} The inverse of the matrix.
+ * @example A matrix multiplied with its inverse is the unit matrix.
+ * var scale = Vec3.multiply(2, Vec3.ONE);
+ * var rot = Quat.fromPitchYawRollDegrees(30, 45, 60);
+ * var trans = { x: 10, y: 11, z: 12 };
+ * var matrix = Mat4.createFromScaleRotAndTrans(scale, rot, trans);
+ * var inverse = Mat4.inverse(matrix);
+ * var multiplied = Mat4.multiply(matrix, inverse);
+ * Mat4.print("Multiplied:", multiplied);
+ * //Multiplied: dmat4x4((1.000000, 0.000000, 0.000000, 0.000000),
+ * // (0.000000, 1.000000, -0.000000, 0.000000),
+ * // (0.000000, 0.000000, 1.000000, 0.000000),
+ * // (0.000000, 0.000000, 0.000001, 1.000000))
*/
glm::mat4 inverse(const glm::mat4& m) const;
/**jsdoc
+ * Gets the "forward" direction that the camera would face if its orientation was set to the rotation contained in a
+ * matrix. The High Fidelity camera has axes x = right, y = up, -z = forward.
+ * Synonym for {@link Mat4(0).getForward|getForward}.
+ * To do: This function currently doesn't work as expected.
* @function Mat4(0).getFront
- * @param {Mat4} m
- * @returns {Vec3}
+ * @param {Mat4} m - The matrix.
+ * @returns {Vec3} The negative z-axis rotated by orientation.
*/
// redundant, calls getForward which better describes the returned vector as a direction
glm::vec3 getFront(const glm::mat4& m) const { return getForward(m); }
/**jsdoc
+ * Gets the "forward" direction that the camera would face if its orientation was set to the rotation contained in a
+ * matrix. The High Fidelity camera has axes x = right, y = up, -z = forward.
+ * To do: This function currently doesn't work as expected.
* @function Mat4(0).getForward
- * @param {Mat4} m
- * @returns {Vec3}
+ * @param {Mat4} m - The matrix.
+ * @returns {Vec3} The negative z-axis rotated by the rotation in the matrix.
*/
glm::vec3 getForward(const glm::mat4& m) const;
/**jsdoc
+ * Gets the "right" direction that the camera would have if its orientation was set to the rotation contained in a matrix.
+ * The High Fidelity camera has axes x = right, y = up, -z = forward.
+ * To do: This function currently doesn't work as expected.
* @function Mat4(0).getRight
- * @param {Mat4} m
- * @returns {Vec3}
+ * @param {Mat4} m - The matrix.
+ * @returns {Vec3} The x-axis rotated by the rotation in the matrix.
*/
glm::vec3 getRight(const glm::mat4& m) const;
/**jsdoc
+ * Gets the "up" direction that the camera would have if its orientation was set to the rotation contained in a matrix. The
+ * High Fidelity camera has axes x = right, y = up, -z = forward.
+ * To do: This function currently doesn't work as expected.
* @function Mat4(0).getUp
- * @param {Mat4} m
- * @returns {Vec3}
+ * @param {Mat4} m - The matrix.
+ * @returns {Vec3} The y-axis rotated by the rotation in the matrix.
*/
glm::vec3 getUp(const glm::mat4& m) const;
/**jsdoc
+ * Prints a matrix to the program log as a label followed by the matrix's values.
* @function Mat4(0).print
- * @param {string} label
- * @param {Mat4} m
- * @param {boolean} [transpose=false]
+ * @param {string} label - The label to print.
+ * @param {Mat4} m - The matrix to print.
+ * @param {boolean} [transpose=false] - true
to transpose the matrix before printing (so that it prints the
+ * matrix's rows), false
to not transpose the matrix (so that it prints the matrix's columns).
+ * @example Two ways of printing a label and matrix value.
+ * var scale = Vec3.multiply(2, Vec3.ONE);
+ * var rot = Quat.fromPitchYawRollDegrees(30, 45, 60);
+ * var trans = { x: 10, y: 11, z: 12 };
+ * var matrix = Mat4.createFromScaleRotAndTrans(scale, rot, trans);
+ *
+ * Mat4.print("Matrix:", matrix);
+ * // Matrix: dmat4x4((0.707107, 1.224745, -1.414214, 0.000000),
+ * // (-1.146447, 1.478398, 0.707107, 0.000000),
+ * // (1.478398, 0.560660, 1.224745, 0.000000),
+ * // (10.000000, 11.000000, 12.000000, 1.000000))
+ *
+ * print("Matrix: " + JSON.stringify(matrix));
+ * // Matrix: {"r0c0":0.7071067094802856,"r1c0":1.2247446775436401,"r2c0":-1.4142136573791504,"r3c0":0,
+ * // "r0c1": -1.1464465856552124, "r1c1": 1.4783978462219238, "r2c1": 0.7071066498756409, "r3c1": 0,
+ * // "r0c2": 1.4783978462219238, "r1c2": 0.5606603026390076, "r2c2": 1.2247447967529297, "r3c2": 0,
+ * // "r0c3": 10, "r1c3": 11, "r2c3": 12, "r3c3": 1}
*/
void print(const QString& label, const glm::mat4& m, bool transpose = false) const;
};