Name

applyMatrix

Examples
settings <- function() {
    size(100, 100, P3D)
}

draw <- function() {
    noFill()
    translate(50, 50, 0)
    rotateY(PI/6)
    stroke(153)
    box(35)
    # Set rotation angles
    ct = cos(PI/9)
    st = sin(PI/9)
    # Matrix for rotation around the Y axis
    applyMatrix(ct, 0, st, 0, 0, 1, 0, 0, -st, 0, ct, 0, 0, 0, 0, 
        1)
    stroke(255)
    box(50)
}
Description Multiplies the current matrix by the one specified through the parameters. This is very slow because it will try to calculate the inverse of the transform, so avoid it whenever possible. The equivalent function in OpenGL is glMultMatrix().
Syntax
applyMatrix(source)
applyMatrix(n00, n01, n02, n10, n11, n12)
applyMatrix(n00, n01, n02, n03, n10, n11, n12, n13, n20, n21, n22, n23, n30, n31, n32, n33)
Parameters
n00float: numbers which define the 4x4 matrix to be multiplied
n01float: numbers which define the 4x4 matrix to be multiplied
n02float: numbers which define the 4x4 matrix to be multiplied
n10float: numbers which define the 4x4 matrix to be multiplied
n11float: numbers which define the 4x4 matrix to be multiplied
n12float: numbers which define the 4x4 matrix to be multiplied
n03float: numbers which define the 4x4 matrix to be multiplied
n13float: numbers which define the 4x4 matrix to be multiplied
n20float: numbers which define the 4x4 matrix to be multiplied
n21float: numbers which define the 4x4 matrix to be multiplied
n22float: numbers which define the 4x4 matrix to be multiplied
n23float: numbers which define the 4x4 matrix to be multiplied
n30float: numbers which define the 4x4 matrix to be multiplied
n31float: numbers which define the 4x4 matrix to be multiplied
n32float: numbers which define the 4x4 matrix to be multiplied
n33float: numbers which define the 4x4 matrix to be multiplied
Related pushMatrix
popMatrix
resetMatrix
printMatrix
Creative Commons License