public Quaternion setFromRotationMatrix(Matrix4 m) { return null; }
public void applyMatrix(Matrix4 m) { }
public Matrix4 multiplySelf(Matrix4 m) { return null; }
public Matrix4 multiplyToArray(Matrix4 a, Matrix4 b, JsNumber[] r) { return null; }
public Matrix4 copy(Matrix4 m) { return null; }
public Matrix4 multiply(Matrix4 a, Matrix4 b) { return null; }
public Vector3 setEulerFromRotationMatrix(Matrix4 m, JsString order) { return null; }
public Vector3 getScaleFromMatrix(Matrix4 m) { return null; }
public Vector4 setAxisAngleFromRotationMatrix(Matrix4 m) { return null; }
public Vector3 getPositionFromMatrix(Matrix4 m) { return null; }
/// <summary> /// Sets this matrix to a x b. /// </summary> public void multiplyMatrices(Matrix4 a, Matrix4 b) { }
/// <summary> /// Multiplies this matrix by m. /// </summary> public void multiply(Matrix4 m) { }
/// <summary> /// Extracts the rotation of the supplied matrix m into this matrix rotation component. /// </summary> /// <param name="m"></param> public void extractRotation(Matrix4 m) { }
/// <summary> /// Copies the translation component of the supplied matrix m into this matrix translation component. /// </summary> /// <param name="m"></param> public void copyPosition(Matrix4 m) { }
/// <summary> /// Copies the values of matrix m into this matrix. /// </summary> public void copy(Matrix4 m) { }