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Name

applyMatrix()

Examples
example pic
size(100, 100, P3D);
noFill();
translate(50, 50, 0);
rotateY(PI/6); 
stroke(153);
box(35);
// Set rotation angles
float ct = cos(PI/9.0);
float st = sin(PI/9.0);          
// Matrix for rotation around the Y axis
applyMatrix(  ct, 0.0,  st,  0.0,
             0.0, 1.0, 0.0,  0.0,
             -st, 0.0,  ct,  0.0,
             0.0, 0.0, 0.0,  1.0);  
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
n00 float: numbers which define the 4x4 matrix to be multiplied
n01 float: numbers which define the 4x4 matrix to be multiplied
n02 float: numbers which define the 4x4 matrix to be multiplied
n10 float: numbers which define the 4x4 matrix to be multiplied
n11 float: numbers which define the 4x4 matrix to be multiplied
n12 float: numbers which define the 4x4 matrix to be multiplied
n03 float: numbers which define the 4x4 matrix to be multiplied
n13 float: numbers which define the 4x4 matrix to be multiplied
n20 float: numbers which define the 4x4 matrix to be multiplied
n21 float: numbers which define the 4x4 matrix to be multiplied
n22 float: numbers which define the 4x4 matrix to be multiplied
n23 float: numbers which define the 4x4 matrix to be multiplied
n30 float: numbers which define the 4x4 matrix to be multiplied
n31 float: numbers which define the 4x4 matrix to be multiplied
n32 float: numbers which define the 4x4 matrix to be multiplied
n33 float: numbers which define the 4x4 matrix to be multiplied
Returnsvoid
RelatedpushMatrix()
popMatrix()
resetMatrix()
printMatrix()
Updated on January 1, 2021 03:38:08am EST