Part of a fork of @toji's gl-matrix split into smaller pieces: this package contains glMatrix.mat4
.
mat4 = require('gl-mat4')
Will load all of the module's functionality and expose it on a single object. Note that any of the methods may also be required directly from their files.
For example, the following are equivalent:
var scale = require('gl-mat4').scale var scale = require('gl-mat4/scale')
Adds two mat4's
adjoint(out:mat4, a:mat4)Calculates the adjugate of a mat4
Creates a new mat4 initialized with values from an existing matrix
Copy the values from one mat4 to another
Creates a new identity mat4
Calculates the determinant of a mat4
fromQuat(out:mat4, q:quat4)Creates a matrix from a quaternion rotation.
fromRotation(out:mat4, rad:number, axis:vec3)Creates a matrix from a given angle around a given axis This is equivalent to (but much faster than):
mat4.identity(dest); mat4.rotate(dest, dest, rad, axis);fromRotationTranslation(out:mat4, q:quat4, v:vec3)
Creates a matrix from a quaternion rotation and vector translation. This is equivalent to (but much faster than):
mat4.identity(dest); mat4.translate(dest, vec); var quatMat = mat4.create(); quat4.toMat4(quat, quatMat); mat4.multiply(dest, quatMat);fromScaling(out:mat4, v:vec3)
Creates a matrix from a vector scaling. This is equivalent to (but much faster than):
mat4.identity(dest); mat4.translate(dest, dest, vec);fromTranslation(out:mat4, v:vec3)
Creates a matrix from a vector translation. This is equivalent to (but much faster than):
mat4.identity(dest); mat4.translate(dest, dest, vec);fromTranslation(out:mat4, v:vec3)
Creates a matrix from a vector translation This is equivalent to (but much faster than):
mat4.identity(dest); mat4.translate(dest, dest, vec);fromXRotation(out:mat4, rad:Number)
Creates a matrix from the given angle around the X axis This is equivalent to (but much faster than):
mat4.identity(dest) mat4.rotateX(dest, dest, rad)fromYRotation(out:mat4, rad:Number)
Creates a matrix from the given angle around the Y axis This is equivalent to (but much faster than):
mat4.identity(dest) mat4.rotateY(dest, dest, rad)fromZRotation(out:mat4, rad:Number)
Creates a matrix from the given angle around the Z axis This is equivalent to (but much faster than):
mat4.identity(dest) mat4.rotateZ(dest, dest, rad)frustum(out:mat4, left:Number, right:Number, bottom:Number, top:Number, near:Number, far:Number)
Generates a frustum matrix with the given bounds
Set a mat4 to the identity matrix
Inverts a mat4
lookAt(out:mat4, eye:vec3, center:vec3, up:vec3)Generates a look-at matrix with the given eye position, focal point, and up axis
multiply(out:mat4, a:mat4, b:mat4)Multiplies two mat4's
ortho(out:mat4, left:number, right:number, bottom:number, top:number, near:number, far:number)Generates a orthogonal projection matrix with the given bounds
perspective(out:mat4, fovy:number, aspect:number, near:number, far:number)Generates a perspective projection matrix with the given bounds
perspectiveFromFieldOfView(out:mat4, fov:object, near:number, far:number)Generates a perspective projection matrix with the given field of view.
rotate(out:mat4, a:mat4, rad:Number, axis:vec3)Rotates a mat4 by the given angle
rotateX(out:mat4, a:mat4, rad:Number)Rotates a matrix by the given angle around the X axis
rotateY(out:mat4, a:mat4, rad:Number)Rotates a matrix by the given angle around the Y axis
rotateZ(out:mat4, a:mat4, rad:Number)Rotates a matrix by the given angle around the Z axis
scale(out:mat4, a:mat4, v:vec3)Scales the mat4 by the dimensions in the given vec3
Returns a string representation of a mat4
sub(out:mat4, a:mat4, b:mat4)Subtracts two mat4's
translate(out:mat4, a:mat4, v:vec3)Translate a mat4 by the given vector
transpose(out:mat4, a:mat4)Transpose the values of a mat4
zlib. See LICENSE.md for details.
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