std.math.matrix¶
Module entries: mat4x4
- class mat4x4¶
This data type represents a 4x4 row-major matrix.
The implementations for various matrix operations are effectively copy-pasted from the OpenGL manpages.
- rotateX(by)¶
mat4x4 rotateX(float by)
Add a rotation around X by
by
in radians.
- rotateY(by)¶
mat4x4 rotateY(float by)
Add a rotation around Y by
by
in radians.
- rotateZ(by)¶
mat4x4 rotateZ(float by)
Add a rotation around Z by
by
in radians.
- scale(x, y, z)¶
mat4x4 scale(float x, float y, float z)
Scale the matrix in three dimensions.
- translate(x, y, z)¶
mat4x4 translate(float x, float y, float z)
Translate the matrix.
- mul(other)¶
mat4x4 mul(mat4x4 other)
Multiply with another matrix.
- transform(vec)¶
vec4f transform(vec4f vec)
- row(r)¶
vec4f row(int r)
Select a row as a vector.
- transpose()¶
mat4x4 transpose()
Transpose the matrix.
- identity()¶
mat4x4 identity()
Create an identity matrix.
- rotationX(angle)¶
mat4x4 rotationX(float angle)
Create a rotation matrix around the X axis.
- rotationY(angle)¶
mat4x4 rotationY(float angle)
Create a rotation matrix around the Y axis.
- rotationZ(angle)¶
mat4x4 rotationZ(float angle)
Create a rotation matrix around the Z axis.
- scaling(x, y, z)¶
mat4x4 scaling(float x, float y, float z)
Create a scaling matrix on three axes.
- translation(x, y, z)¶
mat4x4 translation(float x, float y, float z)
Create a translation matrix.
- ortho(left, right, bottom_, top, near, far)¶
mat4x4 ortho(float left, float right, float bottom_, float top, float near, float far)
Create an orthogonal projection matrix.
- perspective(fov, aspect, near, far)¶
mat4x4 perspective(float fov, float aspect, float near, float far)
Create a perspective matrix.