Package Exports
- gl-mat4
- gl-mat4/clone
- gl-mat4/copy
- gl-mat4/create
- gl-mat4/determinant
- gl-mat4/fromQuat
- gl-mat4/fromRotationTranslation
- gl-mat4/frustum
- gl-mat4/identity
- gl-mat4/invert
- gl-mat4/lookAt
- gl-mat4/multiply
- gl-mat4/ortho
- gl-mat4/perspective
- gl-mat4/rotate
- gl-mat4/rotateX
- gl-mat4/rotateY
- gl-mat4/rotateZ
- gl-mat4/scale
- gl-mat4/translate
- gl-mat4/transpose
This package does not declare an exports field, so the exports above have been automatically detected and optimized by JSPM instead. If any package subpath is missing, it is recommended to post an issue to the original package (gl-mat4) to support the "exports" field. If that is not possible, create a JSPM override to customize the exports field for this package.
Readme
gl-mat4 
Part of a fork of @toji's
gl-matrix split into smaller pieces: this
package contains glMatrix.mat4
.
Usage
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')
API
- adjoint()
- clone()
- copy()
- create()
- determinant()
- fromQuat()
- fromRotation()
- fromRotationTranslation()
- fromScaling()
- fromTranslation()
- fromXRotation()
- fromYRotation()
- fromZRotation()
- frustum()
- identity()
- invert()
- lookAt()
- multiply()
- ortho()
- perspective()
- perspectiveFromFieldOfView()
- rotate()
- rotateX()
- rotateY()
- rotateZ()
- scale()
- str()
- translate()
- transpose()
adjoint(out:mat4, a:mat4)
Calculates the adjugate of a mat4
clone(a:mat4)
Creates a new mat4 initialized with values from an existing matrix
copy(out:mat4, a:mat4)
Copy the values from one mat4 to another
create()
Creates a new identity mat4
determinant(a: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
identity(out:mat4)
Set a mat4 to the identity matrix
invert(out:mat4, a:mat4)
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
str(mat:mat4)
Returns a string representation of a mat4
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
License
zlib. See LICENSE.md for details.