File: matrix_transform.sb

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\c\This file was generated using a tool\c\
\h1\matrix_transform methods\h1\
The following methods are all part of the \b\matrix_transform methods\b\.
Defines functions that generate common transformation matrices.
\h2\Table of contents\h2\
\ul\
\-\\url #identity-function\\b\identity\b\ function\url\
\-\\url #lookat-function\\b\lookAt\b\ function\url\
\-\\url #lookatlh-function\\b\lookAtLH\b\ function\url\
\-\\url #lookatrh-function\\b\lookAtRH\b\ function\url\
\-\\url #rotate-function\\b\rotate\b\ function\url\
\-\\url #rotate_slow-function\\b\rotate_slow\b\ function\url\
\-\\url #scale-function\\b\scale\b\ function\url\
\-\\url #scale_slow-function\\b\scale_slow\b\ function\url\
\-\\url #translate-function\\b\translate\b\ function\url\
\ul\
\h3\identity() function\h3\
\raw\#### <code>glm.<code>**identity**(**matrix_type**: *type*) -\\> *matNxM*</code></code>\raw\
\raw\&emsp;&emsp;\raw\Builds an identity matrix.

\h3\lookAt() function\h3\
\raw\#### <code>glm.<code>**lookAt**(**eye**: *vec3*, **center**: *vec3*, **up**: *vec3*) -\\> *mat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\Build a look at view matrix based on the default handedness.

\h3\lookAtLH() function\h3\
\raw\#### <code>glm.<code>**lookAtLH**(**eye**: *vec3*, **center**: *vec3*, **up**: *vec3*) -\\> *mat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\Build a left handed look at view matrix.

\h3\lookAtRH() function\h3\
\raw\#### <code>glm.<code>**lookAtRH**(**eye**: *vec3*, **center**: *vec3*, **up**: *vec3*) -\\> *mat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\Build a right handed look at view matrix.

\h3\rotate() function\h3\
\raw\#### <code>glm.<code>**rotate**(**angle**: *number*, **axis**: *vec3*) -\\> *mat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\Builds a rotation 4 x 4 matrix created from an axis vector and an angle.

\raw\#### <code>glm.<code>**rotate**(**angle**: *number*) -\\> *mat3x3*</code></code>\raw\
\raw\&emsp;&emsp;\raw\Builds a rotation 3 x 3 matrix created from an angle.

\raw\#### <code>glm.<code>**rotate**(**m**: *mat4x4*, **angle**: *number*, **axis**: *vec3*) -\\> *mat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\Builds a rotation 4 x 4 matrix created from an axis vector and an angle.
\raw\&emsp;&emsp;\raw\\code\m\code\ is the input matrix multiplied by this translation matrix

\raw\#### <code>glm.<code>**rotate**(**m**: *mat3x3*, **angle**: *number*) -\\> *mat3x3*</code></code>\raw\
\raw\&emsp;&emsp;\raw\Builds a rotation 3 x 3 matrix created from an angle.
\raw\&emsp;&emsp;\raw\\code\m\code\ is the input matrix multiplied by this translation matrix

\raw\#### <code>glm.<code>**rotate**(**v**: *vec2*, **angle**: *float*) -\\> *vec2*</code></code>\raw\
\raw\&emsp;&emsp;\raw\Rotate a two dimensional vector.

\raw\#### <code>glm.<code>**rotate**(**v**: *vec3*, **angle**: *float*, **normal**: *vec3*) -\\> *vec3*</code></code>\raw\
\raw\&emsp;&emsp;\raw\Rotate a three dimensional vector around an axis.

\raw\#### <code>glm.<code>**rotate**(**v**: *vec4*, **angle**: *float*, **normal**: *vec3*) -\\> *vec4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\Rotate a four dimensional vector around an axis.

\raw\#### <code>glm.<code>**rotate**(**q**: *quat*, **angle**: *float*, **axis**: *vec3*) -\\> *quat*</code></code>\raw\
\raw\&emsp;&emsp;\raw\Rotates a quaternion from a vector of 3 components axis and an angle.

\h3\rotate_slow() function\h3\
\raw\#### <code>glm.<code>**rotate_slow**(**m**: *mat4x4*, **angle**: *number*, **axis**: *vec3*) -\\> *mat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\Builds a rotation 4 x 4 matrix created from an axis vector and an angle.

\h3\scale() function\h3\
\raw\#### <code>glm.<code>**scale**(**v**: *vec3*) -\\> *mat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\Builds a scale 4 x 4 matrix created from 3 scalars.

\raw\#### <code>glm.<code>**scale**(**v**: *vec2*) -\\> *mat3x3*</code></code>\raw\
\raw\&emsp;&emsp;\raw\Builds a scale 3 x 3 matrix created from a vector of 2 components.

\raw\#### <code>glm.<code>**scale**(**m**: *mat4x4*, **v**: *vec3*) -\\> *mat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\Builds a scale 4 x 4 matrix created from 3 scalars.
\raw\&emsp;&emsp;\raw\\code\m\code\ is the input matrix multiplied by this translation matrix

\raw\#### <code>glm.<code>**scale**(**m**: *mat3x3*, **v**: *vec2*) -\\> *mat3x3*</code></code>\raw\
\raw\&emsp;&emsp;\raw\Builds a scale 3 x 3 matrix created from a vector of 2 components.
\raw\&emsp;&emsp;\raw\\code\m\code\ is the input matrix multiplied by this translation matrix

\h3\scale_slow() function\h3\
\raw\#### <code>glm.<code>**scale_slow**(**m**: *mat4x4*, **v**: *vec3*) -\\> *mat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\Builds a scale 4 x 4 matrix created from 3 scalars.

\h3\translate() function\h3\
\raw\#### <code>glm.<code>**translate**(**v**: *vec3*) -\\> *mat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\Builds a translation 4 x 4 matrix created from a vector of 3 components.

\raw\#### <code>glm.<code>**translate**(**v**: *vec2*) -\\> *mat3x3*</code></code>\raw\
\raw\&emsp;&emsp;\raw\Builds a translation 3 x 3 matrix created from a vector of 2 components.

\raw\#### <code>glm.<code>**translate**(**m**: *mat4x4*, **v**: *vec3*) -\\> *mat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\Builds a translation 4 x 4 matrix created from a vector of 3 components.
\raw\&emsp;&emsp;\raw\\code\m\code\ is the input matrix multiplied by this translation matrix

\raw\#### <code>glm.<code>**translate**(**m**: *mat3x3*, **v**: *vec2*) -\\> *mat3x3*</code></code>\raw\
\raw\&emsp;&emsp;\raw\Builds a translation 3 x 3 matrix created from a vector of 2 components.
\raw\&emsp;&emsp;\raw\\code\m\code\ is the input matrix multiplied by this translation matrix