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Library: Math: Matrix
Matrices are collection of variables represented in tabular format (Rows & Columns). Often we've have to deal with multiple coordinates when either dealing with general or complex mathematics; Matrices do help a lot to make the workflow easier in such scenarios. Moreover they are also widely used in games for representing element's positional/rotational matrix.
If you still have no idea how useful they are or where to apply/utilize them in the right way, then make sure to read: https://personalpages.manchester.ac.uk/staff/ctdodson/matrices.pdf
It's already imported by default whenever you import assetify. You need to declare the below globally only once:
loadstring(exports.assetify_library:import())()-
local cMatrix1, cMatrix2 = math.matrix({1, 1, 1, 1}, {1, 1, 1, 1}), math.matrix({2, 2, 2, 2}, {2, 2, 2, 2}) local resultant = cMatrix1 + cMatrix2
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local cMatrix1, cMatrix2 = math.matrix({1, 1, 1, 1}, {1, 1, 1, 1}), math.matrix({2, 2, 2, 2}, {2, 2, 2, 2}) local resultant = cMatrix1 - cMatrix2
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local cMatrix1, cMatrix2 = math.matrix({1, 1, 1, 1}, {1, 1, 1, 1}), math.matrix({2, 2, 2, 2}, {2, 2, 2, 2}) local resultant = cMatrix1 * cMatrix2
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local cMatrix1, cMatrix2 = math.matrix({1, 1, 1, 1}, {1, 1, 1, 1}), math.matrix({2, 2, 2, 2}, {2, 2, 2, 2}) local resultant = cMatrix1 / cMatrix2
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✨ Retrieve's instance's type.
local string: type = self:getType()
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✨ Creates a matrix instance.
local matrix: cMatrix = math.matrix( ~: ...{~float: ...values} )
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✨ Destroys an existing matrix.
local bool: result = self:destroy()
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✨ Scales matrix w/ specified scale.
local matrix: self = self:scale( float: scale )
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✨ Transforms a valid location matrix.
--Note: All coordinates must be offsets, i.e, they must be relative local matrix: cMatrix = self:transform( matrix: rotationMatrix, float: x, float: y, float: z )