Skip to content

stackgl/gl-mat4

master
Switch branches/tags

Name already in use

A tag already exists with the provided branch name. Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. Are you sure you want to create this branch?
Code

Files

Permalink
Failed to load latest commit information.
Type
Name
Latest commit message
Commit time
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

gl-mat4 stable

Part of a fork of @toji's gl-matrix split into smaller pieces: this package contains glMatrix.mat4.

Usage

NPM

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

add(out:mat4, a:mat4, b:mat4)

Adds two mat4's

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

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

License

zlib. See LICENSE.md for details.

About

gl-matrix's mat4, split into smaller pieces

Resources

License

Stars

Watchers

Forks

Packages

No packages published