Safe Haskell | Safe-Infered |
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Some 4x4 transformation matrices, using a right handed coordinate system. These matrices are used by multiplying vectors from the right.

The projection matrices will produce vectors in a left handed coordinate system, i.e. where z goes into the screen.

- translation :: (Eq a, Show a, Num a) => Vec3 a -> Mat44 a
- rotationX :: Floating a => a -> Mat44 a
- rotationY :: Floating a => a -> Mat44 a
- rotationZ :: Floating a => a -> Mat44 a
- rotationVec :: Floating a => Vec3 a -> a -> Mat44 a
- rotationEuler :: (Eq a, Show a, Floating a) => Vec3 a -> Mat44 a
- rotationQuat :: Num a => Vec4 a -> Mat44 a
- rotationLookAt :: (Eq a, Show a, Floating a) => Vec3 a -> Vec3 a -> Vec3 a -> Mat44 a
- scaling :: (Eq a, Show a, Num a) => Vec3 a -> Mat44 a
- perspective :: Floating a => a -> a -> a -> a -> Mat44 a
- orthogonal :: Fractional a => a -> a -> Vec2 a -> Mat44 a

# Documentation

A 4x4 rotation matrix for a rotation around the X axis

A 4x4 rotation matrix for a rotation around the Y axis

A 4x4 rotation matrix for a rotation around the Z axis

:: Floating a | |

=> Vec3 a | The normalized vector around which the rotation goes |

-> a | The angle in radians |

-> Mat44 a |

A 4x4 rotation matrix for a rotation around an arbitrary normalized vector

rotationEuler :: (Eq a, Show a, Floating a) => Vec3 a -> Mat44 aSource

A 4x4 rotation matrix from the euler angles yaw pitch and roll. Could be useful in e.g. first person shooter games,

A 4x4 rotation matrix from a normalized quaternion. Useful for most free flying rotations, such as airplanes.

:: (Eq a, Show a, Floating a) | |

=> Vec3 a | The up direction, not necessary unit length or perpendicular to the view vector |

-> Vec3 a | The viewers position |

-> Vec3 a | The point to look at |

-> Mat44 a |

A 4x4 rotation matrix for turning toward a point. Useful for targeting a camera to a specific point.

:: Floating a | |

=> a | Near plane clipping distance (always positive) |

-> a | Far plane clipping distance (always positive) |

-> a | Field of view of the y axis, in radians |

-> a | Aspect ratio, i.e. screen's width/height |

-> Mat44 a |

A perspective projection matrix for a right handed coordinate system looking down negative z. This will project far plane to `z = +1`

and near plane to `z = -1`

, i.e. into a left handed system.

:: Fractional a | |

=> a | Near plane clipping distance |

-> a | Far plane clipping distance |

-> Vec2 a | The size of the view (center aligned around origo) |

-> Mat44 a |

An orthogonal projection matrix for a right handed coordinate system looking down negative z. This will project far plane to `z = +1`

and near plane to `z = -1`

, i.e. into a left handed system.