vect-0.4.6: A low-dimensional linear algebra library, tailored to computer graphics.

Data.Vect.Float.Util.Projective

Description

Classic 4x4 projective matrices, encoding the affine transformations of R^3. Our convention is that they are intended for multiplication on the right, that is, they are of the form

     _____
 [  |     |  0  ]
 [  | 3x3 |  0  ]
 [  |_____|  0  ]
 [  p  q  r  1  ]

Please note that by default, OpenGL stores the matrices (in memory) by columns, while we store them by rows; but OpenGL also use the opposite convention (so the OpenGL projective matrices are intended for multiplication on the left). So in effect, they are the same when stored in the memory, say with poke :: Ptr Mat4 -> Mat4 -> IO ().

Warning: The naming conventions will probably change in the future.

Synopsis

Documentation

rotateAfterProj4 :: Float -> Normal3 -> Proj4 -> Proj4Source

Synonym for m -> m .*. rotMatrixProj4 angle axis.

rotateBeforeProj4 :: Float -> Normal3 -> Proj4 -> Proj4Source

Synonym for m -> rotMatrixProj4 angle axis .*. m.

scaleBeforeProj4 :: Vec3 -> Proj4 -> Proj4Source

Equivalent to m -> scaling v .*. m.

scaleAfterProj4 :: Vec3 -> Proj4 -> Proj4Source

Equivalent to m -> m .*. scaling v.

translateAfter4 :: Vec3 -> Proj4 -> Proj4Source

Equivalent to m -> m .*. translation v.

translateBefore4 :: Vec3 -> Proj4 -> Proj4Source

Equivalent to m -> translation v .*. m.