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| Data.Vec.LinAlg.Transform3D |
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| Description |
| Some 4x4 transformation matrices, using a right handed coordinate system.
These matrices are used by multiplying vectors from the right.
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| Synopsis |
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| Documentation |
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| A 4x4 translation matrix
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| :: Floating a | | | => a | The angle in radians
| | -> Mat44 a | | | A 4x4 rotation matrix for a rotation around the X axis
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| :: Floating a | | | => a | The angle in radians
| | -> Mat44 a | | | A 4x4 rotation matrix for a rotation around the Y axis
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| :: Floating a | | | => a | The angle in radians
| | -> Mat44 a | | | A 4x4 rotation matrix for a rotation around the Z axis
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| :: 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
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| A 4x4 rotation matrix from the euler angles yaw pitch and roll. Could be useful in e.g.
first person shooter games,
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| :: Num a | | | => Vec4 a | The quaternion with the real part (w) last
| | -> Mat44 a | | | A 4x4 rotation matrix from a normalized quaternion. Useful for most free flying rotations, such as airplanes.
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| A 4x4 scaling matrix
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| :: Floating a | | | => a | Near plane clipping distance
| | -> a | Far plane clipping distance
| | -> 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
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| :: 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
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| Produced by Haddock version 2.4.2 |