linear-1.20.2: Linear Algebra

Copyright(C) 2015 Edward Kmett
LicenseBSD-style (see the file LICENSE)
MaintainerEdward Kmett <ekmett@gmail.com>
Stabilityexperimental
Portabilitynon-portable
Safe HaskellNone
LanguageHaskell98

Linear.Projection

Description

Common projection matrices: e.g. perspective/orthographic transformation matrices.

Analytically derived inverses are also supplied, because they can be much more accurate in practice than computing them through general purpose means

Synopsis

Documentation

lookAt Source

Arguments

:: (Epsilon a, Floating a) 
=> V3 a

Eye

-> V3 a

Center

-> V3 a

Up

-> M44 a 

Build a look at view matrix

perspective Source

Arguments

:: Floating a 
=> a

FOV (y direction, in radians)

-> a

Aspect ratio

-> a

Near plane

-> a

Far plane

-> M44 a 

Build a matrix for a symmetric perspective-view frustum

inversePerspective Source

Arguments

:: Floating a 
=> a

FOV (y direction, in radians)

-> a

Aspect ratio

-> a

Near plane

-> a

Far plane

-> M44 a 

Build an inverse perspective matrix

infinitePerspective Source

Arguments

:: Floating a 
=> a

FOV (y direction, in radians)

-> a

Aspect Ratio

-> a

Near plane

-> M44 a 

Build a matrix for a symmetric perspective-view frustum with a far plane at infinite

inverseInfinitePerspective Source

Arguments

:: Floating a 
=> a

FOV (y direction, in radians)

-> a

Aspect Ratio

-> a

Near plane

-> M44 a 

frustum Source

Arguments

:: Floating a 
=> a

Left

-> a

Right

-> a

Bottom

-> a

Top

-> a

Near

-> a

Far

-> M44 a 

Build a perspective matrix per the classic glFrustum arguments.

inverseFrustum Source

Arguments

:: Floating a 
=> a

Left

-> a

Right

-> a

Bottom

-> a

Top

-> a

Near

-> a

Far

-> M44 a 

ortho Source

Arguments

:: Fractional a 
=> a

Left

-> a

Right

-> a

Bottom

-> a

Top

-> a

Near

-> a

Far

-> M44 a 

Build an orthographic perspective matrix from 6 clipping planes. This matrix takes the region delimited by these planes and maps it to normalized device coordinates between [-1,1]

This call is designed to mimic the parameters to the OpenGL glOrtho call, so it has a slightly strange convention: Notably: the near and far planes are negated.

Consequently:

ortho l r b t n f !* V4 l b (-n) 1 = V4 (-1) (-1) (-1) 1
ortho l r b t n f !* V4 r t (-f) 1 = V4 1 1 1 1

Examples:

>>> ortho 1 2 3 4 5 6 !* V4 1 3 (-5) 1
V4 (-1.0) (-1.0) (-1.0) 1.0
>>> ortho 1 2 3 4 5 6 !* V4 2 4 (-6) 1
V4 1.0 1.0 1.0 1.0

inverseOrtho Source

Arguments

:: Fractional a 
=> a

Left

-> a

Right

-> a

Bottom

-> a

Top

-> a

Near

-> a

Far

-> M44 a 

Build an inverse orthographic perspective matrix from 6 clipping planes