GLMatrix.Mat4
- Package
- purescript-gl-matrix
- Repository
- dirkz/purescript-gl-matrix
#FieldOfView Source
type FieldOfView = { downDegrees :: Number, leftDegrees :: Number, rightDegrees :: Number, upDegrees :: Number }
#fieldOfView Source
fieldOfView :: Number -> Number -> Number -> Number -> FieldOfView
#determinant Source
determinant :: Mat4 -> Number
Calculates the determinant of a Mat4
#fromRotation Source
fromRotation :: Number -> Vec3 -> Mat4
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);
#fromScaling Source
fromScaling :: Vec3 -> Mat4
Creates a matrix from a vector scaling This is equivalent to (but much faster than): mat4.identity(dest); mat4.scale(dest, dest, vec);
#fromTranslation Source
fromTranslation :: Vec3 -> Mat4
Creates a matrix from a vector translation This is equivalent to (but much faster than): mat4.identity(dest); mat4.translate(dest, dest, vec);
#fromXRotation Source
fromXRotation :: Number -> Mat4
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 Source
fromYRotation :: Number -> Mat4
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 Source
fromZRotation :: Number -> Mat4
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);
#getScaling Source
getScaling :: Mat4 -> Vec3
Returns the scaling factor component of a transformation matrix. If a matrix is built with fromRotationTranslationScale with a normalized Quaternion paramter, the returned vector will be the same as the scaling vector originally supplied.
#getTranslation Source
getTranslation :: Mat4 -> Vec3
Returns the translation vector component of a transformation matrix. If a matrix is built with fromRotationTranslation, the returned vector will be the same as the translation vector originally supplied.
#multiplyScalar Source
multiplyScalar :: Mat4 -> Number -> Mat4
Multiply each element of the matrix by a scalar
#multiplyScalarAndAdd Source
multiplyScalarAndAdd :: Mat4 -> Mat4 -> Number -> Mat4
Adds two Mat4's after multiplying each element of the second operand by a scalar value
#perspectiveFromFieldOfView Source
perspectiveFromFieldOfView :: FieldOfView -> Number -> Number -> Mat4
Generates a perspective projection matrix with the given field of view. This is primarily useful for generating projection matrices to be used with the still experiemental WebVR API.