A high performance linear algebra library using native JS arrays. Geared
towards 3D graphics and use with Graphics.WebGL. All matrices are immutable.
This library uses the convention that the prefix make is creating a new
array,as without the prefix, you are applying some transform to an
existing matrix.
A matrix with all 0s, except 1s on the diagonal.
Creates a matrix from a list of elements. Returns Nothing if the length of the list is not exactly 16 (4x4).
Computes the inverse of any matrix. This is somewhat computationally
intensive. If the matrix is not invertible, Nothing is returned.
Computes the inverse of the given matrix, assuming that the matrix is orthonormal. This algorithm is more efficient than general matrix inversion, and has no possibility of failing.
Matrix multiplcation: a * b
Matrix multiplication, assuming a and b are affine: a * b
"Flip" the matrix across the diagonal by swapping row index and column index.
Creates a transform from a basis consisting of 3 linearly independent vectors.
Multiply a vector by a 4x4 matrix: m * v
Creates a matrix for a projection frustum with the given parameters.
Parameters:
* left - the left coordinate of the frustum * right- the right coordinate of the frustum * bottom - the bottom coordinate of the frustum * top - the top coordinate of the frustum * znear - the near z distance of the frustum * zfar - the far z distance of the frustum
Creates a matrix for a perspective projection with the given parameters.
Parameters:
* fovy - field of view in the y axis, in degrees * aspect - aspect ratio * znear - the near z distance of the projection * zfar - the far z distance of the projection
Creates a matrix for an orthogonal frustum projection with the given parameters.
Parameters:
* left - the left coordinate of the frustum * right- the right coordinate of the frustum * bottom - the bottom coordinate of the frustum * top - the top coordinate of the frustum * znear - the near z distance of the frustum * zfar - the far z distance of the frustum
Creates a matrix for a 2D orthogonal frustum projection with the given
parameters. znear and zfar are assumed to be -1 and 1, respectively.
Parameters:
* left - the left coordinate of the frustum * right- the right coordinate of the frustum * bottom - the bottom coordinate of the frustum * top - the top coordinate of the frustum
Creates a transformation matrix for a camera.
Parameters:
* eye - The location of the camera * center - The location of the focused object * up - The "up" direction according to the camera
Concatenates a rotation in radians about an axis to the given matrix.
Concatenates a scaling to the given matrix.
Concatenates a scaling to the given matrix.
Concatenates a translation to the given matrix.
Concatenates a translation to the given matrix.
Creates a transformation matrix for rotation in radians about the 3-element vector axis.
Creates a transformation matrix for scaling each of the x, y, and z axes by the amount given in the corresponding element of the 3-element vector.
Creates a transformation matrix for scaling by 3 scalar values, one for each of the x, y, and z directions.
Creates a transformation matrix for translating each of the x, y, and z axes by the amount given in the corresponding element of the 3-element vector.
Creates a transformation matrix for translating by 3 scalar values, one for each of the x, y, and z directions.
Convert a matrix to a record.
Convert a record to a matrix.
4x4 matrix type