| commit | 38a792cb5c2711342117f40b2e6ca8221be161c6 | [log] [tgz] |
|---|---|---|
| author | John McCutchan <john@johnmccutchan.com> | Fri Nov 08 17:37:24 2013 -0800 |
| committer | John McCutchan <john@johnmccutchan.com> | Fri Nov 08 17:37:24 2013 -0800 |
| tree | a1b7fc018406c46084c0a1aaaa605311c70cc2c0 | |
| parent | fffc7f2a565a85c56cb89b1957f13eff4b0433f4 [diff] |
Add cube, cylinder, and sphere mesh generators Contributed by Brandon Jones Signed-off-by: John McCutchan <john@johnmccutchan.com>
==============
A Vector math library for 2D and 3D applications.
position.xwz = color.grb;.1. Add the following to your project's pubspec.yaml and run pub install.
dependencies:
vector_math:
git: https://github.com/johnmccutchan/vector_math.git
2. Add the correct import for your project.
import 'package:vector_math/vector_math.dart';
Read the docs
1. Using the GLSL getter and setter syntax.
void main() {
Vector3 x = new Vector3.zero(); // Zero vector
Vector4 y = new Vector4.splat(4.0); // Vector with 4.0 in all lanes
x.zyx = y.xzz; // Sets z,y,x the values in x,z,z
}
2. Transforming a vector.
void main() {
// Rotation of pi/2 degrees around the Y axis followed by a
// translation of (5.0, 2.0, 3.0).
Matrix4 T = new Matrix4.rotationY(pi*0.5).translate(5.0, 2.0, 3.0);
// A point.
Vector3 position = new Vector3(1.0, 1.0, 1.0);
// Transform position by T.
T.transform3(position);
}
3. Invert a matrix
void main() {
// Rotation of 90 degrees around the Y axis followed by a
// translation of (5.0, 2.0, 3.0).
Matrix4 T = new Matrix4.rotationY(pi*0.5).translate(5.0, 2.0, 3.0);
// Invert T.
T.invert();
// Invert just the rotation in T.
T.invertRotation();
}
4. Rotate a vector using a quaternion
void main() {
// The X axis.
Vector3 axis = new Vector3(1.0, 0.0, 0.0);
// 90 degrees.
double angle = pi/2.0;
// Quaternion encoding a 90 degree rotation along the X axis.
Quaternion q = new Quaternion.axisAngle(axis, angle);
// A point.
Vector3 point = new Vector3(1.0, 1.0, 1.0);
// Rotate point by q.
q.rotate(point);
}