| commit | 8f42d62f0f7d4cc6285021ad33356f451c2f1fee | [log] [tgz] | 
|---|---|---|
| author | John McCutchan <john@johnmccutchan.com> | Mon Mar 11 18:24:45 2013 -0700 | 
| committer | John McCutchan <john@johnmccutchan.com> | Mon Mar 11 18:24:45 2013 -0700 | 
| tree | 8e8f05717eb4606af8e7e85c278494e26685fa5f | |
| parent | 095384a632ec2f95881fee005c09412e71d8ecb0 [diff] | 
0.9.6 release
==============
A Vector math library for 2D and 3D applications.
position.xwz = color.grb;.new vec3(new vec2(x,y), z);.1. Add the following to your project's pubspec.yaml and run pub install.
dependencies:
  vector_math:
    git: https://github.com/johnmccutchan/DartVectorMath.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() {
	vec3 x = new vec3(); // Zero vector
	vec4 y = new vec4(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).
	mat4 T = new mat4.rotationY(pi*0.5).translate(5.0, 2.0, 3.0);
	// A point.
	vec3 position = new vec3.raw(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).
	mat4 T = new mat4.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.
	vec3 axis = new vec3.raw(1.0, 0.0, 0.0);
	// 90 degrees.
	double angle = pi/2.0;
	// Quaternion encoding a 90 degree rotation along the X axis. 
	quat q = new quat.axisAngle(axis, angle);
	// A point.
	vec3 point = new vec3.raw(1.0, 1.0, 1.0);
	// Rotate point by q.
	q.rotate(point);
}