| commit | 095384a632ec2f95881fee005c09412e71d8ecb0 | [log] [tgz] |
|---|---|---|
| author | John McCutchan <john@johnmccutchan.com> | Fri Mar 01 08:05:08 2013 -0800 |
| committer | John McCutchan <john@johnmccutchan.com> | Fri Mar 01 08:05:08 2013 -0800 |
| tree | c8a1525b80c73db2cc0e1899995b1aad02b8a31d | |
| parent | 1cf588134f05281feb33cb5f63b7234c497e4748 [diff] |
Refactor OpenGL Matrix API. Signed-off-by: John McCutchan <john@johnmccutchan.com>
==============
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);
}