commit | 9dc53be4effb30e3b180b4a3f17d6d0a1f9479ef | [log] [tgz] |
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author | John McCutchan <john@johnmccutchan.com> | Sun Mar 17 12:00:01 2013 -0700 |
committer | John McCutchan <john@johnmccutchan.com> | Sun Mar 17 12:00:01 2013 -0700 |
tree | 9d5a55d8fccf8b52c9d8dd81995d58683f8ea6a6 | |
parent | 73b835ba78f2a2fb328011be447f9e574db5f138 [diff] |
Refactor generated code. 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); }