commit | 6a21ef08f817bb77a3507b071eb0c74a0befdb0c | [log] [tgz] |
---|---|---|
author | Kevin Moore <github@j832.com> | Wed Jan 29 13:42:24 2014 -0800 |
committer | Kevin Moore <github@j832.com> | Wed Jan 29 13:42:24 2014 -0800 |
tree | 36b970e08d26d39088d9e2b13cc06fe07d36cf07 | |
parent | 76f9aa06efe24031360d9aa0add1571abc5d7027 [diff] |
formatting
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); }