commit | ff680780e738f8cde042eff0cfeaee685b94ae0f | [log] [tgz] |
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author | Oliver Sand <oliver.sand@tentaclelabs.com> | Fri Feb 07 20:33:42 2014 +0100 |
committer | Oliver Sand <oliver.sand@tentaclelabs.com> | Fri Feb 07 20:33:42 2014 +0100 |
tree | 27d9a27847390dda36eba99a9394b5d35b1e5cd5 | |
parent | 349577c03d5d4c9b2374ff695dfc0c2d0f9d74ff [diff] |
Fix typo
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 get
.
dependencies: vector_math: any
If you want to stay on the latest developent version, add a dependency to the Git repository. You may also need to use it if another library uses the Git dependency.
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.
import 'package:vector_math/vector_math.dart'; void main() { Vector3 x = new Vector3.zero(); // Zero vector Vector4 y = new Vector4.splatter(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.
import 'dart:math'; import 'package:vector_math/vector_math.dart'; 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
import 'dart:math'; import 'package:vector_math/vector_math.dart'; 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
import 'dart:math'; import 'package:vector_math/vector_math.dart'; 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); }