Identity matrix
Rotation matrix for 180deg around x-axis
Rotation matrix for 90deg around x-axis
Rotation matrix for 90deg around first x-axis and then y-axis
Rotation matrix for 180deg around y-axis
Rotation matrix for 270deg around y-axis
Rotation matrix for 90deg around y-axis
Rotation matrix for 90deg around first y-axis and then 180deg around z-axis
Rotation matrix for 180deg around z-axis
Rotation matrix for 90deg around z-axis
Rotation matrix for 90deg around first z-axis and then 180deg around x-axis
Rotation matrix for 90deg around first z-axis and then y-axis
Rotation matrix for 90deg around first z-axis and then y-axis and then z-axis
Copies the mat3 into upper-left 3x3 values.
Perm is 0-indexed permutation
Returns a quaternion representing the rotational component of a transformation matrix.
Returns the scaling factor component of a transformation matrix.
Returns the translation vector component of a transformation matrix.
Check if the matrix has the form [ Rotation Translation ] [ 0 1 ]
Allows for improper rotations
Check if the matrix has only translation and uniform scaling [ S 0 0 X ] [ 0 S 0 Y ] [ 0 0 S Z ] [ 0 0 0 1 ]
Generates a look-at matrix with the given eye position, focal point, and up axis
Like mul
but with offsets into arrays
Generates a orthogonal projection matrix with the given bounds
Generates a perspective projection (frustum) matrix with the given bounds
Sets the specified quaternion with values corresponding to the given axes. Each axis is a vec3 and is expected to be unit length and perpendicular to all other specified axes.
Generates a matrix that makes something look at something else.
Translate a Mat4 by the given Vec3
Generated using TypeDoc
Stores a 4x4 matrix in a column major (j * 4 + i indexing) format.