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Namespace math

Index

Functions

ApplyPosition

  • ApplyPosition(a_transform: [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number] | Float32Array, a_position: [number, number, number] | Float32Array): [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number]
  • Moves a transform by a given position, and returns the new transform. The transform is assumed to be a view transform (world->camera space).

    priv

    none

    Parameters

    • a_transform: [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number] | Float32Array

      The transform.

    • a_position: [number, number, number] | Float32Array

      Offset to move the transform by.

    Returns [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number]

    The modified transform.

ApplyPositionLocal

  • ApplyPositionLocal(a_transform: [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number] | Float32Array, a_position: [number, number, number] | Float32Array): [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number]
  • Moves a transform by a given position, and returns the new transform. The move is in the local space of the transform (e.g. moving along the z-axis will perform the move relative to the transform's local z-axis, not the world z-axis). The transform is assumed to be a view transform (world->camera space).

    priv

    none

    Parameters

    • a_transform: [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number] | Float32Array

      The transform.

    • a_position: [number, number, number] | Float32Array

      The position to apply to the transform.

    Returns [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number]

    The modified transform.

ApplyRotation

  • ApplyRotation(a_transform: [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number] | Float32Array, a_rotation: [number, number, number, number] | Float32Array): [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number]
  • Applies a rotation to a transform, and returns the new transform. The transform is assumed to be a view transform (world->camera space).

    priv

    none

    Parameters

    • a_transform: [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number] | Float32Array

      The transform.

    • a_rotation: [number, number, number, number] | Float32Array

      The rotation to apply to the transform.

    Returns [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number]

    The modified transform.

ApplyRotationLocal

  • ApplyRotationLocal(a_transform: [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number] | Float32Array, a_rotation: [number, number, number, number] | Float32Array): [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number]
  • Applies a rotation to a transform, and returns the new transform. The rotation is in the local space of the transform (e.g. rotating around the z-axis will perform the rotation relative to the transform's local z-axis, not the world z-axis). The transform is assumed to be a view transform (world->camera space).

    priv

    none

    Parameters

    • a_transform: [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number] | Float32Array

      The transform.

    • a_rotation: [number, number, number, number] | Float32Array

      The rotation to apply to the transform.

    Returns [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number]

    The modified transform.

ApplyScale

  • ApplyScale(a_transform: [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number] | Float32Array, a_scale: [number, number, number] | Float32Array): [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number]
  • Scales a transform by a given amount, and returns the new transform. The transform is assumed to be a view transform (world->camera space).

    priv

    none

    Parameters

    • a_transform: [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number] | Float32Array

      The transform.

    • a_scale: [number, number, number] | Float32Array

      The scale to apply.

    Returns [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number]

    The modified transform.

GetPosition

  • GetPosition(a_transform: [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number] | Float32Array): [number, number, number]
  • Returns the position component of a transform matrix. The transform is assumed to be a view transform (world->camera space).

    priv

    none

    Parameters

    • a_transform: [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number] | Float32Array

      The transform.

    Returns [number, number, number]

    The position.

GetRotation

  • GetRotation(a_transform: [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number] | Float32Array): [number, number, number, number]
  • Returns the rotation component of a transform matrix. The transform is assumed to be a view transform (world->camera space).

    priv

    none

    Parameters

    • a_transform: [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number] | Float32Array

      The transform.

    Returns [number, number, number, number]

    The rotation.

GetScale

  • GetScale(a_transform: [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number] | Float32Array): [number, number, number]
  • Returns the scale component of a transform matrix. The transform is assumed to be a view transform (world->camera space).

    priv

    none

    Parameters

    • a_transform: [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number] | Float32Array

      The transform.

    Returns [number, number, number]

    The scale.

GetViewTransform

  • GetViewTransform(a_position: [number, number, number] | Float32Array, a_rotation: [number, number, number, number] | Float32Array, a_scale: [number, number, number] | Float32Array): [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number]
  • Creates a view transform matrix from position, rotation, and scale components.

    priv

    none

    Parameters

    • a_position: [number, number, number] | Float32Array

      The position component.

    • a_rotation: [number, number, number, number] | Float32Array

      The rotation component.

    • a_scale: [number, number, number] | Float32Array

      The scale component.

    Returns [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number]

    The new transform.

SetPosition

  • SetPosition(a_transform: [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number] | Float32Array, a_position: [number, number, number] | Float32Array): [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number]
  • Returns a copy of a transform matrix, with the position component replaced by a new position. The transform is assumed to be a view transform (world->camera space).

    priv

    none

    Parameters

    • a_transform: [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number] | Float32Array

      The transform.

    • a_position: [number, number, number] | Float32Array

      The new position.

    Returns [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number]

    The modified transform.

SetRotation

  • SetRotation(a_transform: [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number] | Float32Array, a_rotation: [number, number, number, number] | Float32Array): [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number]
  • Returns a copy of a transform matrix, with the rotation component replaced by a new rotation. The transform is assumed to be a view transform (world->camera space).

    priv

    none

    Parameters

    • a_transform: [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number] | Float32Array

      The transform.

    • a_rotation: [number, number, number, number] | Float32Array

      The new rotation.

    Returns [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number]

    The modified transform.

SetScale

  • SetScale(a_transform: [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number] | Float32Array, a_scale: [number, number, number] | Float32Array): [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number]
  • Returns a copy of a transform matrix, with the scale component replaced by a new scale. The transform is assumed to be a view transform (world->camera space).

    priv

    none

    Parameters

    • a_transform: [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number] | Float32Array

      The transform.

    • a_scale: [number, number, number] | Float32Array

      The new scale.

    Returns [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number]

    The modified transform.

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