Constants
degrees2Radians
→ const double
Constant factor to convert and angle from degrees to radians.
math.pi / 180.0
radians2Degrees
→ const double
Constant factor to convert and angle from radians to degrees.
180.0 / math.pi
Functions
absoluteError (dynamic calculated , dynamic correct )
→ double
Returns absolute error between calculated
and correct
.
The type of calculated
and correct
must match and can
be any vector, matrix, or quaternion.
buildPlaneVectors (Vector3 planeNormal , Vector3 u , Vector3 v )
→ void
Sets u
and v
to be two vectors orthogonal to each other and
planeNormal
.
catmullRom (double edge0 , double edge1 , double edge2 , double edge3 , double amount )
→ double
Do a catmull rom spline interpolation with edge0
, edge1
, edge2
and
edge3
by amount
.
cross2 (Vector2 x , Vector2 y )
→ double
2D cross product. vec2 x vec2.
cross2A (double x , Vector2 y , Vector2 out )
→ void
2D cross product. double x vec2.
cross2B (Vector2 x , double y , Vector2 out )
→ void
2D cross product. vec2 x double.
cross3 (Vector3 x , Vector3 y , Vector3 out )
→ void
3D Cross product.
degrees (double radians )
→ double
Convert radians
to degrees.
dot2 (Vector2 x , Vector2 y )
→ double
2D dot product.
dot3 (Vector3 x , Vector3 y )
→ double
3D dot product.
makeFrustumMatrix (double left , double right , double bottom , double top , double near , double far )
→ Matrix4
Constructs a new OpenGL perspective projection matrix. [...]
makeInfiniteMatrix (double fovYRadians , double aspectRatio , double zNear )
→ Matrix4
Constructs a new OpenGL infinite projection matrix. [...]
makeOrthographicMatrix (double left , double right , double bottom , double top , double near , double far )
→ Matrix4
Constructs a new OpenGL orthographic projection matrix. [...]
makePerspectiveMatrix (double fovYRadians , double aspectRatio , double zNear , double zFar )
→ Matrix4
Constructs a new OpenGL perspective projection matrix. [...]
makePlaneProjection (Vector3 planeNormal , Vector3 planePoint )
→ Matrix4
Returns a transformation matrix that transforms points onto
the plane specified with planeNormal
and planePoint
.
makePlaneReflection (Vector3 planeNormal , Vector3 planePoint )
→ Matrix4
Returns a transformation matrix that transforms points by reflecting
them through the plane specified with planeNormal
and planePoint
.
makeViewMatrix (Vector3 cameraPosition , Vector3 cameraFocusPosition , Vector3 upDirection )
→ Matrix4
Constructs a new OpenGL view matrix. [...]
mix (double min , double max , double a )
→ double
Interpolate between min
and max
with the amount of a
using a linear
interpolation. The computation is equivalent to the GLSL function mix.
pickRay (Matrix4 cameraMatrix , num viewportX , num viewportWidth , num viewportY , num viewportHeight , num pickX , num pickY , Vector3 rayNear , Vector3 rayFar )
→ bool
On success, rayNear
and rayFar
are the points where
the screen space pickX
, pickY
intersect with the near and far
planes respectively. [...]
radians (double degrees )
→ double
Convert degrees
to radians.
relativeError (dynamic calculated , dynamic correct )
→ double
Returns relative error between calculated
and correct
.
The type of calculated
and correct
must match and can
be any vector, matrix, or quaternion.
setFrustumMatrix (Matrix4 perspectiveMatrix , double left , double right , double bottom , double top , double near , double far )
→ void
Constructs an OpenGL perspective projection matrix in perspectiveMatrix
. [...]
setInfiniteMatrix (Matrix4 infiniteMatrix , double fovYRadians , double aspectRatio , double zNear )
→ void
Constructs an OpenGL infinite projection matrix in infiniteMatrix
.
fovYRadians
specifies the field of view angle, in radians, in the y
direction.
aspectRatio
specifies the aspect ratio that determines the field of view
in the x direction. The aspect ratio of x (width) to y (height).
zNear
specifies the distance from the viewer to the near plane
(always positive).
setModelMatrix (Matrix4 modelMatrix , Vector3 forwardDirection , Vector3 upDirection , double tx , double ty , double tz )
→ void
Constructs an OpenGL model matrix in modelMatrix
.
Model transformation is the inverse of the view transformation.
Model transformation is also known as "camera" transformation.
Model matrix is commonly used to compute a object location/orientation into
the full model-view stack. [...]
setOrthographicMatrix (Matrix4 orthographicMatrix , double left , double right , double bottom , double top , double near , double far )
→ void
Constructs an OpenGL orthographic projection matrix in orthographicMatrix
. [...]
setPerspectiveMatrix (Matrix4 perspectiveMatrix , double fovYRadians , double aspectRatio , double zNear , double zFar )
→ void
Constructs an OpenGL perspective projection matrix in perspectiveMatrix
. [...]
setRotationMatrix (Matrix4 rotationMatrix , Vector3 forwardDirection , Vector3 upDirection )
→ void
Constructs a rotation matrix in rotationMatrix
. [...]
setViewMatrix (Matrix4 viewMatrix , Vector3 cameraPosition , Vector3 cameraFocusPosition , Vector3 upDirection )
→ void
Constructs an OpenGL view matrix in viewMatrix
.
View transformation is the inverse of the model transformation.
View matrix is commonly used to compute the camera location/orientation into
the full model-view stack. [...]
smoothStep (double edge0 , double edge1 , double amount )
→ double
Do a smooth step (hermite interpolation) interpolation with edge0
and
edge1
by amount
. The computation is equivalent to the GLSL function
smoothstep.
unproject (Matrix4 cameraMatrix , num viewportX , num viewportWidth , num viewportY , num viewportHeight , num pickX , num pickY , num pickZ , Vector3 pickWorld )
→ bool
On success, Sets pickWorld
to be the world space position of
the screen space pickX
, pickY
, and pickZ
. [...]