2024-07-31 14:45:09 +03:00

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# *mat4* library
*mat4* contains a set of functions for work with transformation 4x4 matrices.
Most functions have several options for argument lists (overloads).
## Identity matrix - *mat4.idt(...)*
```lua
-- creates an identity matrix
mat4.idt()
-- writes an identity matrix to dst
mat4.idt(dst: matrix)
```
## Matrix determinant - *mat4.determinant(...)*
```lua
-- calculates the determinant of the matrix
mat4.determinant(m: matrix)
```
## Matrix from quaternion - *mat4.from_quat(...)*
```lua
-- creates a rotation matrix from quaternion
mat4.from_quat(quaternion: quat)
-- writes the quaternion rotation matrix to dst
mat4.from_quat(quaternion: quat, dst: matrix)
```
## Matrix multiplication - *mat4.mul(...)*
```lua
-- returns the result of matrix multiplication
mat4.mul(a: matrix, b: matrix)
-- writes the result of matrix multiplication to dst
mat4.mul(a: matrix, b: matrix, dst: matrix)
-- returns the result of multiplying a matrix and a vector
mat4.mul(a: matrix, v: vector)
-- writes the result of matrix and vector multiplication to dst
mat4.mul(a: matrix, v: vector, dst: vector)
```
## Matrix inversion - *mat4.inverse(...)*
```lua
-- returns the result of matrix inversion
mat4.inverse(m: matrix)
-- writes the result of matrix inversion to dst
mat4.inverse(m: matrix, dst: matrix)
```
## Matrix transposition - *mat4.transpose(...)*
```lua
-- returns the result of matrix transposition
mat4.transpose(m: matrix)
-- writes the result of matrix transposition to dst
mat4.transpose(m: matrix, dst: matrix)
```
## Offset - *mat4.translate(...)*
```lua
-- creates a translation matrix
mat4.translate(translation: vec3)
-- returns the result of applying a translation to matrix m
mat4.translate(m: matrix, translation: vec3)
-- writes the result of applying a translation to matrix m to dst
mat4.translate(m: matrix, translation: vec3, dst: matrix)
```
## Scaling - *mat4.scale(...)*
```lua
-- creates a scaling matrix
mat4.scale(scale: vec3)
-- returns the result of applying scaling to matrix m
mat4.scale(m: matrix, scale: vec3)
-- writes the result of applying scaling to matrix m to dst
mat4.scale(m: matrix, scale: vec3, dst: matrix)
```
## Rotation - *mat4.rotate(...)*
The angle of rotation is indicated in degrees.
```lua
-- creates a rotation matrix (angle - rotation angle) along a given axis (axis is an unit vector)
mat4.rotate(axis: vec3, angle: number)
-- returns the result of applying rotation to matrix m
mat4.rotate(m: matrix, axis: vec3, angle: number)
-- writes the result of applying rotation to matrix m to dst
mat4.rotate(m: matrix, axis: vec3, angle: number, dst: matrix)
```
## Decomposition - *mat4.decompose(...)*
Decomposes the transformation matrix into its components.
```lua
mat4.decompose(m: matrix)
-- returns a table:
{
scale=vec3,
rotation=matrix,
quaternion=quat,
translation=vec3,
skew=vec3,
perspective=vec4
} or nil
```
## Look at point - *mat4.look_at(...)*
```lua
-- creates a view matrix from the 'eye' point to the 'center' point with up vector specified
mat4.look_at(eye: vec3, center: vec3, up: vec3)
-- writes the view matrix to dst
mat4.look_at(eye: vec3, center: vec3, up: vec3, dst: matrix)
```
## Casting to string - *mat4.tostring(...)*
```lua
-- returns a string representing the contents of the matrix
mat4.tostring(m: matrix)
-- returns a string representing the contents of the matrix, human-readable if multiline = true
mat4.tostring(m: matrix, multiline: bool)
```