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thi.ng.geom.core.matrix


frustumclj/s

(frustum l t r b n f)

Sets up a viewing frustum, shaped like a truncated pyramid with the camera where the tip of the pyramid would be. This emulates the OpenGL function glFrustum().

Sets up a viewing frustum, shaped like a truncated pyramid with the
camera where the tip of the pyramid would be.
This emulates the OpenGL function glFrustum().
sourceraw docstring

frustum-boundsclj/s

(frustum-bounds fovy aspect near)
source

look-atclj/s

(look-at eye target up)

Returns a matrix that puts the camera at the eye position looking toward the target point with the given up direction.

Returns a matrix that puts the camera at the eye position looking
toward the target point with the given up direction.
sourceraw docstring

look-at-vectorsclj/s

(look-at-vectors ex ey ez tx ty tz)
source

M32clj/s

source

M44clj/s

source

Matrix32cljs

source

matrix32clj/s

(matrix32)
(matrix32 [m00 m01 m02 m10 m11 m12])
(matrix32 m00 m01 m02 m10 m11 m12)
source

matrix44clj/s

(matrix44)
(matrix44 [m00 m01 m02 m03 m10 m11 m12 m13 m20 m21 m22 m23 m30 m31 m32 m33])
(matrix44 m00 m01 m02 m03 m10 m11 m12 m13 m20 m21 m22 m23 m30 m31 m32 m33)
source

Matrix44cljs

source

matrix44->matrix33clj/s

(matrix44->matrix33 [m00 m01 m02 _ m10 m11 m12 _ m20 m21 m22])
source

matrix44->matrix33-rotclj/s

(matrix44->matrix33-rot [m00 m01 m02 _ m10 m11 m12 _ m20 m21 m22])
source

orthoclj/s

(ortho l t r b n f)

Returns an orthographic projection matrix, in which objects are the same size no matter how far away or nearby they are. This emulates the OpenGL function glOrtho().

Returns an orthographic projection matrix, in which objects are the same size no
matter how far away or nearby they are.
This emulates the OpenGL function glOrtho().
sourceraw docstring

perspectiveclj/s

(perspective fovy aspect near far)

Returns a perspective transform matrix, which makes far away objects appear smaller than nearby objects. The aspect argument should be the width divided by the height of your viewport and fov is the vertical angle of the field of view in degrees.

Returns a perspective transform matrix, which makes far away objects appear
smaller than nearby objects. The `aspect` argument should be the width
divided by the height of your viewport and `fov` is the vertical angle
of the field of view in degrees.
sourceraw docstring

perspective-frustumclj/s

(perspective-frustum fov aspect near far)
source

project-pointclj/s

(project-point p mvp vtx)
source

project-point-zclj/s

(project-point-z p mvp vtx)
source

unproject-pointclj/s

(unproject-point v vmat pmat {:keys [p width height]})

Takes a vec3 in screenspace, view matrix, projection matrix and view rect. Returns vector in model space or nil.

Takes a vec3 in screenspace, view matrix, projection matrix and
view rect. Returns vector in model space or nil.
sourceraw docstring

viewport-transformclj/s

(viewport-transform width height)
(viewport-transform width height invert-y?)
source

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