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authorDavid Thompson <dthompson@vistahigherlearning.com>2019-06-04 20:49:16 -0400
committerDavid Thompson <dthompson@vistahigherlearning.com>2019-06-04 20:49:16 -0400
commit279f17ac0e1b3d019c2b294098e834d249376686 (patch)
tree47be849d3b35635d167e00cd8448815a75167a23 /manuals/chickadee/Matrices.html
parent7b808b9268ec735a7a176d10bf1887b3fa66d13e (diff)
Update chickadee manual.
Diffstat (limited to 'manuals/chickadee/Matrices.html')
-rw-r--r--manuals/chickadee/Matrices.html38
1 files changed, 20 insertions, 18 deletions
diff --git a/manuals/chickadee/Matrices.html b/manuals/chickadee/Matrices.html
index 5f664ef..c5a0098 100644
--- a/manuals/chickadee/Matrices.html
+++ b/manuals/chickadee/Matrices.html
@@ -1,6 +1,6 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
<html>
-<!-- Copyright (C) 2017 David Thompson davet@gnu.org
+<!-- Copyright (C) 2017, 2018, 2019 David Thompson davet@gnu.org
Permission is granted to copy, distribute and/or modify this document
under the terms of the GNU Free Documentation License, Version 1.3
@@ -13,6 +13,8 @@ A copy of the license is also available from the Free Software
Foundation Web site at http://www.gnu.org/licenses/fdl.html.
+* Chickadee: (chickadee). Game programming toolkit for Guile.
+
The document was typeset with
http://www.texinfo.org/ (GNU Texinfo).
-->
@@ -113,7 +115,7 @@ objects.
<h4 class="subsubsection">2.2.5.2 Matrix Operations</h4>
<dl>
-<dt><a name="index-make_002dmatrix4"></a>Procedure: <strong>make-matrix4</strong> <em><var>aa</var> <var>ab</var> <var>ac</var> <var>ad</var> <var>ba</var> <var>bb</var> <var>bc</var> <var>bd</var> <var>ca</var> <var>cb</var> <var>cc</var> <var>cd</var> <var>da</var> <var>db</var> <var>dc</var> <var>dd</var></em></dt>
+<dt><a name="index-make_002dmatrix4"></a>Procedure: <strong>make-matrix4</strong> <em>aa ab ac ad ba bb bc bd ca cb cc cd da db dc dd</em></dt>
<dd>
<p>Return a new 4x4 matrix initialized with the given 16 values in
column-major format.
@@ -140,12 +142,12 @@ equivalent to the following code:
</dd></dl>
<dl>
-<dt><a name="index-matrix4_003f"></a>Procedure: <strong>matrix4?</strong> <em><var>obj</var></em></dt>
+<dt><a name="index-matrix4_003f"></a>Procedure: <strong>matrix4?</strong> <em>obj</em></dt>
<dd><p>Return <code>#t</code> if <var>obj</var> is a 4x4 matrix.
</p></dd></dl>
<dl>
-<dt><a name="index-matrix4_002a"></a>Procedure: <strong>matrix4*</strong> <em>. <var>matrices</var></em></dt>
+<dt><a name="index-matrix4_002a"></a>Procedure: <strong>matrix4*</strong> <em>. matrices</em></dt>
<dd><p>Return a new 4x4 matrix containing the product of multiplying all of
the given <var>matrices</var>.
</p>
@@ -153,7 +155,7 @@ the given <var>matrices</var>.
</p></dd></dl>
<dl>
-<dt><a name="index-orthographic_002dprojection"></a>Procedure: <strong>orthographic-projection</strong> <em><var>left</var> <var>right</var> <var>top</var> <var>bottom</var> <var>near</var> <var>far</var></em></dt>
+<dt><a name="index-orthographic_002dprojection"></a>Procedure: <strong>orthographic-projection</strong> <em>left right top bottom near far</em></dt>
<dd>
<p>Return a new 4x4 matrix that represents an orthographic (2D)
projection for the horizontal clipping plane <var>top</var> and
@@ -162,7 +164,7 @@ and the depth clipping plane <var>near</var> and <var>far</var>.
</p></dd></dl>
<dl>
-<dt><a name="index-perspective_002dprojection"></a>Procedure: <strong>perspective-projection</strong> <em><var>fov</var> <var>aspect-ratio</var> <var>near</var> <var>far</var></em></dt>
+<dt><a name="index-perspective_002dprojection"></a>Procedure: <strong>perspective-projection</strong> <em>fov aspect-ratio near far</em></dt>
<dd>
<p>Return a new 4x4 matrix that represents a perspective (3D) projection
with a field of vision of <var>fov</var> radians, an aspect ratio of
@@ -171,68 +173,68 @@ and <var>far</var>.
</p></dd></dl>
<dl>
-<dt><a name="index-matrix4_002dtranslate"></a>Procedure: <strong>matrix4-translate</strong> <em><var>x</var></em></dt>
+<dt><a name="index-matrix4_002dtranslate"></a>Procedure: <strong>matrix4-translate</strong> <em>x</em></dt>
<dd><p>Return a new 4x4 matrix that represents a translation by <var>x</var>, a 2D
vector, a 3D vector, or a rectangle (in which case the bottom-left
corner of the rectangle is used).
</p></dd></dl>
<dl>
-<dt><a name="index-matrix4_002dscale"></a>Procedure: <strong>matrix4-scale</strong> <em><var>s</var></em></dt>
+<dt><a name="index-matrix4_002dscale"></a>Procedure: <strong>matrix4-scale</strong> <em>s</em></dt>
<dd><p>Return a new 4x4 matrix that represents a scaling along the X, Y, and
Z axes by the scaling factor <var>s</var>, a real number.
</p></dd></dl>
<dl>
-<dt><a name="index-matrix4_002drotate"></a>Procedure: <strong>matrix4-rotate</strong> <em><var>q</var></em></dt>
+<dt><a name="index-matrix4_002drotate"></a>Procedure: <strong>matrix4-rotate</strong> <em>q</em></dt>
<dd><p>Return a new 4x4 matrix that represents a rotation about an arbitrary
axis defined by the quaternion <var>q</var>.
</p></dd></dl>
<dl>
-<dt><a name="index-matrix4_002drotate_002dz"></a>Procedure: <strong>matrix4-rotate-z</strong> <em><var>theta</var></em></dt>
+<dt><a name="index-matrix4_002drotate_002dz"></a>Procedure: <strong>matrix4-rotate-z</strong> <em>theta</em></dt>
<dd><p>Return a new 4x4 matrix that represents a rotation about the Z axis by
<var>theta</var> radians.
</p></dd></dl>
<dl>
-<dt><a name="index-matrix4_002didentity_0021"></a>Procedure: <strong>matrix4-identity!</strong> <em><var>matrix</var></em></dt>
+<dt><a name="index-matrix4_002didentity_0021"></a>Procedure: <strong>matrix4-identity!</strong> <em>matrix</em></dt>
<dd><p>Modify <var>matrix</var> in-place to contain the identity matrix.
</p></dd></dl>
<dl>
-<dt><a name="index-matrix4_002dmult_0021"></a>Procedure: <strong>matrix4-mult!</strong> <em><var>dest</var> <var>a</var> <var>b</var></em></dt>
+<dt><a name="index-matrix4_002dmult_0021"></a>Procedure: <strong>matrix4-mult!</strong> <em>dest a b</em></dt>
<dd><p>Multiply the 4x4 matrix <var>a</var> by the 4x4 matrix <var>b</var> and store
the result in the 4x4 matrix <var>dest</var>.
</p></dd></dl>
<dl>
-<dt><a name="index-matrix4_002dtranslate_0021"></a>Procedure: <strong>matrix4-translate!</strong> <em><var>matrix</var> <var>x</var></em></dt>
+<dt><a name="index-matrix4_002dtranslate_0021"></a>Procedure: <strong>matrix4-translate!</strong> <em>matrix x</em></dt>
<dd><p>Modify <var>matrix</var> in-place to contain a translation by <var>x</var>, a 2D
vector, a 3D vector, or a rectangle (in which case the bottom-left
corner of the rectangle is used).
</p></dd></dl>
<dl>
-<dt><a name="index-matrix4_002dscale_0021"></a>Procedure: <strong>matrix4-scale!</strong> <em><var>matrix</var> <var>s</var></em></dt>
+<dt><a name="index-matrix4_002dscale_0021"></a>Procedure: <strong>matrix4-scale!</strong> <em>matrix s</em></dt>
<dd><p>Modify <var>matrix</var> in-place to contain a scaling along the X, Y, and
Z axes by the scaling factor <var>s</var>, a real number.
</p></dd></dl>
<dl>
-<dt><a name="index-matrix4_002drotate_0021"></a>Procedure: <strong>matrix4-rotate!</strong> <em><var>matrix</var> <var>q</var></em></dt>
+<dt><a name="index-matrix4_002drotate_0021"></a>Procedure: <strong>matrix4-rotate!</strong> <em>matrix q</em></dt>
<dd><p>Modify <var>matrix</var> in-place to contain a rotation about an arbitrary
axis defined by the quaternion <var>q</var>.
</p></dd></dl>
<dl>
-<dt><a name="index-matrix4_002drotate_002dz_0021"></a>Procedure: <strong>matrix4-rotate-z!</strong> <em><var>matrix</var> <var>theta</var></em></dt>
+<dt><a name="index-matrix4_002drotate_002dz_0021"></a>Procedure: <strong>matrix4-rotate-z!</strong> <em>matrix theta</em></dt>
<dd><p>Modify <var>matrix</var> in-place to contain a rotation about the Z axis by
<var>theta</var> radians.
</p></dd></dl>
<dl>
-<dt><a name="index-matrix4_002d2d_002dtransform_0021"></a>Procedure: <strong>matrix4-2d-transform!</strong> <em><var>matrix</var> [#:origin] [#:position] [#:rotation] [#:scale] [#:skew]</em></dt>
+<dt><a name="index-matrix4_002d2d_002dtransform_0021"></a>Procedure: <strong>matrix4-2d-transform!</strong> <em>matrix [#:origin] [#:position] [#:rotation] [#:scale] [#:skew]</em></dt>
<dd>
<p>Modify <var>matrix</var> in-place to contain the transformation described
by <var>position</var>, a 2D vector or rectangle, <var>rotation</var>, a scalar
@@ -243,7 +245,7 @@ particular transformation will not be included in the result.
</p></dd></dl>
<dl>
-<dt><a name="index-transform_0021"></a>Procedure: <strong>transform!</strong> <em><var>matrix</var> <var>v</var></em></dt>
+<dt><a name="index-transform_0021"></a>Procedure: <strong>transform!</strong> <em>matrix v</em></dt>
<dd><p>Modify the 2D vector <var>v</var> in-place by multiplying it by the 4x4
matrix <var>matrix</var>.
</p></dd></dl>