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author | David Thompson <dthompson2@worcester.edu> | 2016-08-19 20:40:12 -0400 |
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committer | David Thompson <dthompson2@worcester.edu> | 2016-08-19 20:40:12 -0400 |
commit | 9224412274e1e1a31a959083bb257a7d6ab2b113 (patch) | |
tree | c82ef8b0136037aa1b278957f42ae665188861be /manuals/sly/Transforms.html | |
parent | c47d942552568e9a866e9d4887944e0c074dec93 (diff) |
Add Sly manual.
Diffstat (limited to 'manuals/sly/Transforms.html')
-rw-r--r-- | manuals/sly/Transforms.html | 236 |
1 files changed, 236 insertions, 0 deletions
diff --git a/manuals/sly/Transforms.html b/manuals/sly/Transforms.html new file mode 100644 index 0000000..3fd0b3d --- /dev/null +++ b/manuals/sly/Transforms.html @@ -0,0 +1,236 @@ +<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> +<html> +<!-- Copyright (C) 2013, 2014 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 +or any later version published by the Free Software Foundation; +with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts. +A copy of the license is included in the section entitled "GNU +Free Documentation License". + +A copy of the license is also available from the Free Software +Foundation Web site at http://www.gnu.org/licenses/fdl.html. + + +The document was typeset with +http://www.texinfo.org/ (GNU Texinfo). + --> +<!-- Created by GNU Texinfo 6.0, http://www.gnu.org/software/texinfo/ --> +<head> +<title>Sly: Transforms</title> + +<meta name="description" content="Sly: Transforms"> +<meta name="keywords" content="Sly: Transforms"> +<meta name="resource-type" content="document"> +<meta name="distribution" content="global"> +<meta name="Generator" content="makeinfo"> +<meta charset="UTF-8"> +<link href="index.html#Top" rel="start" title="Top"> +<link href="Index.html#Index" rel="index" title="Index"> +<link href="index.html#SEC_Contents" rel="contents" title="Table of Contents"> +<link href="Math.html#Math" rel="up" title="Math"> +<link href="Tweens.html#Tweens" rel="next" title="Tweens"> +<link href="Rectangles.html#Rectangles" rel="prev" title="Rectangles"> +<style type="text/css"> +<!-- +a.summary-letter {text-decoration: none} +blockquote.indentedblock {margin-right: 0em} +blockquote.smallindentedblock {margin-right: 0em; font-size: smaller} +blockquote.smallquotation {font-size: smaller} +div.display {margin-left: 3.2em} +div.example {margin-left: 3.2em} +div.lisp {margin-left: 3.2em} +div.smalldisplay {margin-left: 3.2em} +div.smallexample {margin-left: 3.2em} +div.smalllisp {margin-left: 3.2em} +kbd {font-style: oblique} +pre.display {font-family: inherit} +pre.format {font-family: inherit} +pre.menu-comment {font-family: serif} +pre.menu-preformatted {font-family: serif} +pre.smalldisplay {font-family: inherit; font-size: smaller} +pre.smallexample {font-size: smaller} +pre.smallformat {font-family: inherit; font-size: smaller} +pre.smalllisp {font-size: smaller} +span.nocodebreak {white-space: nowrap} +span.nolinebreak {white-space: nowrap} +span.roman {font-family: serif; font-weight: normal} +span.sansserif {font-family: sans-serif; font-weight: normal} +ul.no-bullet {list-style: none} +--> +</style> + + +</head> + +<body lang="en"> +<a name="Transforms"></a> +<div class="header"> +<p> +Next: <a href="Tweens.html#Tweens" accesskey="n" rel="next">Tweens</a>, Previous: <a href="Rectangles.html#Rectangles" accesskey="p" rel="prev">Rectangles</a>, Up: <a href="Math.html#Math" accesskey="u" rel="up">Math</a> [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html#Index" title="Index" rel="index">Index</a>]</p> +</div> +<hr> +<a name="Transforms-1"></a> +<h4 class="subsection">4.2.3 Transforms</h4> + +<div class="example"> +<pre class="example">(use-modules (sly math transform)) +</pre></div> + +<p>Transforms are 4x4 transformation matrices. Matrices are the +fundamental structure for modeling affine transformations such as +translation, rotation, and scaling. Complex transformations are +created by composing many simpler ones with the <code>transform*</code> +procedure. +</p> +<p>It’s a good idea to use transforms in a functional manner by treating +them as immutable. This is made easy because almost every procedure +in this module returns a new transform rather than mutating an +existing one. However, in some cases it is necessary to use mutable +transforms via <code>transform*!</code> for performance reasons. +</p> +<dl> +<dt><a name="index-make_002dtransform"></a>Scheme Procedure: <strong>make-transform</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> +<dd><p>Create a new transform initialized with the given 16 values in +column-major format. +</p></dd></dl> + +<dl> +<dt><a name="index-null_002dtransform"></a>Scheme Variable: <strong>null-transform</strong></dt> +<dd><p>A transform composed entirely of zeroes. +</p></dd></dl> + +<dl> +<dt><a name="index-identity_002dtransform"></a>Scheme Variable: <strong>identity-transform</strong></dt> +<dd><p>The multiplicative identity transform. +</p></dd></dl> + +<dl> +<dt><a name="index-transform_003f"></a>Scheme Syntax: <strong>transform?</strong> <em><var>obj</var></em></dt> +<dd><p>Return <code>#t</code> if <var>obj</var> is a transform. +</p></dd></dl> + +<dl> +<dt><a name="index-transform_002dmatrix"></a>Scheme Syntax: <strong>transform-matrix</strong> <em><var>transform</var></em></dt> +<dd><p>Return the underlying 4x4 floating point array for <var>transform</var>. +</p></dd></dl> + +<dl> +<dt><a name="index-transpose"></a>Scheme Procedure: <strong>transpose</strong> <em><var>transform</var></em></dt> +<dd><p>Return a transform that is the transpose of <var>transform</var>. +</p></dd></dl> + +<dl> +<dt><a name="index-transform_002dvector2"></a>Scheme Procedure: <strong>transform-vector2</strong> <em><var>transform</var> <var>v</var></em></dt> +<dd><p>Apply <var>transform</var> to the 2D vector <var>v</var>. +</p></dd></dl> + +<dl> +<dt><a name="index-transform_002dposition"></a>Scheme Procedure: <strong>transform-position</strong> <em><var>transform</var></em></dt> +<dd><p>Return a 3D vector containing the positional data stored in +<var>transform</var>. +</p></dd></dl> + +<dl> +<dt><a name="index-transform_002b"></a>Scheme Procedure: <strong>transform+</strong> <em>. <var>transforms</var></em></dt> +<dd><p>Return the sum of <var>transforms</var>. Return <code>null-transform</code> if +called without any arguments. +</p></dd></dl> + +<dl> +<dt><a name="index-transform_002a"></a>Scheme Procedure: <strong>transform*</strong> <em>. <var>transforms</var></em></dt> +<dd><p>Return the product of <var>transforms</var>. Return identity-transform if +called without any arguments. +</p></dd></dl> + +<dl> +<dt><a name="index-transform_002a_0021"></a>Scheme Procedure: <strong>transform*!</strong> <em><var>dest</var> <var>a</var> <var>b</var></em></dt> +<dd><p>Multiply <var>a</var> and <var>b</var>, storing the result in <var>dest</var>. +</p></dd></dl> + +<dl> +<dt><a name="index-translate"></a>Scheme Procedure: <strong>translate</strong> <em><var>v</var></em></dt> +<dd><p>Create a new transform that translates by the 2D or 3D vector <var>v</var>. +</p></dd></dl> + +<dl> +<dt><a name="index-scale"></a>Scheme Procedure: <strong>scale</strong> <em><var>v</var></em></dt> +<dt><a name="index-scale-1"></a>Scheme Procedure: <strong>scale</strong> <em><var>scalar</var></em></dt> +<dd><p>Create a new transform that scales by the 2D or 3D vector <var>v</var>, or +by <var>scalar</var> to scale evenly in all dimensions. +</p></dd></dl> + +<dl> +<dt><a name="index-rotate_002dx"></a>Scheme Procedure: <strong>rotate-x</strong> <em><var>angle</var></em></dt> +<dd><p>Create a new transform that rotates the x axis by <var>angle</var> radians. +</p></dd></dl> + +<dl> +<dt><a name="index-rotate_002dy"></a>Scheme Procedure: <strong>rotate-y</strong> <em><var>angle</var></em></dt> +<dd><p>Create a new transform that rotates the y axis by <var>angle</var> radians. +</p></dd></dl> + +<dl> +<dt><a name="index-rotate_002dz"></a>Scheme Procedure: <strong>rotate-z</strong> <em><var>angle</var></em></dt> +<dd><p>Create a new transform that rotates the z axis by <var>angle</var> radians. +</p></dd></dl> + +<dl> +<dt><a name="index-rotate"></a>Scheme Procedure: <strong>rotate</strong> <em><var>q</var></em></dt> +<dd><p>Convert the quaternion <var>q</var> into a rotation transform. +See <a href="Quaternions.html#Quaternions">Quaternions</a> for more information. +</p></dd></dl> + +<p>One of the most common composite transformations is a translation +multiplied by a scale multiplied by a rotation. The +<code>build-transform</code> procedure is a convenience procedure for this +case. +</p> +<dl> +<dt><a name="index-build_002dtransform"></a>Scheme Procedure: <strong>build-transform</strong> <em><var>[#:position=(vector3 0 0 0)] [#:scale=1] [#:rotation=null-quaternion]</var></em></dt> +<dd><p>Build a transform by multiplying the following transforms: +</p> +<ul> +<li> translation by <var>position</var> +</li><li> rotation by <var>rotation</var> +</li><li> scaling by <var>scale</var> +</li></ul> + +</dd></dl> + +<p>The procedures below are useful for creating projection and view +matrices for cameras. See <a href="Cameras.html#Cameras">Cameras</a> for more details. +</p> +<dl> +<dt><a name="index-orthographic_002dprojection"></a>Scheme Procedure: <strong>orthographic-projection</strong> <em>left right top bottom near far</em></dt> +<dd><p>Create a new transform that represents an orthographic projection for +the vertical clipping plane <var>left</var> and <var>right</var>, the horizontal +clipping plane <var>top</var> and <var>bottom</var>, and the depth clipping +plane <var>near</var> and <var>far</var>. +</p></dd></dl> + +<dl> +<dt><a name="index-perspective_002dprojection"></a>Scheme Procedure: <strong>perspective-projection</strong> <em><var>field-of-vision</var> <var>aspect-ratio</var> <var>near</var> <var>far</var></em></dt> +<dd><p>Create a new transform that represents a perspective projection with a +<var>field-of-vision</var> in degrees, the desired <var>aspect-ratio</var>, and +the depth clipping plane <var>near</var> and <var>far</var>. +</p></dd></dl> + +<dl> +<dt><a name="index-look_002dat"></a>Scheme Procedure: <strong>look-at</strong> <em><var>eye</var> <var>center</var> [<var>up=(vector3 0 1 0)</var>]</em></dt> +<dd><p>Create a view transform that looks from 3D vector <var>eye</var> at the 3D +vector <var>center</var>, with the 3D vector <var>up</var> indicating which +direction points up. +</p></dd></dl> + +<hr> +<div class="header"> +<p> +Next: <a href="Tweens.html#Tweens" accesskey="n" rel="next">Tweens</a>, Previous: <a href="Rectangles.html#Rectangles" accesskey="p" rel="prev">Rectangles</a>, Up: <a href="Math.html#Math" accesskey="u" rel="up">Math</a> [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html#Index" title="Index" rel="index">Index</a>]</p> +</div> + + + +</body> +</html> |