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diff --git a/manuals/sly/Transforms.html b/manuals/sly/Transforms.html deleted file mode 100644 index 3fd0b3d..0000000 --- a/manuals/sly/Transforms.html +++ /dev/null @@ -1,236 +0,0 @@ -<!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> |