From 279f17ac0e1b3d019c2b294098e834d249376686 Mon Sep 17 00:00:00 2001
From: David Thompson
Date: Tue, 4 Jun 2019 20:49:16 -0400
Subject: Update chickadee manual.
---
manuals/chickadee/Matrices.html | 38 ++++++++++++++++++++------------------
1 file changed, 20 insertions(+), 18 deletions(-)
(limited to 'manuals/chickadee/Matrices.html')
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 @@
-
@@ -113,7 +115,7 @@ objects.
2.2.5.2 Matrix Operations
-- Procedure: make-matrix4 aa ab ac ad ba bb bc bd ca cb cc cd da db dc dd
+- Procedure: make-matrix4 aa ab ac ad ba bb bc bd ca cb cc cd da db dc dd
-
Return a new 4x4 matrix initialized with the given 16 values in
column-major format.
@@ -140,12 +142,12 @@ equivalent to the following code:
-- Procedure: matrix4? obj
+- Procedure: matrix4? obj
Return #t
if obj is a 4x4 matrix.
-- Procedure: matrix4* . matrices
+- Procedure: matrix4* . matrices
Return a new 4x4 matrix containing the product of multiplying all of
the given matrices.
@@ -153,7 +155,7 @@ the given matrices.
-- Procedure: orthographic-projection left right top bottom near far
+- Procedure: orthographic-projection left right top bottom near far
-
Return a new 4x4 matrix that represents an orthographic (2D)
projection for the horizontal clipping plane top and
@@ -162,7 +164,7 @@ and the depth clipping plane near and far.
-- Procedure: perspective-projection fov aspect-ratio near far
+- Procedure: perspective-projection fov aspect-ratio near far
-
Return a new 4x4 matrix that represents a perspective (3D) projection
with a field of vision of fov radians, an aspect ratio of
@@ -171,68 +173,68 @@ and far.
-- Procedure: matrix4-translate x
+- Procedure: matrix4-translate x
Return a new 4x4 matrix that represents a translation by x, a 2D
vector, a 3D vector, or a rectangle (in which case the bottom-left
corner of the rectangle is used).
-- Procedure: matrix4-scale s
+- Procedure: matrix4-scale s
Return a new 4x4 matrix that represents a scaling along the X, Y, and
Z axes by the scaling factor s, a real number.
-- Procedure: matrix4-rotate q
+- Procedure: matrix4-rotate q
Return a new 4x4 matrix that represents a rotation about an arbitrary
axis defined by the quaternion q.
-- Procedure: matrix4-rotate-z theta
+- Procedure: matrix4-rotate-z theta
Return a new 4x4 matrix that represents a rotation about the Z axis by
theta radians.
-- Procedure: matrix4-identity! matrix
+- Procedure: matrix4-identity! matrix
Modify matrix in-place to contain the identity matrix.
-- Procedure: matrix4-mult! dest a b
+- Procedure: matrix4-mult! dest a b
Multiply the 4x4 matrix a by the 4x4 matrix b and store
the result in the 4x4 matrix dest.
-- Procedure: matrix4-translate! matrix x
+- Procedure: matrix4-translate! matrix x
Modify matrix in-place to contain a translation by x, a 2D
vector, a 3D vector, or a rectangle (in which case the bottom-left
corner of the rectangle is used).
-- Procedure: matrix4-scale! matrix s
+- Procedure: matrix4-scale! matrix s
Modify matrix in-place to contain a scaling along the X, Y, and
Z axes by the scaling factor s, a real number.
-- Procedure: matrix4-rotate! matrix q
+- Procedure: matrix4-rotate! matrix q
Modify matrix in-place to contain a rotation about an arbitrary
axis defined by the quaternion q.
-- Procedure: matrix4-rotate-z! matrix theta
+- Procedure: matrix4-rotate-z! matrix theta
Modify matrix in-place to contain a rotation about the Z axis by
theta radians.
-- Procedure: matrix4-2d-transform! matrix [#:origin] [#:position] [#:rotation] [#:scale] [#:skew]
+- Procedure: matrix4-2d-transform! matrix [#:origin] [#:position] [#:rotation] [#:scale] [#:skew]
-
Modify matrix in-place to contain the transformation described
by position, a 2D vector or rectangle, rotation, a scalar
@@ -243,7 +245,7 @@ particular transformation will not be included in the result.
-- Procedure: transform! matrix v
+- Procedure: transform! matrix v
Modify the 2D vector v in-place by multiplying it by the 4x4
matrix matrix.
--
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