Return the translated matrix : Matrix
| Parameter | Type | Description |
|---|---|---|
| matrix | Matrix | the matrix to translate |
| vector | Vector | the translation vector |
const myMatrix = GLMath.Matrix.idendity( 4 );
const resultMatrix = GLMath.Transform.translate(
myMatrix,
new Float32Array([1.5, 3.0, 0.75])
);
//resultMatrix : [1, 0, 0, 0
// 0, 1, 0, 0
// 0, 0, 1, 0
// 1.5, 3.0, 0.75, 1.0 ]
Return the rotated matrix : Matrix
| Parameter | Type | Description |
|---|---|---|
| matrix | Matrix | the matrix to rotate |
| angle | Number | the angle of rotation in radians |
| axis | Vector | the axis to rotate around |
const myMatrix = GLMath.Matrix.idendity( 4 );
const angle = Math.PI / 4;
const axis = new Float32Array([1, 1, 0]);
const resultMatrix = GLMath.Transform.rotate(
myMatrix,
angle,
axis
);
//resultMatrix : [0.009999999776482582, 0, 0, 0,
// 0, 0.004999999888241291, 0, 0,
// 0, 0, -0.021052632480859756, 0,
// 0, 0, -1.105263113975525, 1
// ]
Return the scaled matrix : Matrix
| Parameter | Type | Description |
|---|---|---|
| matrix | Matrix | the matrix to scale |
| vector | Vector | the scaling vector |
const myMatrix = GLMath.Matrix.idendity( 4 );
const resultMatrix = GLMath.Transform.scale(myMatrix, new Float32Array([1.5, 3.0, 0.75]));
//resultMatrix : [1.5, 0 , 0 , 0
// 0 , 3.0, 0 , 0
// 0 , 0 , 0.75, 0
// 0 , 0 , 0 , 1.0 ]