The gfxmath Reference Manual

This is the gfxmath Reference Manual, version 0.1.1, generated automatically by Declt version 4.0 beta 2 "William Riker" on Mon May 15 05:05:06 2023 GMT+0.

Table of Contents


1 Introduction


2 Systems

The main system appears first, followed by any subsystem dependency.


2.1 gfxmath

A graphics math library.

Author

Michael Fiano <>

Home Page

https://git.mfiano.net/mfiano/gfxmath

License

MIT

Version

0.1.1

Dependencies
  • mfiano-utils (system).
  • str (system).
Source

gfxmath.asd.

Child Components

3 Files

Files are sorted by type and then listed depth-first from the systems components trees.


3.1 Lisp


3.1.1 gfxmath/gfxmath.asd

Source

gfxmath.asd.

Parent Component

gfxmath (system).

ASDF Systems

gfxmath.


3.1.2 gfxmath/package.lisp

Source

gfxmath.asd.

Parent Component

gfxmath (system).

Packages

gfxmath.


3.1.3 gfxmath/macros.lisp

Dependency

package.lisp (file).

Source

gfxmath.asd.

Parent Component

gfxmath (system).

Public Interface
Internals

3.1.4 gfxmath/types.lisp

Dependency

macros.lisp (file).

Source

gfxmath.asd.

Parent Component

gfxmath (system).

Public Interface
Internals

3.1.5 gfxmath/common.lisp

Dependency

types.lisp (file).

Source

gfxmath.asd.

Parent Component

gfxmath (system).

Public Interface
Internals

3.1.6 gfxmath/shared-ops.lisp

Dependency

common.lisp (file).

Source

gfxmath.asd.

Parent Component

gfxmath (system).

Public Interface

3.1.7 gfxmath/vector.lisp

Dependency

shared-ops.lisp (file).

Source

gfxmath.asd.

Parent Component

gfxmath (system).

Public Interface

3.1.8 gfxmath/matrix.lisp

Dependency

vector.lisp (file).

Source

gfxmath.asd.

Parent Component

gfxmath (system).

Public Interface
Internals

3.1.9 gfxmath/quaternion.lisp

Dependency

matrix.lisp (file).

Source

gfxmath.asd.

Parent Component

gfxmath (system).

Public Interface
Internals

%quaternion-to-matrix (function).


4 Packages

Packages are listed by definition order.


4.1 gfxmath

Source

package.lisp.

Use List

common-lisp.

Public Interface
Internals

5 Definitions

Definitions are sorted by export status, category, package, and then by lexicographic order.


5.1 Public Interface


5.1.1 Constants

Constant: +m2-id+

A 2x2 identity matrix.

Package

gfxmath.

Source

matrix.lisp.

Constant: +m2-zero+

A 2x2 matrix with each component set to 0.

Package

gfxmath.

Source

matrix.lisp.

Constant: +m3-id+

A 3x3 identity matrix.

Package

gfxmath.

Source

matrix.lisp.

Constant: +m3-zero+

A 3x3 matrix with each component set to 0.

Package

gfxmath.

Source

matrix.lisp.

Constant: +m4-id+

A 4x4 identity matrix.

Package

gfxmath.

Source

matrix.lisp.

Constant: +m4-zero+

A 4x4 matrix with each component set to 0.

Package

gfxmath.

Source

matrix.lisp.

Constant: +q-id+

An identity quaternion.

Package

gfxmath.

Source

quaternion.lisp.

Constant: +v2+x+

A 2-dimensional vector representing a direction along the positive X axis.

Package

gfxmath.

Source

vector.lisp.

Constant: +v2+y+

A 2-dimensional vector representing a direction along the positive Y axis.

Package

gfxmath.

Source

vector.lisp.

Constant: +v2-ones+

A 2-dimensional vector with each component set to 1.

Package

gfxmath.

Source

vector.lisp.

Constant: +v2-x+

A 2-dimensional vector representing a direction along the negative X axis.

Package

gfxmath.

Source

vector.lisp.

Constant: +v2-y+

A 2-dimensional vector representing a direction along the negative Y axis.

Package

gfxmath.

Source

vector.lisp.

Constant: +v2-zero+

A 2-dimensional zero vector.

Package

gfxmath.

Source

vector.lisp.

Constant: +v3+x+

A 3-dimensional vector representing a direction along the positive X axis.

Package

gfxmath.

Source

vector.lisp.

Constant: +v3+y+

A 3-dimensional vector representing a direction along the positive Y axis.

Package

gfxmath.

Source

vector.lisp.

Constant: +v3+z+

A 3-dimensional vector representing a direction along the positive Z axis.

Package

gfxmath.

Source

vector.lisp.

Constant: +v3-ones+

A 3-dimensional vector with each component set to 1.

Package

gfxmath.

Source

vector.lisp.

Constant: +v3-x+

A 3-dimensional vector representing a direction along the negative X axis.

Package

gfxmath.

Source

vector.lisp.

Constant: +v3-y+

A 3-dimensional vector representing a direction along the negative Y axis.

Package

gfxmath.

Source

vector.lisp.

Constant: +v3-z+

A 3-dimensional vector representing a direction along the negative Z axis.

Package

gfxmath.

Source

vector.lisp.

Constant: +v3-zero+

A 3-dimensional zero vector.

Package

gfxmath.

Source

vector.lisp.

Constant: +v4+w+

A 4-dimensional vector representing a direction along the positive W axis.

Package

gfxmath.

Source

vector.lisp.

Constant: +v4+x+

A 4-dimensional vector representing a direction along the positive X axis.

Package

gfxmath.

Source

vector.lisp.

Constant: +v4+y+

A 4-dimensional vector representing a direction along the positive Y axis.

Package

gfxmath.

Source

vector.lisp.

Constant: +v4+z+

A 4-dimensional vector representing a direction along the positive Z axis.

Package

gfxmath.

Source

vector.lisp.

Constant: +v4-ones+

A 4-dimensional vector with each component set to 1.

Package

gfxmath.

Source

vector.lisp.

Constant: +v4-w+

A 4-dimensional vector representing a direction along the negative W axis.

Package

gfxmath.

Source

vector.lisp.

Constant: +v4-x+

A 4-dimensional vector representing a direction along the negative X axis.

Package

gfxmath.

Source

vector.lisp.

Constant: +v4-y+

A 4-dimensional vector representing a direction along the negative Y axis.

Package

gfxmath.

Source

vector.lisp.

Constant: +v4-z+

A 4-dimensional vector representing a direction along the negative Z axis.

Package

gfxmath.

Source

vector.lisp.

Constant: +v4-zero+

A 4-dimensional zero vector.

Package

gfxmath.

Source

vector.lisp.


5.1.2 Macros

Macro: with-matrix (specs (&key read-only) &body body)

Lexically bind each component of the given matrices by prepending PREFIX to the to the row and ~ column indices. SPECS is a list of specifications, with each being of the form ~
(SIZE PREFIX OBJECT) where:

SIZE is the dimensionality of the matrix: 2, 3, or 4.

PREFIX is a symbol to prefix each row and column with: For example, ‘M‘ will produce a binding ~ named ‘M12‘ for the component located at row 1 and column 2 of the matrix.

OBJECT is the name of a variable bound to a matrix of the given SIZE.

If :READ-ONLY is nil, each binding is SETF-able.

Package

gfxmath.

Source

macros.lisp.

Macro: with-quaternion (specs (&key read-only) &body body)

Lexically bind each component of the given quaternions by prepending PREFIX to the component ~ name. SPECS is a list of specifications, with each being of the form ~ (PREFIX OBJECT) where: ~

PREFIX is a symbol to prefix each component name with. For example, ‘Q‘ will produce a binding ~ named ‘QY‘ for the Y component of the quaternion.

OBJECT is the name of a variable bound to a quaternion.

If :READ-ONLY is nil, each binding is SETF-able.

Package

gfxmath.

Source

macros.lisp.

Macro: with-vector (specs (&key read-only) &body body)

Lexically bind each component of the given vectors by prepending PREFIX to the component name. ~ SPECS is a list of specifications, with each being of the form (SIZE PREFIX OBJECT) where:

SIZE is the dimensionality of the vector: 2, 3, or 4.

PREFIX is a symbol to prefix each component name with. For example, ‘V‘ will produce a binding ~ named ‘VY‘ for the Y component of the vector.

OBJECT is the name of a variable bound to a vector of the given SIZE.

If :READ-ONLY is nil, each binding is SETF-able.

Package

gfxmath.

Source

macros.lisp.


5.1.3 Compiler macros

Compiler Macro: mat (size)
Package

gfxmath.

Source

matrix.lisp.

Compiler Macro: mat/from-mat (size matrix)
Package

gfxmath.

Source

matrix.lisp.

Compiler Macro: mat/from-vecs (&rest vectors)
Package

gfxmath.

Source

matrix.lisp.

Compiler Macro: mat/id (size)
Package

gfxmath.

Source

matrix.lisp.

Compiler Macro: mat/rotation (size axis angle)
Package

gfxmath.

Source

matrix.lisp.

Compiler Macro: vec (&rest components)
Package

gfxmath.

Source

vector.lisp.

Compiler Macro: vec/zero (size)
Package

gfxmath.

Source

vector.lisp.


5.1.4 Ordinary functions

Function: mat (size)

Construct a matrix of the given SIZE, with each component set to 0.

Package

gfxmath.

Source

matrix.lisp.

Function: mat/from-mat (size matrix)

Construct a matrix of the given SIZE, by copying the components of the given MATRIX of any size ~ into it. If MATRIX has fewer rows or columns than SIZE, any remaining components along that axis ~ are set to zero, unless that component falls along the main diagonal, in which case it is set to ~ 1. If MATRIX has more rows or columns than SIZE, any remaining components along that axis are ~ dropped.

Package

gfxmath.

Source

matrix.lisp.

Function: mat/from-vecs (&rest vectors)

Construct a matrix from the given VECTORS. The vectors are written into the columns of the ~ resulting matrix. The number of vectors given determines the number of rows and columns of the ~ resulting matrix.

Package

gfxmath.

Source

matrix.lisp.

Function: mat/id (size)

Construct an identity matrix with a dimensionality equal to SIZE.

Package

gfxmath.

Source

matrix.lisp.

Function: mat/random (size &key min max)

Construct a matrix of the given SIZE with each component set to a random value bounded by MIN ~ and MAX.

Package

gfxmath.

Source

matrix.lisp.

Function: mat/rotation (size axis angle)

Construct a rotation matrix of the given SIZE that represents a rotation of ANGLE radians ~ around the given AXIS. AXIS may be :Z when SIZE is 2, or :X, :Y, or :Z when SIZE is 3 or 4.

Package

gfxmath.

Source

matrix.lisp.

Function: mref (object row column)

Get a component of a math object by row and column indices.

Package

gfxmath.

Source

common.lisp.

Function: (setf mref) (object row column)

Set a component of a math object by row and column indices.

Package

gfxmath.

Source

common.lisp.

Function: quat (w x y z)

Construct a quaternion with its components set to the corresponding argument.

Package

gfxmath.

Source

quaternion.lisp.

Function: quat/from-axis-angle (axis angle)

Construct a quaternion from the ANGLE in radians around the axis denoted by the 3-dimensional ~ vector AXIS.

Package

gfxmath.

Source

quaternion.lisp.

Function: quat/from-mat (matrix)

Construct a quaternion from the given matrix. MATRIX may be either a 3x3 or 4x4 matrix.

Package

gfxmath.

Source

quaternion.lisp.

Function: quat/from-velocity (velocity delta)

Construct a unit quaternion representing an angular velocity rotation in DELTA units of time, ~ from the 3-dimensional vector VELOCITY, a vector with its magnitude representing a radians per ~ second rotation around its axis.

Package

gfxmath.

Source

quaternion.lisp.

Function: quat/id ()

Construct an identity quaternion.

Package

gfxmath.

Source

quaternion.lisp.

Function: quat/oriented (space &rest axes/angles)

Construct a quaternion representing a series of rotations around the axes and angles given. ~ AXES/ANGLES are pairs of axes and angles, with an axis being either one of the symbols :X, :Y, or ~ :Z, or a 3-dimensional vector representing an arbitrary axis, and angle being any real number ~ representing the angle in radians around its paired axis.

Package

gfxmath.

Source

quaternion.lisp.

Function: ref (object index)

Get a component of a math object at the given column-major index.

Package

gfxmath.

Source

common.lisp.

Function: (setf ref) (object index)

Set a component of a math object at the given column-major index.

Package

gfxmath.

Source

common.lisp.

Function: vec (&rest components)
Package

gfxmath.

Source

vector.lisp.

Function: vec/from-vec (size vector)
Package

gfxmath.

Source

vector.lisp.

Function: vec/random (size &key min max)
Package

gfxmath.

Source

vector.lisp.

Function: vec/velocity (axis rate)
Package

gfxmath.

Source

vector.lisp.

Function: vec/zero (size)

Construct a zero vector of the given size.

Package

gfxmath.

Source

vector.lisp.


5.1.5 Generic functions

Generic Function: * (object1 object2)
Package

gfxmath.

Source

shared-ops.lisp.

Methods
Method: * ((object1 quaternion) (object2 quaternion))

Multiply the quaternion OBJECT1 by the quaternion OBJECT2, storing the result in a new quaternion.

Source

quaternion.lisp.

Method: * ((object1 matrix4) (object2 vector4))

Multiply the 4x4 matrix OBJECT1 by the 4-dimensional vector OBJECT2, storing the result in a new 4-dimensional vector.

Source

matrix.lisp.

Method: * ((object1 matrix3) (object2 vector3))

Multiply the 3x3 matrix OBJECT1 by the 3-dimensional vector OBJECT2, storing the result in a new 3-dimensional vector.

Source

matrix.lisp.

Method: * ((object1 matrix2) (object2 vector2))

Multiply the 2x2 matrix OBJECT1 by the 2-dimensional vector OBJECT2, storing the result in a new 2-dimensional vector.

Source

matrix.lisp.

Method: * ((object1 matrix4) (object2 matrix4))

Multiply the 4x4 matrix OBJECT1 by the 4x4 matrix OBJECT2, storing the result in a new 4x4 matrix.

Source

matrix.lisp.

Method: * ((object1 matrix3) (object2 matrix3))

Multiply the 3x3 matrix OBJECT1 by the 3x3 matrix OBJECT2, storing the result in a new 3x3 matrix.

Source

matrix.lisp.

Method: * ((object1 matrix2) (object2 matrix2))

Multiply the 2x2 matrix OBJECT1 by the 2x2 matrix OBJECT2, storing the result in a new 2x2 matrix.

Source

matrix.lisp.

Method: * ((object1 vector4) (object2 vector4))

Perform component-wise multiplication by multiplying each component of the 4-dimensional vector OBJECT1 by the corresponding component of the 4-dimensional vector OBJECT2, storing the result in a new 4-dimensional vector.

Source

vector.lisp.

Method: * ((object1 vector3) (object2 vector3))

Perform component-wise multiplication by multiplying each component of the 3-dimensional vector OBJECT1 by the corresponding component of the 3-dimensional vector OBJECT2, storing the result in a new 3-dimensional vector.

Source

vector.lisp.

Method: * ((object1 vector2) (object2 vector2))

Perform component-wise multiplication by multiplying each component of the 2-dimensional vector OBJECT1 by the corresponding component of the 2-dimensional vector OBJECT2, storing the result in a new 2-dimensional vector.

Source

vector.lisp.

Method: * ((object1 quaternion) (object2 real))

Perform scalar multiplication by multiplying each component of the quaternion OBJECT1 by the scalar OBJECT2, storing the result in a new quaternion.

Method: * ((object1 vector4) (object2 real))

Perform scalar multiplication by multiplying each component of the 4-dimensional vector OBJECT1 by the scalar OBJECT2, storing the result in a new 4-dimensional vector.

Method: * ((object1 vector3) (object2 real))

Perform scalar multiplication by multiplying each component of the 3-dimensional vector OBJECT1 by the scalar OBJECT2, storing the result in a new 3-dimensional vector.

Method: * ((object1 vector2) (object2 real))

Perform scalar multiplication by multiplying each component of the 2-dimensional vector OBJECT1 by the scalar OBJECT2, storing the result in a new 2-dimensional vector.

Generic Function: *! (object1 object2 out)
Package

gfxmath.

Source

shared-ops.lisp.

Methods
Method: *! ((object1 quaternion) (object2 quaternion) (out quaternion))

Multiply the quaternion OBJECT1 by the quaternion OBJECT2, storing the result in the quaternion OUT.

Source

quaternion.lisp.

Method: *! ((object1 matrix4) (object2 vector4) (out vector4))

Multiply the 4x4 matrix OBJECT1 by the 4-dimensional vector OBJECT2, storing the result in the 4-dimensional vector OUT.

Source

matrix.lisp.

Method: *! ((object1 matrix3) (object2 vector3) (out vector3))

Multiply the 3x3 matrix OBJECT1 by the 3-dimensional vector OBJECT2, storing the result in the 3-dimensional vector OUT.

Source

matrix.lisp.

Method: *! ((object1 matrix2) (object2 vector2) (out vector2))

Multiply the 2x2 matrix OBJECT1 by the 2-dimensional vector OBJECT2, storing the result in the 2-dimensional vector OUT.

Source

matrix.lisp.

Method: *! ((object1 matrix4) (object2 matrix4) (out matrix4))

Multiply the 4x4 matrix OBJECT1 by the 4x4 matrix OBJECT2, storing the result in the 4x4 matrix OUT.

Source

matrix.lisp.

Method: *! ((object1 matrix3) (object2 matrix3) (out matrix3))

Multiply the 3x3 matrix OBJECT1 by the 3x3 matrix OBJECT2, storing the result in the 3x3 matrix OUT.

Source

matrix.lisp.

Method: *! ((object1 matrix2) (object2 matrix2) (out matrix2))

Multiply the 2x2 matrix OBJECT1 by the 2x2 matrix OBJECT2, storing the result in the 2x2 matrix OUT.

Source

matrix.lisp.

Method: *! ((object1 vector4) (object2 vector4) (out vector4))

Perform component-wise multiplication by multiplying each component of the 4-dimensional vector OBJECT1 by the corresponding component of the 4-dimensional vector OBJECT2, storing the result in the 4-dimensional vector OUT.

Source

vector.lisp.

Method: *! ((object1 vector3) (object2 vector3) (out vector3))

Perform component-wise multiplication by multiplying each component of the 3-dimensional vector OBJECT1 by the corresponding component of the 3-dimensional vector OBJECT2, storing the result in the 3-dimensional vector OUT.

Source

vector.lisp.

Method: *! ((object1 vector2) (object2 vector2) (out vector2))

Perform component-wise multiplication by multiplying each component of the 2-dimensional vector OBJECT1 by the corresponding component of the 2-dimensional vector OBJECT2, storing the result in the 2-dimensional vector OUT.

Source

vector.lisp.

Method: *! ((object1 quaternion) (object2 real) (out quaternion))

Perform scalar multiplication by multiplying each component of the quaternion OBJECT1 by the scalar OBJECT2, storing the result in the quaternion OUT.

Method: *! ((object1 vector4) (object2 real) (out vector4))

Perform scalar multiplication by multiplying each component of the 4-dimensional vector OBJECT1 by the scalar OBJECT2, storing the result in the 4-dimensional vector OUT.

Method: *! ((object1 vector3) (object2 real) (out vector3))

Perform scalar multiplication by multiplying each component of the 3-dimensional vector OBJECT1 by the scalar OBJECT2, storing the result in the 3-dimensional vector OUT.

Method: *! ((object1 vector2) (object2 real) (out vector2))

Perform scalar multiplication by multiplying each component of the 2-dimensional vector OBJECT1 by the scalar OBJECT2, storing the result in the 2-dimensional vector OUT.

Generic Function: + (object1 object2)
Package

gfxmath.

Source

shared-ops.lisp.

Methods
Method: + ((object1 vector2) (object2 real))

Perform scalar addition by adding the scalar OBJECT2 to each component of the 2-dimensional vector OBJECT1, storing the result in a new 2-dimensional vector.

Method: + ((object1 vector3) (object2 real))

Perform scalar addition by adding the scalar OBJECT2 to each component of the 3-dimensional vector OBJECT1, storing the result in a new 3-dimensional vector.

Method: + ((object1 vector4) (object2 real))

Perform scalar addition by adding the scalar OBJECT2 to each component of the 4-dimensional vector OBJECT1, storing the result in a new 4-dimensional vector.

Method: + ((object1 matrix2) (object2 real))

Perform scalar addition by adding the scalar OBJECT2 to each component of the 2x2 matrix OBJECT1, storing the result in a new 2x2 matrix.

Method: + ((object1 matrix3) (object2 real))

Perform scalar addition by adding the scalar OBJECT2 to each component of the 3x3 matrix OBJECT1, storing the result in a new 3x3 matrix.

Method: + ((object1 matrix4) (object2 real))

Perform scalar addition by adding the scalar OBJECT2 to each component of the 4x4 matrix OBJECT1, storing the result in a new 4x4 matrix.

Method: + ((object1 quaternion) (object2 real))

Perform scalar addition by adding the scalar OBJECT2 to each component of the quaternion OBJECT1, storing the result in a new quaternion.

Method: + ((object1 vector2) (object2 vector2))

Perform component-wise addition by adding each component of the 2-dimensional vector OBJECT1 to te corresponding component of the 2-dimensional vector OBJECT2, storing the result in a new 2-dimensional vector.

Method: + ((object1 vector3) (object2 vector3))

Perform component-wise addition by adding each component of the 3-dimensional vector OBJECT1 to te corresponding component of the 3-dimensional vector OBJECT2, storing the result in a new 3-dimensional vector.

Method: + ((object1 vector4) (object2 vector4))

Perform component-wise addition by adding each component of the 4-dimensional vector OBJECT1 to te corresponding component of the 4-dimensional vector OBJECT2, storing the result in a new 4-dimensional vector.

Method: + ((object1 matrix2) (object2 matrix2))

Perform component-wise addition by adding each component of the 2x2 matrix OBJECT1 to te corresponding component of the 2x2 matrix OBJECT2, storing the result in a new 2x2 matrix.

Method: + ((object1 matrix3) (object2 matrix3))

Perform component-wise addition by adding each component of the 3x3 matrix OBJECT1 to te corresponding component of the 3x3 matrix OBJECT2, storing the result in a new 3x3 matrix.

Method: + ((object1 matrix4) (object2 matrix4))

Perform component-wise addition by adding each component of the 4x4 matrix OBJECT1 to te corresponding component of the 4x4 matrix OBJECT2, storing the result in a new 4x4 matrix.

Method: + ((object1 quaternion) (object2 quaternion))

Perform component-wise addition by adding each component of the quaternion OBJECT1 to te corresponding component of the quaternion OBJECT2, storing the result in a new quaternion.

Generic Function: +! (object1 object2 out)
Package

gfxmath.

Source

shared-ops.lisp.

Methods
Method: +! ((object1 vector2) (object2 real) (out vector2))

Perform scalar addition by adding the scalar OBJECT2 to each component of the 2-dimensional vector OBJECT1, storing the result in the 2-dimensional vector OUT.

Method: +! ((object1 vector3) (object2 real) (out vector3))

Perform scalar addition by adding the scalar OBJECT2 to each component of the 3-dimensional vector OBJECT1, storing the result in the 3-dimensional vector OUT.

Method: +! ((object1 vector4) (object2 real) (out vector4))

Perform scalar addition by adding the scalar OBJECT2 to each component of the 4-dimensional vector OBJECT1, storing the result in the 4-dimensional vector OUT.

Method: +! ((object1 matrix2) (object2 real) (out matrix2))

Perform scalar addition by adding the scalar OBJECT2 to each component of the 2x2 matrix OBJECT1, storing the result in the 2x2 matrix OUT.

Method: +! ((object1 matrix3) (object2 real) (out matrix3))

Perform scalar addition by adding the scalar OBJECT2 to each component of the 3x3 matrix OBJECT1, storing the result in the 3x3 matrix OUT.

Method: +! ((object1 matrix4) (object2 real) (out matrix4))

Perform scalar addition by adding the scalar OBJECT2 to each component of the 4x4 matrix OBJECT1, storing the result in the 4x4 matrix OUT.

Method: +! ((object1 quaternion) (object2 real) (out quaternion))

Perform scalar addition by adding the scalar OBJECT2 to each component of the quaternion OBJECT1, storing the result in the quaternion OUT.

Method: +! ((object1 vector2) (object2 vector2) (out vector2))

Perform component-wise addition by adding each component of the 2-dimensional vector OBJECT1 to the corresponding component of the 2-dimensional vector OBJECT2, storing the result in the 2-dimensional vector OUT.

Method: +! ((object1 vector3) (object2 vector3) (out vector3))

Perform component-wise addition by adding each component of the 3-dimensional vector OBJECT1 to the corresponding component of the 3-dimensional vector OBJECT2, storing the result in the 3-dimensional vector OUT.

Method: +! ((object1 vector4) (object2 vector4) (out vector4))

Perform component-wise addition by adding each component of the 4-dimensional vector OBJECT1 to the corresponding component of the 4-dimensional vector OBJECT2, storing the result in the 4-dimensional vector OUT.

Method: +! ((object1 matrix2) (object2 matrix2) (out matrix2))

Perform component-wise addition by adding each component of the 2x2 matrix OBJECT1 to the corresponding component of the 2x2 matrix OBJECT2, storing the result in the 2x2 matrix OUT.

Method: +! ((object1 matrix3) (object2 matrix3) (out matrix3))

Perform component-wise addition by adding each component of the 3x3 matrix OBJECT1 to the corresponding component of the 3x3 matrix OBJECT2, storing the result in the 3x3 matrix OUT.

Method: +! ((object1 matrix4) (object2 matrix4) (out matrix4))

Perform component-wise addition by adding each component of the 4x4 matrix OBJECT1 to the corresponding component of the 4x4 matrix OBJECT2, storing the result in the 4x4 matrix OUT.

Method: +! ((object1 quaternion) (object2 quaternion) (out quaternion))

Perform component-wise addition by adding each component of the quaternion OBJECT1 to the corresponding component of the quaternion OBJECT2, storing the result in the quaternion OUT.

Generic Function: - (object1 object2)
Package

gfxmath.

Source

shared-ops.lisp.

Methods
Method: - ((object1 vector2) (object2 real))

Perform scalar subtraction by subtracting the scalar OBJECT2 from each component of the 2-dimensional vector OBJECT1, storing the result in a new 2-dimensional vector.

Method: - ((object1 vector3) (object2 real))

Perform scalar subtraction by subtracting the scalar OBJECT2 from each component of the 3-dimensional vector OBJECT1, storing the result in a new 3-dimensional vector.

Method: - ((object1 vector4) (object2 real))

Perform scalar subtraction by subtracting the scalar OBJECT2 from each component of the 4-dimensional vector OBJECT1, storing the result in a new 4-dimensional vector.

Method: - ((object1 matrix2) (object2 real))

Perform scalar subtraction by subtracting the scalar OBJECT2 from each component of the 2x2 matrix OBJECT1, storing the result in a new 2x2 matrix.

Method: - ((object1 matrix3) (object2 real))

Perform scalar subtraction by subtracting the scalar OBJECT2 from each component of the 3x3 matrix OBJECT1, storing the result in a new 3x3 matrix.

Method: - ((object1 matrix4) (object2 real))

Perform scalar subtraction by subtracting the scalar OBJECT2 from each component of the 4x4 matrix OBJECT1, storing the result in a new 4x4 matrix.

Method: - ((object1 quaternion) (object2 real))

Perform scalar subtraction by subtracting the scalar OBJECT2 from each component of the quaternion OBJECT1, storing the result in a new quaternion.

Method: - ((object1 vector2) (object2 vector2))

Perform component-wise subtraction by subtracting each component of the 2-dimensional vector OBJECT2 from the corresponding component of the 2-dimensional vector OBJECT1, storing the result in a new 2-dimensional vector.

Method: - ((object1 vector3) (object2 vector3))

Perform component-wise subtraction by subtracting each component of the 3-dimensional vector OBJECT2 from the corresponding component of the 3-dimensional vector OBJECT1, storing the result in a new 3-dimensional vector.

Method: - ((object1 vector4) (object2 vector4))

Perform component-wise subtraction by subtracting each component of the 4-dimensional vector OBJECT2 from the corresponding component of the 4-dimensional vector OBJECT1, storing the result in a new 4-dimensional vector.

Method: - ((object1 matrix2) (object2 matrix2))

Perform component-wise subtraction by subtracting each component of the 2x2 matrix OBJECT2 from the corresponding component of the 2x2 matrix OBJECT1, storing the result in a new 2x2 matrix.

Method: - ((object1 matrix3) (object2 matrix3))

Perform component-wise subtraction by subtracting each component of the 3x3 matrix OBJECT2 from the corresponding component of the 3x3 matrix OBJECT1, storing the result in a new 3x3 matrix.

Method: - ((object1 matrix4) (object2 matrix4))

Perform component-wise subtraction by subtracting each component of the 4x4 matrix OBJECT2 from the corresponding component of the 4x4 matrix OBJECT1, storing the result in a new 4x4 matrix.

Method: - ((object1 quaternion) (object2 quaternion))

Perform component-wise subtraction by subtracting each component of the quaternion OBJECT2 from the corresponding component of the quaternion OBJECT1, storing the result in a new quaternion.

Generic Function: -! (object1 object2 out)
Package

gfxmath.

Source

shared-ops.lisp.

Methods
Method: -! ((object1 vector2) (object2 real) (out vector2))

Perform scalar subtraction by subtracting the scalar OBJECT2 from each component of the 2-dimensional vector OBJECT1, storing the result in the 2-dimensional vector OUT.

Method: -! ((object1 vector3) (object2 real) (out vector3))

Perform scalar subtraction by subtracting the scalar OBJECT2 from each component of the 3-dimensional vector OBJECT1, storing the result in the 3-dimensional vector OUT.

Method: -! ((object1 vector4) (object2 real) (out vector4))

Perform scalar subtraction by subtracting the scalar OBJECT2 from each component of the 4-dimensional vector OBJECT1, storing the result in the 4-dimensional vector OUT.

Method: -! ((object1 matrix2) (object2 real) (out matrix2))

Perform scalar subtraction by subtracting the scalar OBJECT2 from each component of the 2x2 matrix OBJECT1, storing the result in the 2x2 matrix OUT.

Method: -! ((object1 matrix3) (object2 real) (out matrix3))

Perform scalar subtraction by subtracting the scalar OBJECT2 from each component of the 3x3 matrix OBJECT1, storing the result in the 3x3 matrix OUT.

Method: -! ((object1 matrix4) (object2 real) (out matrix4))

Perform scalar subtraction by subtracting the scalar OBJECT2 from each component of the 4x4 matrix OBJECT1, storing the result in the 4x4 matrix OUT.

Method: -! ((object1 quaternion) (object2 real) (out quaternion))

Perform scalar subtraction by subtracting the scalar OBJECT2 from each component of the quaternion OBJECT1, storing the result in the quaternion OUT.

Method: -! ((object1 vector2) (object2 vector2) (out vector2))

Perform component-wise subtraction by subtracting each component of the 2-dimensional vector OBJECT2 from the corresponding component of the 2-dimensional vector OBJECT1, storing the result in the 2-dimensional vector OUT.

Method: -! ((object1 vector3) (object2 vector3) (out vector3))

Perform component-wise subtraction by subtracting each component of the 3-dimensional vector OBJECT2 from the corresponding component of the 3-dimensional vector OBJECT1, storing the result in the 3-dimensional vector OUT.

Method: -! ((object1 vector4) (object2 vector4) (out vector4))

Perform component-wise subtraction by subtracting each component of the 4-dimensional vector OBJECT2 from the corresponding component of the 4-dimensional vector OBJECT1, storing the result in the 4-dimensional vector OUT.

Method: -! ((object1 matrix2) (object2 matrix2) (out matrix2))

Perform component-wise subtraction by subtracting each component of the 2x2 matrix OBJECT2 from the corresponding component of the 2x2 matrix OBJECT1, storing the result in the 2x2 matrix OUT.

Method: -! ((object1 matrix3) (object2 matrix3) (out matrix3))

Perform component-wise subtraction by subtracting each component of the 3x3 matrix OBJECT2 from the corresponding component of the 3x3 matrix OBJECT1, storing the result in the 3x3 matrix OUT.

Method: -! ((object1 matrix4) (object2 matrix4) (out matrix4))

Perform component-wise subtraction by subtracting each component of the 4x4 matrix OBJECT2 from the corresponding component of the 4x4 matrix OBJECT1, storing the result in the 4x4 matrix OUT.

Method: -! ((object1 quaternion) (object2 quaternion) (out quaternion))

Perform component-wise subtraction by subtracting each component of the quaternion OBJECT2 from the corresponding component of the quaternion OBJECT1, storing the result in the quaternion OUT.

Generic Function: / (object1 object2)
Package

gfxmath.

Source

shared-ops.lisp.

Methods
Method: / ((object1 vector4) (object2 vector4))

Perform component-wise division by dividing each component of the 4-dimensional vector OBJECT1 by the corresponding component of the 4-dimensional vector OBJECT2, storing the result in a new 4-dimensional vector.

Source

vector.lisp.

Method: / ((object1 vector3) (object2 vector3))

Perform component-wise division by dividing each component of the 3-dimensional vector OBJECT1 by the corresponding component of the 3-dimensional vector OBJECT2, storing the result in a new 3-dimensional vector.

Source

vector.lisp.

Method: / ((object1 vector2) (object2 vector2))

Perform component-wise division by dividing each component of the 2-dimensional vector OBJECT1 by the corresponding component of the 2-dimensional vector OBJECT2, storing the result in a new 2-dimensional vector.

Source

vector.lisp.

Method: / ((object1 quaternion) (object2 real))

Perform scalar division by dividing each component of the quaternion OBJECT1 by the scalar OBJECT2, storing the result in a new quaternion.

Method: / ((object1 vector4) (object2 real))

Perform scalar division by dividing each component of the 4-dimensional vector OBJECT1 by the scalar OBJECT2, storing the result in a new 4-dimensional vector.

Method: / ((object1 vector3) (object2 real))

Perform scalar division by dividing each component of the 3-dimensional vector OBJECT1 by the scalar OBJECT2, storing the result in a new 3-dimensional vector.

Method: / ((object1 vector2) (object2 real))

Perform scalar division by dividing each component of the 2-dimensional vector OBJECT1 by the scalar OBJECT2, storing the result in a new 2-dimensional vector.

Generic Function: /! (object1 object2 out)
Package

gfxmath.

Source

shared-ops.lisp.

Methods
Method: /! ((object1 vector4) (object2 vector4) (out vector4))

Perform component-wise division by dividing each component of the 4-dimensional vector OBJECT1 by the corresponding component of the 4-dimensional vector OBJECT2, storing the result in the 4-dimensional vector OUT.

Source

vector.lisp.

Method: /! ((object1 vector3) (object2 vector3) (out vector3))

Perform component-wise division by dividing each component of the 3-dimensional vector OBJECT1 by the corresponding component of the 3-dimensional vector OBJECT2, storing the result in the 3-dimensional vector OUT.

Source

vector.lisp.

Method: /! ((object1 vector2) (object2 vector2) (out vector2))

Perform component-wise division by dividing each component of the 2-dimensional vector OBJECT1 by the corresponding component of the 2-dimensional vector OBJECT2, storing the result in the 2-dimensional vector OUT.

Source

vector.lisp.

Method: /! ((object1 quaternion) (object2 real) (out quaternion))

Perform scalar division by dividing each component of the quaternion OBJECT1 by the scalar OBJECT2, storing the result in the quaternion OUT.

Method: /! ((object1 vector4) (object2 real) (out vector4))

Perform scalar division by dividing each component of the 4-dimensional vector OBJECT1 by the scalar OBJECT2, storing the result in the 4-dimensional vector OUT.

Method: /! ((object1 vector3) (object2 real) (out vector3))

Perform scalar division by dividing each component of the 3-dimensional vector OBJECT1 by the scalar OBJECT2, storing the result in the 3-dimensional vector OUT.

Method: /! ((object1 vector2) (object2 real) (out vector2))

Perform scalar division by dividing each component of the 2-dimensional vector OBJECT1 by the scalar OBJECT2, storing the result in the 2-dimensional vector OUT.

Generic Function: < (vector1 vector2)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: < ((vector1 vector4) (vector2 vector4))

Check if each component of the 4-dimensional vector VECTOR1 is less than the corresponding component of the 4-dimensional vector VECTOR2.

Method: < ((vector1 vector3) (vector2 vector3))

Check if each component of the 3-dimensional vector VECTOR1 is less than the corresponding component of the 3-dimensional vector VECTOR2.

Method: < ((vector1 vector2) (vector2 vector2))

Check if each component of the 2-dimensional vector VECTOR1 is less than the corresponding component of the 2-dimensional vector VECTOR2.

Generic Function: <= (vector1 vector2)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: <= ((vector1 vector4) (vector2 vector4))

Check if each component of the 4-dimensional vector VECTOR1 is less than or equal to the corresponding component of the 4-dimensional vector VECTOR2.

Method: <= ((vector1 vector3) (vector2 vector3))

Check if each component of the 3-dimensional vector VECTOR1 is less than or equal to the corresponding component of the 3-dimensional vector VECTOR2.

Method: <= ((vector1 vector2) (vector2 vector2))

Check if each component of the 2-dimensional vector VECTOR1 is less than or equal to the corresponding component of the 2-dimensional vector VECTOR2.

Generic Function: = (object1 object2 &key rel abs)
Package

gfxmath.

Source

shared-ops.lisp.

Methods
Method: = ((object1 vector2) (object2 vector2) &key rel abs)

Check if all components of the given 2-dimensional vectors are equal. REL and ABS are the relative and absolute error tolerances used to determine equality.

Method: = ((object1 vector3) (object2 vector3) &key rel abs)

Check if all components of the given 3-dimensional vectors are equal. REL and ABS are the relative and absolute error tolerances used to determine equality.

Method: = ((object1 vector4) (object2 vector4) &key rel abs)

Check if all components of the given 4-dimensional vectors are equal. REL and ABS are the relative and absolute error tolerances used to determine equality.

Method: = ((object1 matrix2) (object2 matrix2) &key rel abs)

Check if all components of the given 2x2 matrices are equal. REL and ABS are the relative and absolute error tolerances used to determine equality.

Method: = ((object1 matrix3) (object2 matrix3) &key rel abs)

Check if all components of the given 3x3 matrices are equal. REL and ABS are the relative and absolute error tolerances used to determine equality.

Method: = ((object1 matrix4) (object2 matrix4) &key rel abs)

Check if all components of the given 4x4 matrices are equal. REL and ABS are the relative and absolute error tolerances used to determine equality.

Method: = ((object1 quaternion) (object2 quaternion) &key rel abs)

Check if all components of the given quaternions are equal. REL and ABS are the relative and absolute error tolerances used to determine equality.

Generic Function: > (vector1 vector2)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: > ((vector1 vector4) (vector2 vector4))

Check if each component of the 4-dimensional vector VECTOR1 is greater than the corresponding component of the 4-dimensional vector VECTOR2.

Method: > ((vector1 vector3) (vector2 vector3))

Check if each component of the 3-dimensional vector VECTOR1 is greater than the corresponding component of the 3-dimensional vector VECTOR2.

Method: > ((vector1 vector2) (vector2 vector2))

Check if each component of the 2-dimensional vector VECTOR1 is greater than the corresponding component of the 2-dimensional vector VECTOR2.

Generic Function: >= (vector1 vector2)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: >= ((vector1 vector4) (vector2 vector4))

Check if each component of the 4-dimensional vector VECTOR1 is greater than or equal to the corresponding component of the 4-dimensional vector VECTOR2.

Method: >= ((vector1 vector3) (vector2 vector3))

Check if each component of the 3-dimensional vector VECTOR1 is greater than or equal to the corresponding component of the 3-dimensional vector VECTOR2.

Method: >= ((vector1 vector2) (vector2 vector2))

Check if each component of the 2-dimensional vector VECTOR1 is greater than or equal to the corresponding component of the 2-dimensional vector VECTOR2.

Generic Function: abs (vector)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: abs ((vector vector4))

Compute the absolute value of each component of the 4-dimensional vector VECTOR, storing the result in a new 4-dimensional vector.

Method: abs ((vector vector3))

Compute the absolute value of each component of the 3-dimensional vector VECTOR, storing the result in a new 3-dimensional vector.

Method: abs ((vector vector2))

Compute the absolute value of each component of the 2-dimensional vector VECTOR, storing the result in a new 2-dimensional vector.

Generic Function: abs! (vector out)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: abs! ((vector vector4) (out vector4))

Compute the absolute value of each component of the 4-dimensional vector VECTOR, storing the result in a the 4-dimensional vector OUT.

Method: abs! ((vector vector3) (out vector3))

Compute the absolute value of each component of the 3-dimensional vector VECTOR, storing the result in a the 3-dimensional vector OUT.

Method: abs! ((vector vector2) (out vector2))

Compute the absolute value of each component of the 2-dimensional vector VECTOR, storing the result in a the 2-dimensional vector OUT.

Generic Function: acos (vector)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: acos ((vector vector4))

Compute the trigonometric arccosine of each component of the 4-dimensional vector VECTOR, storing the result in a new 4-dimensional vector.

Method: acos ((vector vector3))

Compute the trigonometric arccosine of each component of the 3-dimensional vector VECTOR, storing the result in a new 3-dimensional vector.

Method: acos ((vector vector2))

Compute the trigonometric arccosine of each component of the 2-dimensional vector VECTOR, storing the result in a new 2-dimensional vector.

Generic Function: acos! (vector out)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: acos! ((vector vector4) (out vector4))

Compute the trigonometric arccosine of each component of the 4-dimensional vector VECTOR, storing the result in the 4-dimensional vector OUT.

Method: acos! ((vector vector3) (out vector3))

Compute the trigonometric arccosine of each component of the 3-dimensional vector VECTOR, storing the result in the 3-dimensional vector OUT.

Method: acos! ((vector vector2) (out vector2))

Compute the trigonometric arccosine of each component of the 2-dimensional vector VECTOR, storing the result in the 2-dimensional vector OUT.

Generic Function: angle (vector1 vector2)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: angle ((vector1 vector4) (vector2 vector4))

Compute the angle in radians between the 4-dimensional vectors VECTOR1 and VECTOR2.

Method: angle ((vector1 vector3) (vector2 vector3))

Compute the angle in radians between the 3-dimensional vectors VECTOR1 and VECTOR2.

Method: angle ((vector1 vector2) (vector2 vector2))

Compute the angle in radians between the 2-dimensional vectors VECTOR1 and VECTOR2.

Generic Function: anti-diagonal (matrix)
Package

gfxmath.

Source

matrix.lisp.

Methods
Method: anti-diagonal ((matrix matrix4))

Compute the anti-diagonal of the 4x4 matrix MATRIX, storing the result in a new 4x4 matrix.

Method: anti-diagonal ((matrix matrix3))

Compute the anti-diagonal of the 3x3 matrix MATRIX, storing the result in a new 3x3 matrix.

Method: anti-diagonal ((matrix matrix2))

Compute the anti-diagonal of the 2x2 matrix MATRIX, storing the result in a new 2x2 matrix.

Generic Function: anti-diagonal! (matrix out)
Package

gfxmath.

Source

matrix.lisp.

Methods
Method: anti-diagonal! ((matrix matrix4) (out vector4))

Compute the anti-diagonal of the 4x4 matrix MATRIX, storing the result in the 4-dimensional vector OUT.

Method: anti-diagonal! ((matrix matrix3) (out vector3))

Compute the anti-diagonal of the 3x3 matrix MATRIX, storing the result in the 3-dimensional vector OUT.

Method: anti-diagonal! ((matrix matrix2) (out vector2))

Compute the anti-diagonal of the 2x2 matrix MATRIX, storing the result in the 2-dimensional vector OUT.

Generic Function: asin (vector)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: asin ((vector vector4))

Compute the trigonometric arcsine of each component of the 4-dimensional vector VECTOR, storing the result in a new 4-dimensional vector.

Method: asin ((vector vector3))

Compute the trigonometric arcsine of each component of the 3-dimensional vector VECTOR, storing the result in a new 3-dimensional vector.

Method: asin ((vector vector2))

Compute the trigonometric arcsine of each component of the 2-dimensional vector VECTOR, storing the result in a new 2-dimensional vector.

Generic Function: asin! (vector out)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: asin! ((vector vector4) (out vector4))

Compute the trigonometric arcsine of each component of the 4-dimensional vector VECTOR, storing the result in the 4-dimensional vector OUT.

Method: asin! ((vector vector3) (out vector3))

Compute the trigonometric arcsine of each component of the 3-dimensional vector VECTOR, storing the result in the 3-dimensional vector OUT.

Method: asin! ((vector vector2) (out vector2))

Compute the trigonometric arcsine of each component of the 2-dimensional vector VECTOR, storing the result in the 2-dimensional vector OUT.

Generic Function: atan (vector)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: atan ((vector vector4))

Compute the trigonometric arctangent of each component of the 4-dimensional vector VECTOR, storing the result in a new 4-dimensional vector.

Method: atan ((vector vector3))

Compute the trigonometric arctangent of each component of the 3-dimensional vector VECTOR, storing the result in a new 3-dimensional vector.

Method: atan ((vector vector2))

Compute the trigonometric arctangent of each component of the 2-dimensional vector VECTOR, storing the result in a new 2-dimensional vector.

Generic Function: atan! (vector out)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: atan! ((vector vector4) (out vector4))

Compute the trigonometric arctangent of each component of the 4-dimensional vector VECTOR, storing the result in the 4-dimensional vector OUT.

Method: atan! ((vector vector3) (out vector3))

Compute the trigonometric arctangent of each component of the 3-dimensional vector VECTOR, storing the result in the 3-dimensional vector OUT.

Method: atan! ((vector vector2) (out vector2))

Compute the trigonometric arctangent of each component of the 2-dimensional vector VECTOR, storing the result in the 2-dimensional vector OUT.

Generic Function: ceiling (vector)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: ceiling ((vector vector4))

Take the ceiling of each component of the 4-dimensional vector VECTOR, storing the result in a new 4-dimensional vector.

Method: ceiling ((vector vector3))

Take the ceiling of each component of the 3-dimensional vector VECTOR, storing the result in a new 3-dimensional vector.

Method: ceiling ((vector vector2))

Take the ceiling of each component of the 2-dimensional vector VECTOR, storing the result in a new 2-dimensional vector.

Generic Function: ceiling! (vector out)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: ceiling! ((vector vector4) (out vector4))

Take the ceiling of each component of the 4-dimensional vector VECTOR, storing the result in the 4-dimensional vector OUT.

Method: ceiling! ((vector vector3) (out vector3))

Take the ceiling of each component of the 3-dimensional vector VECTOR, storing the result in the 3-dimensional vector OUT.

Method: ceiling! ((vector vector2) (out vector2))

Take the ceiling of each component of the 2-dimensional vector VECTOR, storing the result in the 2-dimensional vector OUT.

Generic Function: clamp (object min max)
Package

gfxmath.

Source

shared-ops.lisp.

Methods
Method: clamp ((object matrix4) (min real) (max real))

Clamp each component of the 4x4 matrix OBJECT to be within the range bounded by the corresponding components of the 4x4 matrices MIN and MAX, storing the result in a new 4x4 matrix.

Method: clamp ((object matrix3) (min real) (max real))

Clamp each component of the 3x3 matrix OBJECT to be within the range bounded by the corresponding components of the 3x3 matrices MIN and MAX, storing the result in a new 3x3 matrix.

Method: clamp ((object matrix2) (min real) (max real))

Clamp each component of the 2x2 matrix OBJECT to be within the range bounded by the corresponding components of the 2x2 matrices MIN and MAX, storing the result in a new 2x2 matrix.

Method: clamp ((object vector4) (min real) (max real))

Clamp each component of the 4-dimensional vector OBJECT to be within the range bounded by the corresponding components of the 4-dimensional vectors MIN and MAX, storing the result in a new 4-dimensional vector.

Method: clamp ((object vector3) (min real) (max real))

Clamp each component of the 3-dimensional vector OBJECT to be within the range bounded by the corresponding components of the 3-dimensional vectors MIN and MAX, storing the result in a new 3-dimensional vector.

Method: clamp ((object vector2) (min real) (max real))

Clamp each component of the 2-dimensional vector OBJECT to be within the range bounded by the corresponding components of the 2-dimensional vectors MIN and MAX, storing the result in a new 2-dimensional vector.

Method: clamp ((object matrix4) (min matrix4) (max matrix4))

Clamp each component of the 4x4 matrix OBJECT to be within the range bounded by the scalars MIN and MAX, storing the result in a new 4x4 matrix.

Method: clamp ((object matrix3) (min matrix3) (max matrix3))

Clamp each component of the 3x3 matrix OBJECT to be within the range bounded by the scalars MIN and MAX, storing the result in a new 3x3 matrix.

Method: clamp ((object matrix2) (min matrix2) (max matrix2))

Clamp each component of the 2x2 matrix OBJECT to be within the range bounded by the scalars MIN and MAX, storing the result in a new 2x2 matrix.

Method: clamp ((object vector4) (min vector4) (max vector4))

Clamp each component of the 4-dimensional vector OBJECT to be within the range bounded by the scalars MIN and MAX, storing the result in a new 4-dimensional vector.

Method: clamp ((object vector3) (min vector3) (max vector3))

Clamp each component of the 3-dimensional vector OBJECT to be within the range bounded by the scalars MIN and MAX, storing the result in a new 3-dimensional vector.

Method: clamp ((object vector2) (min vector2) (max vector2))

Clamp each component of the 2-dimensional vector OBJECT to be within the range bounded by the scalars MIN and MAX, storing the result in a new 2-dimensional vector.

Generic Function: clamp! (object min max out)
Package

gfxmath.

Source

shared-ops.lisp.

Methods
Method: clamp! ((object matrix4) (min real) (max real) (out matrix4))

Clamp each component of the 4x4 matrix OBJECT to be within the range bounded by the corresponding components of the 4x4 matrices MIN and MAX, storing the result in the 4x4 matrix OUT.

Method: clamp! ((object matrix3) (min real) (max real) (out matrix3))

Clamp each component of the 3x3 matrix OBJECT to be within the range bounded by the corresponding components of the 3x3 matrices MIN and MAX, storing the result in the 3x3 matrix OUT.

Method: clamp! ((object matrix2) (min real) (max real) (out matrix2))

Clamp each component of the 2x2 matrix OBJECT to be within the range bounded by the corresponding components of the 2x2 matrices MIN and MAX, storing the result in the 2x2 matrix OUT.

Method: clamp! ((object vector4) (min real) (max real) (out vector4))

Clamp each component of the 4-dimensional vector OBJECT to be within the range bounded by the corresponding components of the 4-dimensional vectors MIN and MAX, storing the result in the 4-dimensional vector OUT.

Method: clamp! ((object vector3) (min real) (max real) (out vector3))

Clamp each component of the 3-dimensional vector OBJECT to be within the range bounded by the corresponding components of the 3-dimensional vectors MIN and MAX, storing the result in the 3-dimensional vector OUT.

Method: clamp! ((object vector2) (min real) (max real) (out vector2))

Clamp each component of the 2-dimensional vector OBJECT to be within the range bounded by the corresponding components of the 2-dimensional vectors MIN and MAX, storing the result in the 2-dimensional vector OUT.

Method: clamp! ((object matrix4) (min matrix4) (max matrix4) (out matrix4))

Clamp each component of the 4x4 matrix OBJECT to be within the range bounded by the scalars MIN and MAX, storing the result in the 4x4 matrix OUT.

Method: clamp! ((object matrix3) (min matrix3) (max matrix3) (out matrix3))

Clamp each component of the 3x3 matrix OBJECT to be within the range bounded by the scalars MIN and MAX, storing the result in the 3x3 matrix OUT.

Method: clamp! ((object matrix2) (min matrix2) (max matrix2) (out matrix2))

Clamp each component of the 2x2 matrix OBJECT to be within the range bounded by the scalars MIN and MAX, storing the result in the 2x2 matrix OUT.

Method: clamp! ((object vector4) (min vector4) (max vector4) (out vector4))

Clamp each component of the 4-dimensional vector OBJECT to be within the range bounded by the scalars MIN and MAX, storing the result in the 4-dimensional vector OUT.

Method: clamp! ((object vector3) (min vector3) (max vector3) (out vector3))

Clamp each component of the 3-dimensional vector OBJECT to be within the range bounded by the scalars MIN and MAX, storing the result in the 3-dimensional vector OUT.

Method: clamp! ((object vector2) (min vector2) (max vector2) (out vector2))

Clamp each component of the 2-dimensional vector OBJECT to be within the range bounded by the scalars MIN and MAX, storing the result in the 2-dimensional vector OUT.

Generic Function: conjugate (quaternion)
Package

gfxmath.

Source

quaternion.lisp.

Methods
Method: conjugate ((quaternion quaternion))

Compute the conjugate of the quaternion QUATERNION, storing the result in a new quaternion.

Generic Function: conjugate! (quaternion out)
Package

gfxmath.

Source

quaternion.lisp.

Methods
Method: conjugate! ((quaternion quaternion) (out quaternion))

Compute the conjugate of the quaternion QUATERNION, storing the result in the quaternion.

Generic Function: copy (object)
Package

gfxmath.

Source

shared-ops.lisp.

Methods
Method: copy ((object vector2))

Create a fresh copy of the 2-dimensional vector OBJECT.

Method: copy ((object vector3))

Create a fresh copy of the 3-dimensional vector OBJECT.

Method: copy ((object vector4))

Create a fresh copy of the 4-dimensional vector OBJECT.

Method: copy ((object matrix2))

Create a fresh copy of the 2x2 matrix OBJECT.

Method: copy ((object matrix3))

Create a fresh copy of the 3x3 matrix OBJECT.

Method: copy ((object matrix4))

Create a fresh copy of the 4x4 matrix OBJECT.

Method: copy ((object quaternion))

Create a fresh copy of the quaternion OBJECT.

Generic Function: copy! (object out)
Package

gfxmath.

Source

shared-ops.lisp.

Methods
Method: copy! ((object vector2) (out vector2))

Copy the components of the 2-dimensional vector OBJECT into the 2-dimensional vector OUT.

Method: copy! ((object vector3) (out vector3))

Copy the components of the 3-dimensional vector OBJECT into the 3-dimensional vector OUT.

Method: copy! ((object vector4) (out vector4))

Copy the components of the 4-dimensional vector OBJECT into the 4-dimensional vector OUT.

Method: copy! ((object matrix2) (out matrix2))

Copy the components of the 2x2 matrix OBJECT into the 2x2 matrix OUT.

Method: copy! ((object matrix3) (out matrix3))

Copy the components of the 3x3 matrix OBJECT into the 3x3 matrix OUT.

Method: copy! ((object matrix4) (out matrix4))

Copy the components of the 4x4 matrix OBJECT into the 4x4 matrix OUT.

Method: copy! ((object quaternion) (out quaternion))

Copy the components of the quaternion OBJECT into the quaternion OUT.

Generic Function: cos (vector)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: cos ((vector vector4))

Compute the trigonometric cosine of each component of the 4-dimensional vector VECTOR, storing the result in a new 4-dimensional vector.

Method: cos ((vector vector3))

Compute the trigonometric cosine of each component of the 3-dimensional vector VECTOR, storing the result in a new 3-dimensional vector.

Method: cos ((vector vector2))

Compute the trigonometric cosine of each component of the 2-dimensional vector VECTOR, storing the result in a new 2-dimensional vector.

Generic Function: cos! (vector out)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: cos! ((vector vector4) (out vector4))

Compute the trigonometric cosine of each component of the 4-dimensional vector VECTOR, storing the result in the 4-dimensional vector OUT.

Method: cos! ((vector vector3) (out vector3))

Compute the trigonometric cosine of each component of the 3-dimensional vector VECTOR, storing the result in the 3-dimensional vector OUT.

Method: cos! ((vector vector2) (out vector2))

Compute the trigonometric cosine of each component of the 2-dimensional vector VECTOR, storing the result in the 2-dimensional vector OUT.

Generic Function: cross (vector1 vector2)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: cross ((vector1 vector3) (vector2 vector3))

Compute the cross product of the {VECTOR:DESC}s VECTOR1 and VECTOR2, storing the result in a new 3-dimensional vector.

Generic Function: cross! (vector1 vector2 dest)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: cross! ((vector1 vector3) (vector2 vector3) (dest vector3))

Compute the cross product of the {VECTOR:DESC}s VECTOR1 and VECTOR2, storing the result in the {OUT:DESC} OUT.

Generic Function: default (object)
Package

gfxmath.

Source

shared-ops.lisp.

Methods
Method: default ((object quaternion))

Construct a default quaternion. Each math type has this method defined, and for quaternions this creates an identity quaternion.

Source

quaternion.lisp.

Method: default ((object matrix4))

Construct a default matrix of the same dimensions as OBJECT. Each math type has this method defined, and for matrices this creates an identity matrix.

Source

matrix.lisp.

Method: default ((object matrix3))

Construct a default matrix of the same dimensions as OBJECT. Each math type has this method defined, and for matrices this creates an identity matrix.

Source

matrix.lisp.

Method: default ((object matrix2))

Construct a default matrix of the same dimensions as OBJECT. Each math type has this method defined, and for matrices this creates an identity matrix.

Source

matrix.lisp.

Method: default ((object vector4))

Construct a default vector of the same dimensions as OBJECT. Each math type has this method defined, and for vectors this creates a zero vector.

Source

vector.lisp.

Method: default ((object vector3))

Construct a default vector of the same dimensions as OBJECT. Each math type has this method defined, and for vectors this creates a zero vector.

Source

vector.lisp.

Method: default ((object vector2))

Construct a default vector of the same dimensions as OBJECT. Each math type has this method defined, and for vectors this creates a zero vector.

Source

vector.lisp.

Generic Function: degrees->radians (vector)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: degrees->radians ((vector vector4))

Convert each component of the 4-dimensional vector VECTOR, which are assumed to be in degrees, to radians, storing the result in a new 4-dimensional vector.

Method: degrees->radians ((vector vector3))

Convert each component of the 3-dimensional vector VECTOR, which are assumed to be in degrees, to radians, storing the result in a new 3-dimensional vector.

Method: degrees->radians ((vector vector2))

Convert each component of the 2-dimensional vector VECTOR, which are assumed to be in degrees, to radians, storing the result in a new 2-dimensional vector.

Generic Function: degrees->radians! (vector out)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: degrees->radians! ((vector vector4) (out vector4))

Convert each component of the 4-dimensional vector VECTOR, which are assumed to be in degrees, to radians, storing the result in the 4-dimensional vector OUT.

Method: degrees->radians! ((vector vector3) (out vector3))

Convert each component of the 3-dimensional vector VECTOR, which are assumed to be in degrees, to radians, storing the result in the 3-dimensional vector OUT.

Method: degrees->radians! ((vector vector2) (out vector2))

Convert each component of the 2-dimensional vector VECTOR, which are assumed to be in degrees, to radians, storing the result in the 2-dimensional vector OUT.

Generic Function: determinant (matrix)
Package

gfxmath.

Source

matrix.lisp.

Methods
Method: determinant ((matrix matrix4))

Compute the determinant of the 4x4 matrix MATRIX, producing a scalar value.

Method: determinant ((matrix matrix3))

Compute the determinant of the 3x3 matrix MATRIX, producing a scalar value.

Generic Function: diagonal? (matrix)
Package

gfxmath.

Source

matrix.lisp.

Methods
Method: diagonal? ((matrix matrix4))

Check whether the 4x4 matrix MATRIX is a diagonal matrix.

Method: diagonal? ((matrix matrix3))

Check whether the 3x3 matrix MATRIX is a diagonal matrix.

Method: diagonal? ((matrix matrix2))

Check whether the 2x2 matrix MATRIX is a diagonal matrix.

Generic Function: dot (object1 object2)
Package

gfxmath.

Source

shared-ops.lisp.

Methods
Method: dot ((object1 quaternion) (object2 quaternion))

Compute the dot product between the quaternion OBJECT1 and the quaternion OBJECT2, producing a scalar value.

Method: dot ((object1 vector4) (object2 vector4))

Compute the dot product between the 4-dimensional vector OBJECT1 and the 4-dimensional vector OBJECT2, producing a scalar value.

Method: dot ((object1 vector3) (object2 vector3))

Compute the dot product between the 3-dimensional vector OBJECT1 and the 3-dimensional vector OBJECT2, producing a scalar value.

Method: dot ((object1 vector2) (object2 vector2))

Compute the dot product between the 2-dimensional vector OBJECT1 and the 2-dimensional vector OBJECT2, producing a scalar value.

Generic Function: expt (vector power)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: expt ((vector vector4) (power real))

Raise each component of the 4-dimensional vector VECTOR to the power of POWER, storing the result in a new 4-dimensional vector.

Method: expt ((vector vector3) (power real))

Raise each component of the 3-dimensional vector VECTOR to the power of POWER, storing the result in a new 3-dimensional vector.

Method: expt ((vector vector2) (power real))

Raise each component of the 2-dimensional vector VECTOR to the power of POWER, storing the result in a new 2-dimensional vector.

Generic Function: expt! (vector power out)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: expt! ((vector vector4) (power real) (out vector4))

Raise each component of the 4-dimensional vector VECTOR to the power of POWER, storing the result in the 4-dimensional vector OUT.

Method: expt! ((vector vector3) (power real) (out vector3))

Raise each component of the 3-dimensional vector VECTOR to the power of POWER, storing the result in the 3-dimensional vector OUT.

Method: expt! ((vector vector2) (power real) (out vector2))

Raise each component of the 2-dimensional vector VECTOR to the power of POWER, storing the result in the 2-dimensional vector OUT.

Generic Function: floor (vector)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: floor ((vector vector4))

Take the floor of each component of the 4-dimensional vector VECTOR, storing the result in a new 4-dimensional vector.

Method: floor ((vector vector3))

Take the floor of each component of the 3-dimensional vector VECTOR, storing the result in a new 3-dimensional vector.

Method: floor ((vector vector2))

Take the floor of each component of the 2-dimensional vector VECTOR, storing the result in a new 2-dimensional vector.

Generic Function: floor! (vector out)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: floor! ((vector vector4) (out vector4))

Take the floor of each component of the 4-dimensional vector VECTOR, storing the result in the 4-dimensional vector OUT.

Method: floor! ((vector vector3) (out vector3))

Take the floor of each component of the 3-dimensional vector VECTOR, storing the result in the 3-dimensional vector OUT.

Method: floor! ((vector vector2) (out vector2))

Take the floor of each component of the 2-dimensional vector VECTOR, storing the result in the 2-dimensional vector OUT.

Generic Function: fract (vector)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: fract ((vector vector4))

Extract the fractional component of each component of the 4-dimensional vector VECTOR, storing the result in a new 4-dimensional vector.

Note: This is computed as n - floor(n).

Method: fract ((vector vector3))

Extract the fractional component of each component of the 3-dimensional vector VECTOR, storing the result in a new 3-dimensional vector.

Note: This is computed as n - floor(n).

Method: fract ((vector vector2))

Extract the fractional component of each component of the 2-dimensional vector VECTOR, storing the result in a new 2-dimensional vector.

Note: This is computed as n - floor(n).

Generic Function: fract! (vector out)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: fract! ((vector vector4) (out vector4))

Extract the fractional component of each component of the 4-dimensional vector VECTOR, storing the result in the 4-dimensional vector OUT.

Note: This is computed as n - floor(n).

Method: fract! ((vector vector3) (out vector3))

Extract the fractional component of each component of the 3-dimensional vector VECTOR, storing the result in the 3-dimensional vector OUT.

Note: This is computed as n - floor(n).

Method: fract! ((vector vector2) (out vector2))

Extract the fractional component of each component of the 2-dimensional vector VECTOR, storing the result in the 2-dimensional vector OUT.

Note: This is computed as n - floor(n).

Generic Function: from-axis-angle! (axis angle out)
Package

gfxmath.

Source

quaternion.lisp.

Methods
Method: from-axis-angle! ((axis vector3) (angle real) (out quaternion))

Modify the quaternion OUT to be oriented around the axis denoted by the 3-dimensional vector AXIS by ANGLE radians.

Generic Function: from-matrix (matrix out)
Package

gfxmath.

Source

quaternion.lisp.

Methods
Method: from-matrix ((matrix matrix4) (out quaternion))

Convert the rotation of the 4x4 matrix MATRIX to a quaternion, storing the result in a new quaternion

Method: from-matrix ((matrix matrix3) (out quaternion))

Convert the rotation of the 3x3 matrix MATRIX to a quaternion, storing the result in a new quaternion

Generic Function: from-matrix! (matrix out)
Package

gfxmath.

Source

quaternion.lisp.

Methods
Method: from-matrix! ((matrix matrix4) (out quaternion))

Convert the rotation of the 4x4 matrix MATRIX to a quaternion, storing the result in the quaternion OUT.

Method: from-matrix! ((matrix matrix3) (out quaternion))

Convert the rotation of the 3x3 matrix MATRIX to a quaternion, storing the result in the quaternion OUT.

Generic Function: from-velocity! (velocity delta out)
Package

gfxmath.

Source

quaternion.lisp.

Methods
Method: from-velocity! ((velocity vector3) (delta real) (out quaternion))

Construct a unit quaternion representing an angular velocity rotation in DELTA units of time, from the 3-dimensional vector VELOCITY, a vector with its magnitude representing a radians per second rotation around its axis, storing the result in the quaternion OUT.

Generic Function: get-axis (matrix axis)
Package

gfxmath.

Source

matrix.lisp.

Methods
Method: get-axis ((matrix matrix4) (axis (eql :z)))

Get the Z rotation axis of the 4x4 matrix MATRIX, storing the result in a new 3-dimensional vector.

Method: get-axis ((matrix matrix4) (axis (eql :y)))

Get the Y rotation axis of the 4x4 matrix MATRIX, storing the result in a new 3-dimensional vector.

Method: get-axis ((matrix matrix4) (axis (eql :x)))

Get the X rotation axis of the 4x4 matrix MATRIX, storing the result in a new 3-dimensional vector.

Method: get-axis ((matrix matrix3) (axis (eql :y)))

Get the Y rotation axis of the 3x3 matrix MATRIX, storing the result in a new 2-dimensional vector.

Method: get-axis ((matrix matrix3) (axis (eql :x)))

Get the X rotation axis of the 3x3 matrix MATRIX, storing the result in a new 2-dimensional vector.

Method: get-axis ((matrix matrix2) (axis (eql :y)))

Get the Y rotation axis of the 2x2 matrix MATRIX, storing the result in a new 2-dimensional vector.

Method: get-axis ((matrix matrix2) (axis (eql :x)))

Get the X rotation axis of the 2x2 matrix MATRIX, storing the result in a new 2-dimensional vector.

Generic Function: get-axis! (matrix axis out)
Package

gfxmath.

Source

matrix.lisp.

Methods
Method: get-axis! ((matrix matrix4) (axis (eql :z)) (out vector3))

Get the Z rotation axis of the 4x4 matrix MATRIX, storing the result in the 3-dimensional vector OUT.

Method: get-axis! ((matrix matrix3) (axis (eql :z)) (out vector2))

Get the Z rotation axis of the 3x3 matrix MATRIX, storing the result in the 2-dimensional vector OUT.

Method: get-axis! ((matrix matrix4) (axis (eql :y)) (out vector3))

Get the Y rotation axis of the 4x4 matrix MATRIX, storing the result in the 3-dimensional vector OUT.

Method: get-axis! ((matrix matrix4) (axis (eql :x)) (out vector3))

Get the X rotation axis of the 4x4 matrix MATRIX, storing the result in the 3-dimensional vector OUT.

Method: get-axis! ((matrix matrix3) (axis (eql :y)) (out vector2))

Get the Y rotation axis of the 3x3 matrix MATRIX, storing the result in the 2-dimensional vector OUT.

Method: get-axis! ((matrix matrix3) (axis (eql :x)) (out vector2))

Get the X rotation axis of the 3x3 matrix MATRIX, storing the result in the 2-dimensional vector OUT.

Method: get-axis! ((matrix matrix2) (axis (eql :y)) (out vector2))

Get the Y rotation axis of the 2x2 matrix MATRIX, storing the result in the 2-dimensional vector OUT.

Method: get-axis! ((matrix matrix2) (axis (eql :x)) (out vector2))

Get the X rotation axis of the 2x2 matrix MATRIX, storing the result in the 2-dimensional vector OUT.

Generic Function: get-column (matrix index)
Package

gfxmath.

Source

matrix.lisp.

Methods
Method: get-column ((matrix matrix4) (index (eql 3)))

Get the 3rd column of the 4x4 matrix MATRIX, storing the result in a new 4-dimensional vector.

Method: get-column ((matrix matrix4) (index (eql 2)))

Get the 2nd column of the 4x4 matrix MATRIX, storing the result in a new 4-dimensional vector.

Method: get-column ((matrix matrix3) (index (eql 2)))

Get the 2nd column of the 3x3 matrix MATRIX, storing the result in a new 3-dimensional vector.

Method: get-column ((matrix matrix4) (index (eql 1)))

Get the 1st column of the 4x4 matrix MATRIX, storing the result in a new 4-dimensional vector.

Method: get-column ((matrix matrix4) (index (eql 0)))

Get the 0th column of the 4x4 matrix MATRIX, storing the result in a new 4-dimensional vector.

Method: get-column ((matrix matrix3) (index (eql 1)))

Get the 1st column of the 3x3 matrix MATRIX, storing the result in a new 3-dimensional vector.

Method: get-column ((matrix matrix3) (index (eql 0)))

Get the 0th column of the 3x3 matrix MATRIX, storing the result in a new 3-dimensional vector.

Method: get-column ((matrix matrix2) (index (eql 1)))

Get the 1st column of the 2x2 matrix MATRIX, storing the result in a new 2-dimensional vector.

Method: get-column ((matrix matrix2) (index (eql 0)))

Get the 0th column of the 2x2 matrix MATRIX, storing the result in a new 2-dimensional vector.

Generic Function: get-column! (matrix index out)
Package

gfxmath.

Source

matrix.lisp.

Methods
Method: get-column! ((matrix matrix4) (index (eql 3)) (out vector4))

Get the 3rd column of the 4x4 matrix MATRIX, storing the result in the 4-dimensional vector OUT.

Method: get-column! ((matrix matrix4) (index (eql 2)) (out vector4))

Get the 2nd column of the 4x4 matrix MATRIX, storing the result in the 4-dimensional vector OUT.

Method: get-column! ((matrix matrix3) (index (eql 2)) (out vector3))

Get the 2nd column of the 3x3 matrix MATRIX, storing the result in the 3-dimensional vector OUT.

Method: get-column! ((matrix matrix4) (index (eql 1)) (out vector4))

Get the 1st column of the 4x4 matrix MATRIX, storing the result in the 4-dimensional vector OUT.

Method: get-column! ((matrix matrix4) (index (eql 0)) (out vector4))

Get the 0th column of the 4x4 matrix MATRIX, storing the result in the 4-dimensional vector OUT.

Method: get-column! ((matrix matrix3) (index (eql 1)) (out vector3))

Get the 1st column of the 3x3 matrix MATRIX, storing the result in the 3-dimensional vector OUT.

Method: get-column! ((matrix matrix3) (index (eql 0)) (out vector3))

Get the 0th column of the 3x3 matrix MATRIX, storing the result in the 3-dimensional vector OUT.

Method: get-column! ((matrix matrix2) (index (eql 1)) (out vector2))

Get the 1st column of the 2x2 matrix MATRIX, storing the result in the 2-dimensional vector OUT.

Method: get-column! ((matrix matrix2) (index (eql 0)) (out vector2))

Get the 0th column of the 2x2 matrix MATRIX, storing the result in the 2-dimensional vector OUT.

Generic Function: get-rotation (matrix)
Package

gfxmath.

Source

matrix.lisp.

Methods
Method: get-rotation ((matrix matrix4))

Get the rotation sub-matrix of the 4x4 matrix MATRIX, storing the result in a new 4x4 matrix.

Method: get-rotation ((matrix matrix3))

Get the rotation sub-matrix of the 3x3 matrix MATRIX, storing the result in a new 3x3 matrix.

Generic Function: get-rotation! (matrix out)
Package

gfxmath.

Source

matrix.lisp.

Methods
Method: get-rotation! ((matrix matrix4) (out matrix3))

Get the rotation sub-matrix of the 4x4 matrix MATRIX, storing the result in the 3x3 matrix OUT.

Method: get-rotation! ((matrix matrix3) (out matrix2))

Get the rotation sub-matrix of the 3x3 matrix MATRIX, storing the result in the 2x2 matrix OUT.

Generic Function: get-row (matrix index)
Package

gfxmath.

Source

matrix.lisp.

Methods
Method: get-row ((matrix matrix4) (index (eql 3)))

Get the 3rd row of the 4x4 matrix MATRIX, storing the result in a new 4-dimensional vector.

Note: The resulting vector does not change its shape; vectors are always column vectors.

Method: get-row ((matrix matrix4) (index (eql 2)))

Get the 2nd row of the 4x4 matrix MATRIX, storing the result in a new 4-dimensional vector.

Note: The resulting vector does not change its shape; vectors are always column vectors.

Method: get-row ((matrix matrix3) (index (eql 2)))

Get the 2nd row of the 3x3 matrix MATRIX, storing the result in a new 3-dimensional vector.

Note: The resulting vector does not change its shape; vectors are always column vectors.

Method: get-row ((matrix matrix4) (index (eql 1)))

Get the 1st row of the 4x4 matrix MATRIX, storing the result in a new 4-dimensional vector.

Note: The resulting vector does not change its shape; vectors are always column vectors.

Method: get-row ((matrix matrix4) (index (eql 0)))

Get the 0th row of the 4x4 matrix MATRIX, storing the result in a new 4-dimensional vector.

Note: The resulting vector does not change its shape; vectors are always column vectors.

Method: get-row ((matrix matrix3) (index (eql 1)))

Get the 1st row of the 3x3 matrix MATRIX, storing the result in a new 3-dimensional vector.

Note: The resulting vector does not change its shape; vectors are always column vectors.

Method: get-row ((matrix matrix3) (index (eql 0)))

Get the 0th row of the 3x3 matrix MATRIX, storing the result in a new 3-dimensional vector.

Note: The resulting vector does not change its shape; vectors are always column vectors.

Method: get-row ((matrix matrix2) (index (eql 1)))

Get the 1st row of the 2x2 matrix MATRIX, storing the result in a new 2-dimensional vector.

Note: The resulting vector does not change its shape; vectors are always column vectors.

Method: get-row ((matrix matrix2) (index (eql 0)))

Get the 0th row of the 2x2 matrix MATRIX, storing the result in a new 2-dimensional vector.

Note: The resulting vector does not change its shape; vectors are always column vectors.

Generic Function: get-row! (matrix index out)
Package

gfxmath.

Source

matrix.lisp.

Methods
Method: get-row! ((matrix matrix4) (index (eql 3)) (out vector4))

Get the 3rd row of the 4x4 matrix MATRIX, storing the result in the 4-dimensional vector OUT.

Note: The resulting vector does not change its shape; vectors are always column vectors.

Method: get-row! ((matrix matrix4) (index (eql 2)) (out vector4))

Get the 2nd row of the 4x4 matrix MATRIX, storing the result in the 4-dimensional vector OUT.

Note: The resulting vector does not change its shape; vectors are always column vectors.

Method: get-row! ((matrix matrix3) (index (eql 2)) (out vector3))

Get the 2nd row of the 3x3 matrix MATRIX, storing the result in the 3-dimensional vector OUT.

Note: The resulting vector does not change its shape; vectors are always column vectors.

Method: get-row! ((matrix matrix4) (index (eql 1)) (out vector4))

Get the 1st row of the 4x4 matrix MATRIX, storing the result in the 4-dimensional vector OUT.

Note: The resulting vector does not change its shape; vectors are always column vectors.

Method: get-row! ((matrix matrix4) (index (eql 0)) (out vector4))

Get the 0th row of the 4x4 matrix MATRIX, storing the result in the 4-dimensional vector OUT.

Note: The resulting vector does not change its shape; vectors are always column vectors.

Method: get-row! ((matrix matrix3) (index (eql 1)) (out vector3))

Get the 1st row of the 3x3 matrix MATRIX, storing the result in the 3-dimensional vector OUT.

Note: The resulting vector does not change its shape; vectors are always column vectors.

Method: get-row! ((matrix matrix3) (index (eql 0)) (out vector3))

Get the 0th row of the 3x3 matrix MATRIX, storing the result in the 3-dimensional vector OUT.

Note: The resulting vector does not change its shape; vectors are always column vectors.

Method: get-row! ((matrix matrix2) (index (eql 1)) (out vector2))

Get the 1st row of the 2x2 matrix MATRIX, storing the result in the 2-dimensional vector OUT.

Note: The resulting vector does not change its shape; vectors are always column vectors.

Method: get-row! ((matrix matrix2) (index (eql 0)) (out vector2))

Get the 0th row of the 2x2 matrix MATRIX, storing the result in the 2-dimensional vector OUT.

Note: The resulting vector does not change its shape; vectors are always column vectors.

Generic Function: get-scale (matrix)
Package

gfxmath.

Source

matrix.lisp.

Methods
Method: get-scale ((matrix matrix4))

Get the scale of the 4x4 matrix MATRIX, storing the result in a new 4x4 matrix.

Method: get-scale ((matrix matrix2))

Get the scale of the 2x2 matrix MATRIX, storing the result in a new 2x2 matrix.

Generic Function: get-scale! (matrix out)
Package

gfxmath.

Source

matrix.lisp.

Methods
Method: get-scale! ((matrix matrix4) (out vector3))

Get the scale of the 4x4 matrix MATRIX, storing the result in the 3-dimensional vector OUT.

Method: get-scale! ((matrix matrix2) (out vector2))

Get the scale of the 2x2 matrix MATRIX, storing the result in the 2-dimensional vector OUT.

Generic Function: get-translation (matrix)
Package

gfxmath.

Source

matrix.lisp.

Methods
Method: get-translation ((matrix matrix4))

Get the translation of the 4x4 matrix MATRIX, storing the result in a new 4x4 matrix.

Method: get-translation ((matrix matrix3))

Get the translation of the 3x3 matrix MATRIX, storing the result in a new 3x3 matrix.

Generic Function: get-translation! (matrix out)
Package

gfxmath.

Source

matrix.lisp.

Methods
Method: get-translation! ((matrix matrix4) (out vector3))

Get the translation of the 4x4 matrix MATRIX, storing the result in the 3-dimensional vector OUT.

Method: get-translation! ((matrix matrix3) (out vector2))

Get the translation of the 3x3 matrix MATRIX, storing the result in the 2-dimensional vector OUT.

Generic Function: id (object)
Package

gfxmath.

Source

shared-ops.lisp.

Methods
Method: id ((object quaternion))

Construct an identity quaternion.

Source

quaternion.lisp.

Method: id ((object matrix4))

Construct a new identity matrix of the same dimensions as OBJECT.

Source

matrix.lisp.

Method: id ((object matrix3))

Construct a new identity matrix of the same dimensions as OBJECT.

Source

matrix.lisp.

Method: id ((object matrix2))

Construct a new identity matrix of the same dimensions as OBJECT.

Source

matrix.lisp.

Generic Function: id! (object)
Package

gfxmath.

Source

shared-ops.lisp.

Methods
Method: id! ((object quaternion))

Modify the quaternion OBJECT to be an identity quaternion.

Source

quaternion.lisp.

Method: id! ((object matrix4))

Modify the 4x4 matrix OBJECT to be an identity matrix.

Source

matrix.lisp.

Method: id! ((object matrix3))

Modify the 3x3 matrix OBJECT to be an identity matrix.

Source

matrix.lisp.

Method: id! ((object matrix2))

Modify the 2x2 matrix OBJECT to be an identity matrix.

Source

matrix.lisp.

Generic Function: id? (object)
Package

gfxmath.

Source

shared-ops.lisp.

Methods
Method: id? ((object quaternion))

Check whether the quaternion OBJECT is an identity quaternion.

Source

quaternion.lisp.

Method: id? ((object matrix4))

Check if the 4x4 matrix OBJECT is an identity matrix.

Source

matrix.lisp.

Method: id? ((object matrix3))

Check if the 3x3 matrix OBJECT is an identity matrix.

Source

matrix.lisp.

Method: id? ((object matrix2))

Check if the 2x2 matrix OBJECT is an identity matrix.

Source

matrix.lisp.

Generic Function: interpolate (object1 object2 parameter)
Package

gfxmath.

Source

shared-ops.lisp.

Methods
Method: interpolate ((object1 quaternion) (object2 quaternion) (parameter real))

Perform a suitable interpolation between the quaternions OBJECT1 and OBJECT2, storing the result in a new quaternion. This is the same as LERP for vectors and SLERP for quaternions. It exists to conveniently dispatch to the appropriate interpolation method given the types of the objects.

Source

quaternion.lisp.

Method: interpolate ((object1 vector4) (object2 vector4) (parameter real))

Perform a suitable interpolation between the 4-dimensional vectors OBJECT1 and OBJECT2, storing the result in a new 4-dimensional vector. This is the same as LERP for vectors and SLERP for quaternions. It exists to conveniently dispatch to the appropriate interpolation method given the types of the objects.

Source

vector.lisp.

Method: interpolate ((object1 vector3) (object2 vector3) (parameter real))

Perform a suitable interpolation between the 3-dimensional vectors OBJECT1 and OBJECT2, storing the result in a new 3-dimensional vector. This is the same as LERP for vectors and SLERP for quaternions. It exists to conveniently dispatch to the appropriate interpolation method given the types of the objects.

Source

vector.lisp.

Method: interpolate ((object1 vector2) (object2 vector2) (parameter real))

Perform a suitable interpolation between the 2-dimensional vectors OBJECT1 and OBJECT2, storing the result in a new 2-dimensional vector. This is the same as LERP for vectors and SLERP for quaternions. It exists to conveniently dispatch to the appropriate interpolation method given the types of the objects.

Source

vector.lisp.

Generic Function: interpolate! (object1 object2 parameter out)
Package

gfxmath.

Source

shared-ops.lisp.

Methods
Method: interpolate! ((object1 quaternion) (object2 quaternion) (parameter real) (out quaternion))

Perform a suitable interpolation between the quaternions OBJECT1 and OBJECT2, storing the result in the quaternion OUT. This is the same as LERP! for vectors and SLERP! for quaternions. It exists to conveniently dispatch to the appropriate interpolation method given the types of the objects.

Source

quaternion.lisp.

Method: interpolate! ((object1 vector4) (object2 vector4) (parameter real) (out vector4))

Perform a suitable interpolation between the 4-dimensional vectors OBJECT1 and OBJECT2, storing the result in the 4-dimensional vector OUT. This is the same as LERP! for vectors and SLERP! for quaternions. It exists to conveniently dispatch to the appropriate interpolation method given the types of the objects.

Source

vector.lisp.

Method: interpolate! ((object1 vector3) (object2 vector3) (parameter real) (out vector3))

Perform a suitable interpolation between the 3-dimensional vectors OBJECT1 and OBJECT2, storing the result in the 3-dimensional vector OUT. This is the same as LERP! for vectors and SLERP! for quaternions. It exists to conveniently dispatch to the appropriate interpolation method given the types of the objects.

Source

vector.lisp.

Method: interpolate! ((object1 vector2) (object2 vector2) (parameter real) (out vector2))

Perform a suitable interpolation between the 2-dimensional vectors OBJECT1 and OBJECT2, storing the result in the 2-dimensional vector OUT. This is the same as LERP! for vectors and SLERP! for quaternions. It exists to conveniently dispatch to the appropriate interpolation method given the types of the objects.

Source

vector.lisp.

Generic Function: inverse (quaternion)
Package

gfxmath.

Source

quaternion.lisp.

Methods
Method: inverse ((quaternion quaternion))

Compute the inverse of the quaternion QUATERNION, storing the result in a new quaternion.

Generic Function: inverse! (quaternion out)
Package

gfxmath.

Source

quaternion.lisp.

Methods
Method: inverse! ((quaternion quaternion) (out quaternion))

Compute the inverse of the quaternion QUATERNION, storing the result in the quaternion OUT.

Generic Function: invert (object)
Package

gfxmath.

Source

shared-ops.lisp.

Methods
Method: invert ((object matrix4))

Invert the 4x4 matrix OBJECT, storing the result in a new {MATRIX:DESC}.

Source

matrix.lisp.

Method: invert ((object matrix3))

Invert the 3x3 matrix OBJECT, storing the result in a new {MATRIX:DESC}.

Source

matrix.lisp.

Method: invert ((vector vector4))

Invert each component of the 4-dimensional vector VECTOR (1/n), storing the result in a new 4-dimensional vector.

Source

vector.lisp.

Method: invert ((vector vector3))

Invert each component of the 3-dimensional vector VECTOR (1/n), storing the result in a new 3-dimensional vector.

Source

vector.lisp.

Method: invert ((vector vector2))

Invert each component of the 2-dimensional vector VECTOR (1/n), storing the result in a new 2-dimensional vector.

Source

vector.lisp.

Generic Function: invert! (object out)
Package

gfxmath.

Source

shared-ops.lisp.

Methods
Method: invert! ((object matrix4) (out matrix4))

Invert the 4x4 matrix OBJECT, storing the result in the 4x4 matrix OUT.

Source

matrix.lisp.

Method: invert! ((object matrix3) (out matrix3))

Invert the 3x3 matrix OBJECT, storing the result in the 3x3 matrix OUT.

Source

matrix.lisp.

Method: invert! ((vector vector4) (out vector4))

Invert each component of the 4-dimensional vector VECTOR (1/n), storing the result in the 4-dimensional vector OUT.

Source

vector.lisp.

Method: invert! ((vector vector3) (out vector3))

Invert each component of the 3-dimensional vector VECTOR (1/n), storing the result in the 3-dimensional vector OUT.

Source

vector.lisp.

Method: invert! ((vector vector2) (out vector2))

Invert each component of the 2-dimensional vector VECTOR (1/n), storing the result in the 2-dimensional vector OUT.

Source

vector.lisp.

Generic Function: lerp (vector1 vector2 parameter)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: lerp ((vector1 vector4) (vector2 vector4) (parameter real))

Perform a linear interpolation between the 4-dimensional vectors VECTOR1 and VECTOR2 by the parameter PARAMETER, storing the result in a new 4-dimensional vector.

Method: lerp ((vector1 vector3) (vector2 vector3) (parameter real))

Perform a linear interpolation between the 3-dimensional vectors VECTOR1 and VECTOR2 by the parameter PARAMETER, storing the result in a new 3-dimensional vector.

Method: lerp ((vector1 vector2) (vector2 vector2) (parameter real))

Perform a linear interpolation between the 2-dimensional vectors VECTOR1 and VECTOR2 by the parameter PARAMETER, storing the result in a new 2-dimensional vector.

Generic Function: lerp! (vector1 vector2 parameter out)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: lerp! ((vector1 vector4) (vector2 vector4) (parameter real) (out vector4))

Perform a linear interpolation between the 4-dimensional vectors VECTOR1 and VECTOR2 by the parameter PARAMETER, storing the result in the 4-dimensional vector OUT.

Method: lerp! ((vector1 vector3) (vector2 vector3) (parameter real) (out vector3))

Perform a linear interpolation between the 3-dimensional vectors VECTOR1 and VECTOR2 by the parameter PARAMETER, storing the result in the 3-dimensional vector OUT.

Method: lerp! ((vector1 vector2) (vector2 vector2) (parameter real) (out vector2))

Perform a linear interpolation between the 2-dimensional vectors VECTOR1 and VECTOR2 by the parameter PARAMETER, storing the result in the 2-dimensional vector OUT.

Generic Function: look-at (eye target up)
Package

gfxmath.

Source

matrix.lisp.

Methods
Method: look-at ((eye vector3) (target vector3) (up vector3))

Construct a view matrix where the camera is located in 3-dimensional space at EYE, and rotated to look at the target point TARGET, with the camera’s up direction given as UP, storing the result in a new {MATRIX:DESC}.

Generic Function: look-at! (eye target up out)
Package

gfxmath.

Source

matrix.lisp.

Methods
Method: look-at! ((eye vector3) (target vector3) (up vector3) (out matrix4))

Modify the 4x4 matrix OUT to be a view matrix where the camera is located in 3-dimensional space at EYE, and rotated to look at the target point TARGET, with the camera’s up direction given as UP.

Generic Function: magnitude (object)
Package

gfxmath.

Source

shared-ops.lisp.

Methods
Method: magnitude ((object quaternion))

Compute the magnitude of the quaternion OBJECT, producing a scalar value.

Method: magnitude ((object vector4))

Compute the magnitude of the 4-dimensional vector OBJECT, producing a scalar value.

Method: magnitude ((object vector3))

Compute the magnitude of the 3-dimensional vector OBJECT, producing a scalar value.

Method: magnitude ((object vector2))

Compute the magnitude of the 2-dimensional vector OBJECT, producing a scalar value.

Generic Function: magnitude-squared (object)
Package

gfxmath.

Source

shared-ops.lisp.

Methods
Method: magnitude-squared ((object quaternion))

Compute the squared magnitude of the quaternion OBJECT, producing a scalar value.

Method: magnitude-squared ((object vector4))

Compute the squared magnitude of the 4-dimensional vector OBJECT, producing a scalar value.

Method: magnitude-squared ((object vector3))

Compute the squared magnitude of the 3-dimensional vector OBJECT, producing a scalar value.

Method: magnitude-squared ((object vector2))

Compute the squared magnitude of the 2-dimensional vector OBJECT, producing a scalar value.

Generic Function: main-diagonal (matrix)
Package

gfxmath.

Source

matrix.lisp.

Methods
Method: main-diagonal ((matrix matrix4))

Compute the main diagonal of the 4x4 matrix MATRIX, storing the result in a new 4x4 matrix.

Method: main-diagonal ((matrix matrix3))

Compute the main diagonal of the 3x3 matrix MATRIX, storing the result in a new 3x3 matrix.

Method: main-diagonal ((matrix matrix2))

Compute the main diagonal of the 2x2 matrix MATRIX, storing the result in a new 2x2 matrix.

Generic Function: main-diagonal! (matrix out)
Package

gfxmath.

Source

matrix.lisp.

Methods
Method: main-diagonal! ((matrix matrix4) (out vector4))

Compute the main diagonal of the 4x4 matrix MATRIX, storing the result in the 4-dimensional vector OUT.

Method: main-diagonal! ((matrix matrix3) (out vector3))

Compute the main diagonal of the 3x3 matrix MATRIX, storing the result in the 3-dimensional vector OUT.

Method: main-diagonal! ((matrix matrix2) (out vector2))

Compute the main diagonal of the 2x2 matrix MATRIX, storing the result in the 2-dimensional vector OUT.

Generic Function: max (vector1 vector2)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: max ((vector1 vector4) (vector2 vector4))

Take the maximum value of each of the corresponding components of the {VECTOR:DESC}s VECTOR1 and VECTOR2, storing the result in a new 4-dimensional vector.

Method: max ((vector1 vector3) (vector2 vector3))

Take the maximum value of each of the corresponding components of the {VECTOR:DESC}s VECTOR1 and VECTOR2, storing the result in a new 3-dimensional vector.

Method: max ((vector1 vector2) (vector2 vector2))

Take the maximum value of each of the corresponding components of the {VECTOR:DESC}s VECTOR1 and VECTOR2, storing the result in a new 2-dimensional vector.

Generic Function: max! (vector1 vector2 out)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: max! ((vector1 vector4) (vector2 vector4) (out vector4))

Take the maximum value of each of the corresponding components of the {VECTOR:DESC}s VECTOR1 and VECTOR2, storing the result in the 4-dimensional vector OUT.

Method: max! ((vector1 vector3) (vector2 vector3) (out vector3))

Take the maximum value of each of the corresponding components of the {VECTOR:DESC}s VECTOR1 and VECTOR2, storing the result in the 3-dimensional vector OUT.

Method: max! ((vector1 vector2) (vector2 vector2) (out vector2))

Take the maximum value of each of the corresponding components of the {VECTOR:DESC}s VECTOR1 and VECTOR2, storing the result in the 2-dimensional vector OUT.

Generic Function: min (vector1 vector2)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: min ((vector1 vector4) (vector2 vector4))

Take the minimum value of each of the corresponding components of the {VECTOR:DESC}s VECTOR1 and VECTOR2, storing the result in a new 4-dimensional vector.

Method: min ((vector1 vector3) (vector2 vector3))

Take the minimum value of each of the corresponding components of the {VECTOR:DESC}s VECTOR1 and VECTOR2, storing the result in a new 3-dimensional vector.

Method: min ((vector1 vector2) (vector2 vector2))

Take the minimum value of each of the corresponding components of the {VECTOR:DESC}s VECTOR1 and VECTOR2, storing the result in a new 2-dimensional vector.

Generic Function: min! (vector1 vector2 out)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: min! ((vector1 vector4) (vector2 vector4) (out vector4))

Take the minimum value of each of the corresponding components of the {VECTOR:DESC}s VECTOR1 and VECTOR2, storing the result in the 4-dimensional vector OUT.

Method: min! ((vector1 vector3) (vector2 vector3) (out vector3))

Take the minimum value of each of the corresponding components of the {VECTOR:DESC}s VECTOR1 and VECTOR2, storing the result in the 3-dimensional vector OUT.

Method: min! ((vector1 vector2) (vector2 vector2) (out vector2))

Take the minimum value of each of the corresponding components of the {VECTOR:DESC}s VECTOR1 and VECTOR2, storing the result in the 2-dimensional vector OUT.

Generic Function: mod (vector divisor)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: mod ((vector vector4) (divisor real))

For each component of the 4-dimensional vector compute the modulo of DIVISOR, storing the result in a new 4-dimensional vector.

Method: mod ((vector vector3) (divisor real))

For each component of the 3-dimensional vector compute the modulo of DIVISOR, storing the result in a new 3-dimensional vector.

Method: mod ((vector vector2) (divisor real))

For each component of the 2-dimensional vector compute the modulo of DIVISOR, storing the result in a new 2-dimensional vector.

Generic Function: mod! (vector divisor out)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: mod! ((vector vector4) (divisor real) (out vector4))

For each component of the 4-dimensional vector compute the modulo of DIVISOR, storing the result in the 4-dimensional vector OUT.

Method: mod! ((vector vector3) (divisor real) (out vector3))

For each component of the 3-dimensional vector compute the modulo of DIVISOR, storing the result in the 3-dimensional vector OUT.

Method: mod! ((vector vector2) (divisor real) (out vector2))

For each component of the 2-dimensional vector compute the modulo of DIVISOR, storing the result in the 2-dimensional vector OUT.

Generic Function: negate (object)
Package

gfxmath.

Source

shared-ops.lisp.

Methods
Method: negate ((object quaternion))

Negate each component of the quaternion OBJECT, storing the result in a new quaternion.

Method: negate ((object vector4))

Negate each component of the 4-dimensional vector OBJECT, storing the result in a new 4-dimensional vector.

Method: negate ((object vector3))

Negate each component of the 3-dimensional vector OBJECT, storing the result in a new 3-dimensional vector.

Method: negate ((object vector2))

Negate each component of the 2-dimensional vector OBJECT, storing the result in a new 2-dimensional vector.

Generic Function: negate! (object out)
Package

gfxmath.

Source

shared-ops.lisp.

Methods
Method: negate! ((object quaternion) (out quaternion))

Negate each component of the quaternion OBJECT, storing the result in the quaternion OUT.

Method: negate! ((object vector4) (out vector4))

Negate each component of the 4-dimensional vector OBJECT, storing the result in the 4-dimensional vector OUT.

Method: negate! ((object vector3) (out vector3))

Negate each component of the 3-dimensional vector OBJECT, storing the result in the 3-dimensional vector OUT.

Method: negate! ((object vector2) (out vector2))

Negate each component of the 2-dimensional vector OBJECT, storing the result in the 2-dimensional vector OUT.

Generic Function: normalize (object)
Package

gfxmath.

Source

shared-ops.lisp.

Methods
Method: normalize ((object quaternion))

Normalize the quaternion OBJECT to be of unit length, storing the result in a new quaternion.

Method: normalize ((object vector4))

Normalize the 4-dimensional vector OBJECT to be of unit length, storing the result in a new 4-dimensional vector.

Method: normalize ((object vector3))

Normalize the 3-dimensional vector OBJECT to be of unit length, storing the result in a new 3-dimensional vector.

Method: normalize ((object vector2))

Normalize the 2-dimensional vector OBJECT to be of unit length, storing the result in a new 2-dimensional vector.

Generic Function: normalize! (object out)
Package

gfxmath.

Source

shared-ops.lisp.

Methods
Method: normalize! ((object quaternion) (out quaternion))

Normalize the quaternion OBJECT to be of unit length, storing the result in the quaternion OUT.

Method: normalize! ((object vector4) (out vector4))

Normalize the 4-dimensional vector OBJECT to be of unit length, storing the result in the 4-dimensional vector OUT.

Method: normalize! ((object vector3) (out vector3))

Normalize the 3-dimensional vector OBJECT to be of unit length, storing the result in the 3-dimensional vector OUT.

Method: normalize! ((object vector2) (out vector2))

Normalize the 2-dimensional vector OBJECT to be of unit length, storing the result in the 2-dimensional vector OUT.

Generic Function: normalize-rotation (matrix)
Package

gfxmath.

Source

matrix.lisp.

Methods
Method: normalize-rotation ((matrix matrix4))

Normalize each of the rotation axes of the 4x4 matrix MATRIX to be of unit length, storing the result in a new 4x4 matrix.

Method: normalize-rotation ((matrix matrix3))

Normalize each of the rotation axes of the 3x3 matrix MATRIX to be of unit length, storing the result in a new 3x3 matrix.

Method: normalize-rotation ((matrix matrix2))

Normalize each of the rotation axes of the 2x2 matrix MATRIX to be of unit length, storing the result in a new 2x2 matrix.

Generic Function: normalize-rotation! (matrix out)
Package

gfxmath.

Source

matrix.lisp.

Methods
Method: normalize-rotation! ((matrix matrix4) (out matrix4))

Normalize each of the rotation axes of the 4x4 matrix MATRIX to be of unit length, storing the result in the 4x4 matrix OUT.

Method: normalize-rotation! ((matrix matrix3) (out matrix3))

Normalize each of the rotation axes of the 3x3 matrix MATRIX to be of unit length, storing the result in the 3x3 matrix OUT.

Method: normalize-rotation! ((matrix matrix2) (out matrix2))

Normalize each of the rotation axes of the 2x2 matrix MATRIX to be of unit length, storing the result in the 2x2 matrix OUT.

Generic Function: ones (vector)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: ones ((vector vector4))

Construct a new vector from the 4-dimensional vector VECTOR with each of its components set to one.

Method: ones ((vector vector3))

Construct a new vector from the 3-dimensional vector VECTOR with each of its components set to one.

Method: ones ((vector vector2))

Construct a new vector from the 2-dimensional vector VECTOR with each of its components set to one.

Generic Function: ones! (vector)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: ones! ((vector vector4))

Modify the 4-dimensional vector VECTOR to have each of its components set to one.

Method: ones! ((vector vector3))

Modify the 3-dimensional vector VECTOR to have each of its components set to one.

Method: ones! ((vector vector2))

Modify the 2-dimensional vector VECTOR to have each of its components set to one.

Generic Function: orient! (space out &rest axes/angles)
Package

gfxmath.

Source

quaternion.lisp.

Methods
Method: orient! (space (out quaternion) &rest axes/angles)

Construct a quaternion representing a series of rotations around the axes and angles given, storing the result in the quaternion OUT. AXES/ANGLES are pairs of axes and angles, with an axis being either one of the symbols :X, :Y, or :Z, or a 3-dimensional vector representing an arbitrary axis, and angle being any real number representing the angle in radians around its paired axis.

Generic Function: ortho (left right bottom top near far)
Package

gfxmath.

Source

matrix.lisp.

Methods
Method: ortho ((left real) (right real) (bottom real) (top real) (near real) (far real))

Construct an orthographic projection matrix, storing the result in a new 4x4 matrix.

Generic Function: ortho! (left right bottom top near far out)
Package

gfxmath.

Source

matrix.lisp.

Methods
Method: ortho! ((left real) (right real) (bottom real) (top real) (near real) (far real) (out matrix4))

Modify the 4x4 matrix matrix to be an orthographic projection matrix.

Generic Function: orthogonal? (matrix)
Package

gfxmath.

Source

matrix.lisp.

Methods
Method: orthogonal? ((matrix matrix4))

Check whether the 4x4 matrix MATRIX is orthogonal.

Method: orthogonal? ((matrix matrix3))

Check whether the 3x3 matrix MATRIX is orthogonal.

Method: orthogonal? ((matrix matrix2))

Check whether the 2x2 matrix MATRIX is orthogonal.

Generic Function: orthonormalize (matrix)
Package

gfxmath.

Source

matrix.lisp.

Methods
Method: orthonormalize ((matrix matrix4))

Normalize the rotation sub-matrix of the 4x4 matrix MATRIX using the Gram-Schmidt process, storing the result in a new 4x4 matrix.

Method: orthonormalize ((matrix matrix3))

Normalize the rotation sub-matrix of the 3x3 matrix MATRIX using the Gram-Schmidt process, storing the result in a new 3x3 matrix.

Generic Function: orthonormalize! (matrix out)
Package

gfxmath.

Source

matrix.lisp.

Methods
Method: orthonormalize! ((matrix matrix4) (out matrix4))

Normalize the rotation sub-matrix of the 4x4 matrix MATRIX using the Gram-Schmidt process, storing the result in the 4x4 matrix OUT.

Method: orthonormalize! ((matrix matrix3) (out matrix3))

Normalize the rotation sub-matrix of the 3x3 matrix MATRIX using the Gram-Schmidt process, storing the result in the 3x3 matrix OUT.

Generic Function: parallel? (vector1 vector2)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: parallel? ((vector1 vector4) (vector2 vector4))

Check whether the 4-dimensional vectors VECTOR1 and VECTOR2 are parallel to each other.

Method: parallel? ((vector1 vector3) (vector2 vector3))

Check whether the 3-dimensional vectors VECTOR1 and VECTOR2 are parallel to each other.

Method: parallel? ((vector1 vector2) (vector2 vector2))

Check whether the 2-dimensional vectors VECTOR1 and VECTOR2 are parallel to each other.

Generic Function: perspective (fov aspect near far)
Package

gfxmath.

Source

matrix.lisp.

Methods
Method: perspective ((fov real) (aspect real) (near real) (far real))

Construct a perspective projection matrix, storing the result in a new 4x4 matrix.

Generic Function: perspective! (fov aspect near far out)
Package

gfxmath.

Source

matrix.lisp.

Methods
Method: perspective! ((fov real) (aspect real) (near real) (far real) (out matrix4))

Modify the 4x4 matrix OUT to be a perspective projection matrix.

Generic Function: radians->degrees (vector)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: radians->degrees ((vector vector4))

Convert each component of the 4-dimensional vector VECTOR, which are assumed to be in radians, to to degrees, storing the result in a new 4-dimensional vector.

Method: radians->degrees ((vector vector3))

Convert each component of the 3-dimensional vector VECTOR, which are assumed to be in radians, to to degrees, storing the result in a new 3-dimensional vector.

Method: radians->degrees ((vector vector2))

Convert each component of the 2-dimensional vector VECTOR, which are assumed to be in radians, to to degrees, storing the result in a new 2-dimensional vector.

Generic Function: radians->degrees! (vector out)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: radians->degrees! ((vector vector4) (out vector4))

Convert each component of the 4-dimensional vector VECTOR, which are assumed to be in radians, to to degrees, storing the result in the 4-dimensional vector OUT.

Method: radians->degrees! ((vector vector3) (out vector3))

Convert each component of the 3-dimensional vector VECTOR, which are assumed to be in radians, to to degrees, storing the result in the 3-dimensional vector OUT.

Method: radians->degrees! ((vector vector2) (out vector2))

Convert each component of the 2-dimensional vector VECTOR, which are assumed to be in radians, to to degrees, storing the result in the 2-dimensional vector OUT.

Generic Function: random! (object &key min max)
Package

gfxmath.

Source

shared-ops.lisp.

Methods
Method: random! ((object matrix4) &key min max)

Set each component of the 4x4 matrix OBJECT to a random value bounded by the scalars MIN and MAX, storing the result back into OBJECT.

Method: random! ((object matrix3) &key min max)

Set each component of the 3x3 matrix OBJECT to a random value bounded by the scalars MIN and MAX, storing the result back into OBJECT.

Method: random! ((object matrix2) &key min max)

Set each component of the 2x2 matrix OBJECT to a random value bounded by the scalars MIN and MAX, storing the result back into OBJECT.

Method: random! ((object vector4) &key min max)

Set each component of the 4-dimensional vector OBJECT to a random value bounded by the scalars MIN and MAX, storing the result back into OBJECT.

Method: random! ((object vector3) &key min max)

Set each component of the 3-dimensional vector OBJECT to a random value bounded by the scalars MIN and MAX, storing the result back into OBJECT.

Method: random! ((object vector2) &key min max)

Set each component of the 2-dimensional vector OBJECT to a random value bounded by the scalars MIN and MAX, storing the result back into OBJECT.

Generic Function: rotate (object1 object2 &key space)
Package

gfxmath.

Source

shared-ops.lisp.

Methods
Method: rotate ((object1 quaternion) (object2 vector3) &key space)

Rotate the quaternion OBJECT1 by the 3-dimensional vector OBJECT2 denoting Euler angles in radians, storing the result in a new quaternion. If SPACE is :WORLD instead of the default of :LOCAL, the inverse rotation is performed.

Source

quaternion.lisp.

Method: rotate ((object1 quaternion) (object2 quaternion) &key space)

Perform a quaternion rotation by multiplying the quaternion OBJECT1 by the quaternion OBJECT2, storing the result in a new quaternion. If SPACE is :WORLD instead of the default of :LOCAL, OBJECT2 is multiplied by OBJECT1.

Source

quaternion.lisp.

Method: rotate ((object1 matrix4) (object2 vector3) &key space)

Perform a matrix rotation by multiplying the 4x4 matrix OBJECT by a a series of rotation matrices around each of the axes and angles in radians denoted by the 3-dimensional vector OBJECT2, storing the result in a new 4x4 matrix. If SPACE is :WORLD instead of the default of :LOCAL, the rotation matrices are multiplying by OBJECT1.

Source

matrix.lisp.

Method: rotate ((object1 matrix3) (object2 real) &key space)

Perform a matrix rotation by multiplying the 3x3 matrix OBJECT by a rotation matrix that denotes a rotation around the Z axis by an angle in radians of OBJECT2, storing the result in a new 3x3 matrix. If SPACE is :WORLD instead of the default of :LOCAL, the rotation matrix is multiplying by OBJECT2.

Source

matrix.lisp.

Method: rotate ((object1 matrix2) (object2 real) &key space)

Perform a matrix rotation by multiplying the 2x2 matrix OBJECT by a rotation matrix that denotes a rotation around the Z axis by an angle in radians of OBJECT2, storing the result in a new 2x2 matrix. If SPACE is :WORLD instead of the default of :LOCAL, the rotation matrix is multiplying by OBJECT2.

Source

matrix.lisp.

Generic Function: rotate! (object1 object2 out &key space)
Package

gfxmath.

Source

shared-ops.lisp.

Methods
Method: rotate! ((object1 quaternion) (object2 vector3) (out quaternion) &key space)

Rotate the quaternion OBJECT1 by the 3-dimensional vector OBJECT2 denoting Euler angles in radians, storing the result in the quaternion OUT. If SPACE is :WORLD instead of the default of :LOCAL, the inverse rotation is performed.

Source

quaternion.lisp.

Method: rotate! ((object1 quaternion) (object2 quaternion) (out quaternion) &key space)

Perform a quaternion rotation by multiplying the quaternion OBJECT1 by the quaternion OBJECT2, storing the result in the quaternion OUT. If SPACE is :WORLD instead of the default of :LOCAL, OBJECT2 is multiplied by OBJECT1.

Source

quaternion.lisp.

Method: rotate! ((object1 matrix4) (object2 vector3) (out matrix4) &key space)

Perform a matrix rotation by multiplying the 4x4 matrix OBJECT by a a series of rotation matrices around each of the axes and angles in radians denoted by the 3-dimensional vector OBJECT2, storing the result in the 4x4 matrix OUT. If SPACE is :WORLD instead of the default of :LOCAL, the rotation matrices are multiplying by OBJECT1.

Source

matrix.lisp.

Method: rotate! ((object1 matrix3) (object2 real) (out matrix3) &key space)

Perform a matrix rotation by multiplying the 3x3 matrix OBJECT by a rotation matrix that denotes a rotation around the Z axis by an angle in radians of OBJECT2, storing the result in the 3x3 matrix OUT. If SPACE is :WORLD instead of the default of :LOCAL, the rotation matrix is multiplying by OBJECT2.

Source

matrix.lisp.

Method: rotate! ((object1 matrix2) (object2 real) (out matrix2) &key space)

Perform a matrix rotation by multiplying the 2x2 matrix OBJECT by a rotation matrix that denotes a rotation around the Z axis by an angle in radians of OBJECT2, storing the result in the 2x2 matrix OUT. If SPACE is :WORLD instead of the default of :LOCAL, the rotation matrix is multiplying by OBJECT2.

Source

matrix.lisp.

Generic Function: rotation/x! (out angle)
Package

gfxmath.

Source

matrix.lisp.

Methods
Method: rotation/x! ((out matrix4) (angle real))

Modify the 4x4 matrix OUT to represent a rotation around the X axis by ANGLE radians.

Method: rotation/x! ((out matrix3) (angle real))

Modify the 3x3 matrix OUT to represent a rotation around the X axis by ANGLE radians.

Generic Function: rotation/y! (matrix angle)
Package

gfxmath.

Source

matrix.lisp.

Methods
Method: rotation/y! ((matrix matrix4) (angle real))

Modify the {OUT:DESC} OUT to represent a rotation around the Y axis by ANGLE radians.

Method: rotation/y! ((matrix matrix3) (angle real))

Modify the {OUT:DESC} OUT to represent a rotation around the Y axis by ANGLE radians.

Generic Function: rotation/z! (matrix angle)
Package

gfxmath.

Source

matrix.lisp.

Methods
Method: rotation/z! ((matrix matrix4) (angle real))

Modify the {OUT:DESC} OUT to represent a rotation around the Z axis by ANGLE radians.

Method: rotation/z! ((matrix matrix3) (angle real))

Modify the {OUT:DESC} OUT to represent a rotation around the Z axis by ANGLE radians.

Method: rotation/z! ((matrix matrix2) (angle real))

Modify the {OUT:DESC} OUT to represent a rotation around the Z axis by ANGLE radians.

Generic Function: round (vector)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: round ((vector vector4))

Round each component of the 4-dimensional vector VECTOR, storing the result in a new 4-dimensional vector.

Method: round ((vector vector3))

Round each component of the 3-dimensional vector VECTOR, storing the result in a new 3-dimensional vector.

Method: round ((vector vector2))

Round each component of the 2-dimensional vector VECTOR, storing the result in a new 2-dimensional vector.

Generic Function: round! (vector out)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: round! ((vector vector4) (out vector4))

Round each component of the 4-dimensional vector VECTOR, storing the result in the 4-dimensional vector OUT.

Method: round! ((vector vector3) (out vector3))

Round each component of the 3-dimensional vector VECTOR, storing the result in the 3-dimensional vector OUT.

Method: round! ((vector vector2) (out vector2))

Round each component of the 2-dimensional vector VECTOR, storing the result in the 2-dimensional vector OUT.

Generic Function: same-direction? (vector1 vector2)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: same-direction? ((vector1 vector4) (vector2 vector4))

Check if the 4-dimensional vectors VECTOR1 and VECTOR2 have the same direction.

Method: same-direction? ((vector1 vector3) (vector2 vector3))

Check if the 3-dimensional vectors VECTOR1 and VECTOR2 have the same direction.

Method: same-direction? ((vector1 vector2) (vector2 vector2))

Check if the 2-dimensional vectors VECTOR1 and VECTOR2 have the same direction.

Generic Function: scale (matrix vector)
Package

gfxmath.

Source

matrix.lisp.

Methods
Method: scale ((matrix matrix4) (vector vector3))

Scale the 4x4 matrix MATRIX, by the 3-dimensional vector VECTOR, storing the result in a new 4x4 matrix.

Method: scale ((matrix matrix3) (vector vector2))

Scale the 3x3 matrix MATRIX, by the 2-dimensional vector VECTOR, storing the result in a new 3x3 matrix.

Method: scale ((matrix matrix2) (vector vector2))

Scale the 2x2 matrix MATRIX, by the 2-dimensional vector VECTOR, storing the result in a new 2x2 matrix.

Generic Function: scale! (matrix vector out)
Package

gfxmath.

Source

matrix.lisp.

Methods
Method: scale! ((matrix matrix4) (vector vector3) (out matrix4))

Scale the 4x4 matrix MATRIX, by the 3-dimensional vector VECTOR, storing the result in the 4x4 matrix OUT.

Method: scale! ((matrix matrix3) (vector vector2) (out matrix3))

Scale the 3x3 matrix MATRIX, by the 2-dimensional vector VECTOR, storing the result in the 3x3 matrix OUT.

Method: scale! ((matrix matrix2) (vector vector2) (out matrix2))

Scale the 2x2 matrix MATRIX, by the 2-dimensional vector VECTOR, storing the result in the 2x2 matrix OUT.

Generic Function: set-axis (matrix vector axis)
Package

gfxmath.

Source

matrix.lisp.

Methods
Method: set-axis ((matrix matrix4) (vector vector3) (axis (eql :z)))

Set the Z axis of the 4x4 matrix MATRIX, by copying the components of the 3-dimensional vector VECTOR into the corresponding locations of the matrix, storing the result in a new 4x4 matrix.

Method: set-axis ((matrix matrix4) (vector vector3) (axis (eql :y)))

Set the Y axis of the 4x4 matrix MATRIX, by copying the components of the 3-dimensional vector VECTOR into the corresponding locations of the matrix, storing the result in a new 4x4 matrix.

Method: set-axis ((matrix matrix4) (vector vector3) (axis (eql :x)))

Set the X axis of the 4x4 matrix MATRIX, by copying the components of the 3-dimensional vector VECTOR into the corresponding locations of the matrix, storing the result in a new 4x4 matrix.

Method: set-axis ((matrix matrix3) (vector vector2) (axis (eql :y)))

Set the Y axis of the 3x3 matrix MATRIX, by copying the components of the 2-dimensional vector VECTOR into the corresponding locations of the matrix, storing the result in a new 3x3 matrix.

Method: set-axis ((matrix matrix3) (vector vector2) (axis (eql :x)))

Set the X axis of the 3x3 matrix MATRIX, by copying the components of the 2-dimensional vector VECTOR into the corresponding locations of the matrix, storing the result in a new 3x3 matrix.

Method: set-axis ((matrix matrix2) (vector vector2) (axis (eql :y)))

Set the Y axis of the 2x2 matrix MATRIX, by copying the components of the 2-dimensional vector VECTOR into the corresponding locations of the matrix, storing the result in a new 2x2 matrix.

Method: set-axis ((matrix matrix2) (vector vector2) (axis (eql :x)))

Set the X axis of the 2x2 matrix MATRIX, by copying the components of the 2-dimensional vector VECTOR into the corresponding locations of the matrix, storing the result in a new 2x2 matrix.

Generic Function: set-axis! (matrix vector axis out)
Package

gfxmath.

Methods
Method: set-axis! ((matrix matrix4) (vector vector3) (axis (eql :z)) (out matrix4))

Set the Z axis of the 4x4 matrix MATRIX, by copying the components of the 3-dimensional vector VECTOR into the corresponding locations of the matrix, storing the result in the 4x4 matrix OUT.

Source

matrix.lisp.

Method: set-axis! ((matrix matrix4) (vector vector3) (axis (eql :y)) (out matrix4))

Set the Y axis of the 4x4 matrix MATRIX, by copying the components of the 3-dimensional vector VECTOR into the corresponding locations of the matrix, storing the result in the 4x4 matrix OUT.

Source

matrix.lisp.

Method: set-axis! ((matrix matrix4) (vector vector3) (axis (eql :x)) (out matrix4))

Set the X axis of the 4x4 matrix MATRIX, by copying the components of the 3-dimensional vector VECTOR into the corresponding locations of the matrix, storing the result in the 4x4 matrix OUT.

Source

matrix.lisp.

Method: set-axis! ((matrix matrix3) (vector vector2) (axis (eql :y)) (out matrix3))

Set the Y axis of the 3x3 matrix MATRIX, by copying the components of the 2-dimensional vector VECTOR into the corresponding locations of the matrix, storing the result in the 3x3 matrix OUT.

Source

matrix.lisp.

Method: set-axis! ((matrix matrix3) (vector vector2) (axis (eql :x)) (out matrix3))

Set the X axis of the 3x3 matrix MATRIX, by copying the components of the 2-dimensional vector VECTOR into the corresponding locations of the matrix, storing the result in the 3x3 matrix OUT.

Source

matrix.lisp.

Method: set-axis! ((matrix matrix2) (vector vector2) (axis (eql :y)) (out matrix2))

Set the Y axis of the 2x2 matrix MATRIX, by copying the components of the 2-dimensional vector VECTOR into the corresponding locations of the matrix, storing the result in the 2x2 matrix OUT.

Source

matrix.lisp.

Method: set-axis! ((matrix matrix2) (vector vector2) (axis (eql :x)) (out matrix2))

Set the X axis of the 2x2 matrix MATRIX, by copying the components of the 2-dimensional vector VECTOR into the corresponding locations of the matrix, storing the result in the 2x2 matrix OUT.

Source

matrix.lisp.

Generic Function: set-column (matrix column index)
Package

gfxmath.

Source

matrix.lisp.

Methods
Method: set-column ((matrix matrix4) (column vector4) (index (eql 3)))

Set the 3rd column of the 4x4 matrix MATRIX, by copying the components of the 4-dimensional vector COLUMN into the corresponding locations of the matrix, storing the result in a new 4x4 matrix.

Method: set-column ((matrix matrix4) (column vector4) (index (eql 2)))

Set the 2nd column of the 4x4 matrix MATRIX, by copying the components of the 4-dimensional vector COLUMN into the corresponding locations of the matrix, storing the result in a new 4x4 matrix.

Method: set-column ((matrix matrix3) (column vector3) (index (eql 2)))

Set the 2nd column of the 3x3 matrix MATRIX, by copying the components of the 3-dimensional vector COLUMN into the corresponding locations of the matrix, storing the result in a new 3x3 matrix.

Method: set-column ((matrix matrix4) (column vector4) (index (eql 1)))

Set the 1st column of the 4x4 matrix MATRIX, by copying the components of the 4-dimensional vector COLUMN into the corresponding locations of the matrix, storing the result in a new 4x4 matrix.

Method: set-column ((matrix matrix4) (column vector4) (index (eql 0)))

Set the 0th column of the 4x4 matrix MATRIX, by copying the components of the 4-dimensional vector COLUMN into the corresponding locations of the matrix, storing the result in a new 4x4 matrix.

Method: set-column ((matrix matrix3) (column vector3) (index (eql 1)))

Set the 1st column of the 3x3 matrix MATRIX, by copying the components of the 3-dimensional vector COLUMN into the corresponding locations of the matrix, storing the result in a new 3x3 matrix.

Method: set-column ((matrix matrix3) (column vector3) (index (eql 0)))

Set the 0th column of the 3x3 matrix MATRIX, by copying the components of the 3-dimensional vector COLUMN into the corresponding locations of the matrix, storing the result in a new 3x3 matrix.

Method: set-column ((matrix matrix2) (column vector2) (index (eql 1)))

Set the 1st column of the 2x2 matrix MATRIX, by copying the components of the 2-dimensional vector COLUMN into the corresponding locations of the matrix, storing the result in a new 2x2 matrix.

Method: set-column ((matrix matrix2) (column vector2) (index (eql 0)))

Set the 0th column of the 2x2 matrix MATRIX, by copying the components of the 2-dimensional vector COLUMN into the corresponding locations of the matrix, storing the result in a new 2x2 matrix.

Generic Function: set-column! (matrix column index out)
Package

gfxmath.

Source

matrix.lisp.

Methods
Method: set-column! ((matrix matrix4) (column vector4) (index (eql 3)) (out matrix4))

Set the 3rd column of the 4x4 matrix MATRIX, by copying the components of the 4-dimensional vector COLUMN into the corresponding locations of the matrix, storing the result in the 4x4 matrix OUT.

Method: set-column! ((matrix matrix4) (column vector4) (index (eql 2)) (out matrix4))

Set the 2nd column of the 4x4 matrix MATRIX, by copying the components of the 4-dimensional vector COLUMN into the corresponding locations of the matrix, storing the result in the 4x4 matrix OUT.

Method: set-column! ((matrix matrix3) (column vector3) (index (eql 2)) (out matrix3))

Set the 2nd column of the 3x3 matrix MATRIX, by copying the components of the 3-dimensional vector COLUMN into the corresponding locations of the matrix, storing the result in the 3x3 matrix OUT.

Method: set-column! ((matrix matrix4) (column vector4) (index (eql 1)) (out matrix4))

Set the 1st column of the 4x4 matrix MATRIX, by copying the components of the 4-dimensional vector COLUMN into the corresponding locations of the matrix, storing the result in the 4x4 matrix OUT.

Method: set-column! ((matrix matrix4) (column vector4) (index (eql 0)) (out matrix4))

Set the 0th column of the 4x4 matrix MATRIX, by copying the components of the 4-dimensional vector COLUMN into the corresponding locations of the matrix, storing the result in the 4x4 matrix OUT.

Method: set-column! ((matrix matrix3) (column vector3) (index (eql 1)) (out matrix3))

Set the 1st column of the 3x3 matrix MATRIX, by copying the components of the 3-dimensional vector COLUMN into the corresponding locations of the matrix, storing the result in the 3x3 matrix OUT.

Method: set-column! ((matrix matrix3) (column vector3) (index (eql 0)) (out matrix3))

Set the 0th column of the 3x3 matrix MATRIX, by copying the components of the 3-dimensional vector COLUMN into the corresponding locations of the matrix, storing the result in the 3x3 matrix OUT.

Method: set-column! ((matrix matrix2) (column vector2) (index (eql 1)) (out matrix2))

Set the 1st column of the 2x2 matrix MATRIX, by copying the components of the 2-dimensional vector COLUMN into the corresponding locations of the matrix, storing the result in the 2x2 matrix OUT.

Method: set-column! ((matrix matrix2) (column vector2) (index (eql 0)) (out matrix2))

Set the 0th column of the 2x2 matrix MATRIX, by copying the components of the 2-dimensional vector COLUMN into the corresponding locations of the matrix, storing the result in the 2x2 matrix OUT.

Generic Function: set-diagonal (matrix vector)
Package

gfxmath.

Source

matrix.lisp.

Methods
Method: set-diagonal ((matrix matrix4) (vector vector4))

Set the diagonal of the 4x4 matrix MATRIX, by copying the components of the 4-dimensional vector VECTOR into the corresponding locations of the matrix, storing the result in a new 4x4 matrix.

Method: set-diagonal ((matrix matrix3) (vector vector3))

Set the diagonal of the 3x3 matrix MATRIX, by copying the components of the 3-dimensional vector VECTOR into the corresponding locations of the matrix, storing the result in a new 3x3 matrix.

Method: set-diagonal ((matrix matrix2) (vector vector2))

Set the diagonal of the 2x2 matrix MATRIX, by copying the components of the 2-dimensional vector VECTOR into the corresponding locations of the matrix, storing the result in a new 2x2 matrix.

Generic Function: set-diagonal! (matrix vector out)
Package

gfxmath.

Source

matrix.lisp.

Methods
Method: set-diagonal! ((matrix matrix4) (vector vector4) (out matrix4))

Set the diagonal of the 4x4 matrix MATRIX, by copying the components of the 4-dimensional vector VECTOR into the corresponding locations of the matrix, storing the result in the 4x4 matrix OUT.

Method: set-diagonal! ((matrix matrix3) (vector vector3) (out matrix3))

Set the diagonal of the 3x3 matrix MATRIX, by copying the components of the 3-dimensional vector VECTOR into the corresponding locations of the matrix, storing the result in the 3x3 matrix OUT.

Method: set-diagonal! ((matrix matrix2) (vector vector2) (out matrix2))

Set the diagonal of the 2x2 matrix MATRIX, by copying the components of the 2-dimensional vector VECTOR into the corresponding locations of the matrix, storing the result in the 2x2 matrix OUT.

Generic Function: set-scale (matrix vector)
Package

gfxmath.

Source

matrix.lisp.

Methods
Method: set-scale ((matrix matrix4) (vector vector3))

Set the scale of the 4x4 matrix MATRIX, by copying the components of the 3-dimensional vector VECTOR into the corresponding locations of the matrix, storing the result in a new 4x4 matrix.

Method: set-scale ((matrix matrix3) (vector vector2))

Set the scale of the 3x3 matrix MATRIX, by copying the components of the 2-dimensional vector VECTOR into the corresponding locations of the matrix, storing the result in a new 3x3 matrix.

Method: set-scale ((matrix matrix2) (vector vector2))

Set the scale of the 2x2 matrix MATRIX, by copying the components of the 2-dimensional vector VECTOR into the corresponding locations of the matrix, storing the result in a new 2x2 matrix.

Generic Function: set-scale! (matrix vector out)
Package

gfxmath.

Source

matrix.lisp.

Methods
Method: set-scale! ((matrix matrix4) (vector vector3) (out matrix4))

Set the scale of the 4x4 matrix MATRIX, by copying the components of the 3-dimensional vector VECTOR into the corresponding locations of the matrix, storing the result in the 4x4 matrix OUT.

Method: set-scale! ((matrix matrix3) (vector vector2) (out matrix3))

Set the scale of the 3x3 matrix MATRIX, by copying the components of the 2-dimensional vector VECTOR into the corresponding locations of the matrix, storing the result in the 3x3 matrix OUT.

Method: set-scale! ((matrix matrix2) (vector vector2) (out matrix2))

Set the scale of the 2x2 matrix MATRIX, by copying the components of the 2-dimensional vector VECTOR into the corresponding locations of the matrix, storing the result in the 2x2 matrix OUT.

Generic Function: set-translation (matrix vector)
Package

gfxmath.

Source

matrix.lisp.

Methods
Method: set-translation ((matrix matrix4) (vector vector3))

Set the translation of the 4x4 matrix MATRIX from the 3-dimensional vector VECTOR, storing the result in a new 4x4 matrix.

Method: set-translation ((matrix matrix3) (vector vector2))

Set the translation of the 3x3 matrix MATRIX from the 2-dimensional vector VECTOR, storing the result in a new 3x3 matrix.

Generic Function: set-translation! (matrix vector out)
Package

gfxmath.

Source

matrix.lisp.

Methods
Method: set-translation! ((matrix matrix4) (vector vector3) (out matrix4))

Set the translation of the 4x4 matrix MATRIX from the 3-dimensional vector VECTOR, storing the result in the 4x4 matrix OUT.

Method: set-translation! ((matrix matrix3) (vector vector2) (out matrix3))

Set the translation of the 3x3 matrix MATRIX from the 2-dimensional vector VECTOR, storing the result in the 3x3 matrix OUT.

Generic Function: sign (vector)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: sign ((vector vector4))

Take the sign of each component of the 4-dimensional vector VECTOR, storing the result in a new 4-dimensional vector. All values less than 0 become -1, and all values greater than 0 become +1.

Method: sign ((vector vector3))

Take the sign of each component of the 3-dimensional vector VECTOR, storing the result in a new 3-dimensional vector. All values less than 0 become -1, and all values greater than 0 become +1.

Method: sign ((vector vector2))

Take the sign of each component of the 2-dimensional vector VECTOR, storing the result in a new 2-dimensional vector. All values less than 0 become -1, and all values greater than 0 become +1.

Generic Function: sign! (vector out)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: sign! ((vector vector4) (out vector4))

Take the sign of each component of the 4-dimensional vector VECTOR, storing the result in the 4-dimensional vector OUT. All values less than 0 become -1, and all values greater than 0 become +1.

Method: sign! ((vector vector3) (out vector3))

Take the sign of each component of the 3-dimensional vector VECTOR, storing the result in the 3-dimensional vector OUT. All values less than 0 become -1, and all values greater than 0 become +1.

Method: sign! ((vector vector2) (out vector2))

Take the sign of each component of the 2-dimensional vector VECTOR, storing the result in the 2-dimensional vector OUT. All values less than 0 become -1, and all values greater than 0 become +1.

Generic Function: sin (vector)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: sin ((vector vector4))

Compute the trigonometric sine of each component of the 4-dimensional vector VECTOR, storing the result in a new 4-dimensional vector.

Method: sin ((vector vector3))

Compute the trigonometric sine of each component of the 3-dimensional vector VECTOR, storing the result in a new 3-dimensional vector.

Method: sin ((vector vector2))

Compute the trigonometric sine of each component of the 2-dimensional vector VECTOR, storing the result in a new 2-dimensional vector.

Generic Function: sin! (vector out)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: sin! ((vector vector4) (out vector4))

Compute the trigonometric sine of each component of the 4-dimensional vector VECTOR, storing the result in the 4-dimensional vector OUT.

Method: sin! ((vector vector3) (out vector3))

Compute the trigonometric sine of each component of the 3-dimensional vector VECTOR, storing the result in the 3-dimensional vector OUT.

Method: sin! ((vector vector2) (out vector2))

Compute the trigonometric sine of each component of the 2-dimensional vector VECTOR, storing the result in the 2-dimensional vector OUT.

Generic Function: slerp (quaternion1 quaternion2 parameter)
Package

gfxmath.

Source

quaternion.lisp.

Methods
Method: slerp ((quaternion1 quaternion) (quaternion2 quaternion) (parameter real))

Perform a spherical linear interpolation between the quaternions QUATERNION1 and QUATERNION2 by the parameter PARAMETER, storing the result in a new quaternion.

Generic Function: slerp! (quaternion1 quaternion2 parameter out)
Package

gfxmath.

Source

quaternion.lisp.

Methods
Method: slerp! ((quaternion1 quaternion) (quaternion2 quaternion) (parameter real) (out quaternion))

Perform a spherical linear interpolation between the quaternions QUATERNION1 and QUATERNION2 by the parameter PARAMETER, storing the result in the quaternion OUT.

Generic Function: sqrt (vector)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: sqrt ((vector vector4))

Compute the square root of each component in the 4-dimensional vector VECTOR, storing the result in a new 4-dimensional vector.

Method: sqrt ((vector vector3))

Compute the square root of each component in the 3-dimensional vector VECTOR, storing the result in a new 3-dimensional vector.

Method: sqrt ((vector vector2))

Compute the square root of each component in the 2-dimensional vector VECTOR, storing the result in a new 2-dimensional vector.

Generic Function: sqrt! (vector out)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: sqrt! ((vector vector4) (out vector4))

Compute the square root of each component in the 4-dimensional vector VECTOR, storing the result in the 4-dimensional vector OUT.

Method: sqrt! ((vector vector3) (out vector3))

Compute the square root of each component in the 3-dimensional vector VECTOR, storing the result in the 3-dimensional vector OUT.

Method: sqrt! ((vector vector2) (out vector2))

Compute the square root of each component in the 2-dimensional vector VECTOR, storing the result in the 2-dimensional vector OUT.

Generic Function: tan (vector)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: tan ((vector vector4))

Compute the trigonometric tangent of each component of the 4-dimensional vector VECTOR, storing the result in a new 4-dimensional vector.

Method: tan ((vector vector3))

Compute the trigonometric tangent of each component of the 3-dimensional vector VECTOR, storing the result in a new 3-dimensional vector.

Method: tan ((vector vector2))

Compute the trigonometric tangent of each component of the 2-dimensional vector VECTOR, storing the result in a new 2-dimensional vector.

Generic Function: tan! (vector out)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: tan! ((vector vector4) (out vector4))

Compute the trigonometric tangent of each component of the 4-dimensional vector VECTOR, storing the result in the 4-dimensional vector OUT.

Method: tan! ((vector vector3) (out vector3))

Compute the trigonometric tangent of each component of the 3-dimensional vector VECTOR, storing the result in the 3-dimensional vector OUT.

Method: tan! ((vector vector2) (out vector2))

Compute the trigonometric tangent of each component of the 2-dimensional vector VECTOR, storing the result in the 2-dimensional vector OUT.

Generic Function: to-array (object element-type)
Package

gfxmath.

Source

shared-ops.lisp.

Methods
Method: to-array ((object vector2) (element-type (eql :double-float)))

Construct a freshly-allocated 1-dimensional array of double-floats from the components of the 2-dimensional vector OBJECT.

Method: to-array ((object vector3) (element-type (eql :double-float)))

Construct a freshly-allocated 1-dimensional array of double-floats from the components of the 3-dimensional vector OBJECT.

Method: to-array ((object vector4) (element-type (eql :double-float)))

Construct a freshly-allocated 1-dimensional array of double-floats from the components of the 4-dimensional vector OBJECT.

Method: to-array ((object matrix2) (element-type (eql :double-float)))

Construct a freshly-allocated 1-dimensional array of double-floats from the components of the 2x2 matrix OBJECT.

Method: to-array ((object matrix3) (element-type (eql :double-float)))

Construct a freshly-allocated 1-dimensional array of double-floats from the components of the 3x3 matrix OBJECT.

Method: to-array ((object matrix4) (element-type (eql :double-float)))

Construct a freshly-allocated 1-dimensional array of double-floats from the components of the 4x4 matrix OBJECT.

Method: to-array ((object quaternion) (element-type (eql :double-float)))

Construct a freshly-allocated 1-dimensional array of double-floats from the components of the quaternion OBJECT.

Method: to-array ((object vector2) (element-type (eql :single-float)))

Construct a freshly-allocated 1-dimensional array of single-floats from the components of the 2-dimensional vector OBJECT.

Method: to-array ((object vector3) (element-type (eql :single-float)))

Construct a freshly-allocated 1-dimensional array of single-floats from the components of the 3-dimensional vector OBJECT.

Method: to-array ((object vector4) (element-type (eql :single-float)))

Construct a freshly-allocated 1-dimensional array of single-floats from the components of the 4-dimensional vector OBJECT.

Method: to-array ((object matrix2) (element-type (eql :single-float)))

Construct a freshly-allocated 1-dimensional array of single-floats from the components of the 2x2 matrix OBJECT.

Method: to-array ((object matrix3) (element-type (eql :single-float)))

Construct a freshly-allocated 1-dimensional array of single-floats from the components of the 3x3 matrix OBJECT.

Method: to-array ((object matrix4) (element-type (eql :single-float)))

Construct a freshly-allocated 1-dimensional array of single-floats from the components of the 4x4 matrix OBJECT.

Method: to-array ((object quaternion) (element-type (eql :single-float)))

Construct a freshly-allocated 1-dimensional array of single-floats from the components of the quaternion OBJECT.

Generic Function: to-array! (object element-type)
Package

gfxmath.

Source

shared-ops.lisp.

Methods
Method: to-array! ((object vector2) (element-type (eql :double-float)))

Get a reference to a 1-dimensional array of double-floats containing the components of the 2-dimensional vector OBJECT.

NOTE: This object is not freshly-allocated and should not be stored. Its memory will be overwritten on subsequent calls to either TO-ARRAY or TO-ARRAY!. It is intended to be used for once-off operations, such as uploading of GPU uniform variables.

Method: to-array! ((object vector3) (element-type (eql :double-float)))

Get a reference to a 1-dimensional array of double-floats containing the components of the 3-dimensional vector OBJECT.

NOTE: This object is not freshly-allocated and should not be stored. Its memory will be overwritten on subsequent calls to either TO-ARRAY or TO-ARRAY!. It is intended to be used for once-off operations, such as uploading of GPU uniform variables.

Method: to-array! ((object vector4) (element-type (eql :double-float)))

Get a reference to a 1-dimensional array of double-floats containing the components of the 4-dimensional vector OBJECT.

NOTE: This object is not freshly-allocated and should not be stored. Its memory will be overwritten on subsequent calls to either TO-ARRAY or TO-ARRAY!. It is intended to be used for once-off operations, such as uploading of GPU uniform variables.

Method: to-array! ((object matrix2) (element-type (eql :double-float)))

Get a reference to a 1-dimensional array of double-floats containing the components of the 2x2 matrix OBJECT.

NOTE: This object is not freshly-allocated and should not be stored. Its memory will be overwritten on subsequent calls to either TO-ARRAY or TO-ARRAY!. It is intended to be used for once-off operations, such as uploading of GPU uniform variables.

Method: to-array! ((object matrix3) (element-type (eql :double-float)))

Get a reference to a 1-dimensional array of double-floats containing the components of the 3x3 matrix OBJECT.

NOTE: This object is not freshly-allocated and should not be stored. Its memory will be overwritten on subsequent calls to either TO-ARRAY or TO-ARRAY!. It is intended to be used for once-off operations, such as uploading of GPU uniform variables.

Method: to-array! ((object matrix4) (element-type (eql :double-float)))

Get a reference to a 1-dimensional array of double-floats containing the components of the 4x4 matrix OBJECT.

NOTE: This object is not freshly-allocated and should not be stored. Its memory will be overwritten on subsequent calls to either TO-ARRAY or TO-ARRAY!. It is intended to be used for once-off operations, such as uploading of GPU uniform variables.

Method: to-array! ((object quaternion) (element-type (eql :double-float)))

Get a reference to a 1-dimensional array of double-floats containing the components of the quaternion OBJECT.

NOTE: This object is not freshly-allocated and should not be stored. Its memory will be overwritten on subsequent calls to either TO-ARRAY or TO-ARRAY!. It is intended to be used for once-off operations, such as uploading of GPU uniform variables.

Method: to-array! ((object vector2) (element-type (eql :single-float)))

Get a reference to a 1-dimensional array of single-floats containing the components of the 2-dimensional vector OBJECT.

NOTE: This object is not freshly-allocated and should not be stored. Its memory will be overwritten on subsequent calls to either TO-ARRAY or TO-ARRAY!. It is intended to be used for once-off operations, such as uploading of GPU uniform variables.

Method: to-array! ((object vector3) (element-type (eql :single-float)))

Get a reference to a 1-dimensional array of single-floats containing the components of the 3-dimensional vector OBJECT.

NOTE: This object is not freshly-allocated and should not be stored. Its memory will be overwritten on subsequent calls to either TO-ARRAY or TO-ARRAY!. It is intended to be used for once-off operations, such as uploading of GPU uniform variables.

Method: to-array! ((object vector4) (element-type (eql :single-float)))

Get a reference to a 1-dimensional array of single-floats containing the components of the 4-dimensional vector OBJECT.

NOTE: This object is not freshly-allocated and should not be stored. Its memory will be overwritten on subsequent calls to either TO-ARRAY or TO-ARRAY!. It is intended to be used for once-off operations, such as uploading of GPU uniform variables.

Method: to-array! ((object matrix2) (element-type (eql :single-float)))

Get a reference to a 1-dimensional array of single-floats containing the components of the 2x2 matrix OBJECT.

NOTE: This object is not freshly-allocated and should not be stored. Its memory will be overwritten on subsequent calls to either TO-ARRAY or TO-ARRAY!. It is intended to be used for once-off operations, such as uploading of GPU uniform variables.

Method: to-array! ((object matrix3) (element-type (eql :single-float)))

Get a reference to a 1-dimensional array of single-floats containing the components of the 3x3 matrix OBJECT.

NOTE: This object is not freshly-allocated and should not be stored. Its memory will be overwritten on subsequent calls to either TO-ARRAY or TO-ARRAY!. It is intended to be used for once-off operations, such as uploading of GPU uniform variables.

Method: to-array! ((object matrix4) (element-type (eql :single-float)))

Get a reference to a 1-dimensional array of single-floats containing the components of the 4x4 matrix OBJECT.

NOTE: This object is not freshly-allocated and should not be stored. Its memory will be overwritten on subsequent calls to either TO-ARRAY or TO-ARRAY!. It is intended to be used for once-off operations, such as uploading of GPU uniform variables.

Method: to-array! ((object quaternion) (element-type (eql :single-float)))

Get a reference to a 1-dimensional array of single-floats containing the components of the quaternion OBJECT.

NOTE: This object is not freshly-allocated and should not be stored. Its memory will be overwritten on subsequent calls to either TO-ARRAY or TO-ARRAY!. It is intended to be used for once-off operations, such as uploading of GPU uniform variables.

Generic Function: to-euler-angles (quaternion)
Package

gfxmath.

Source

quaternion.lisp.

Methods
Method: to-euler-angles ((quaternion quaternion))

Convert the quaternion QUATERNION to a 3-dimensional vector of Euler angles in radians, storing the result in a new 3-dimensional vector.

Generic Function: to-euler-angles! (quaternion out)
Package

gfxmath.

Source

quaternion.lisp.

Methods
Method: to-euler-angles! ((quaternion quaternion) (out vector3))

Convert the quaternion QUATERNION to a 3-dimensional vector of Euler angles in radians, storing the result in the 3-dimensional vector OUT..

Generic Function: to-matrix3 (quaternion)
Package

gfxmath.

Source

quaternion.lisp.

Methods
Method: to-matrix3 ((quaternion quaternion))

Convert the quaternion QUATERNION to a 3x3 matrix. storing the result in a new 3x3 matrix.

Generic Function: to-matrix3! (quaternion out)
Package

gfxmath.

Source

quaternion.lisp.

Methods
Method: to-matrix3! ((quaternion quaternion) (out matrix3))

Convert the quaternion QUATERNION to a 3x3 matrix. storing the result in a the 3x3 matrix OUT.

Generic Function: to-matrix4 (quaternion)
Package

gfxmath.

Source

quaternion.lisp.

Methods
Method: to-matrix4 ((quaternion quaternion))

Convert the quaternion QUATERNION to a 4x4 matrix. storing the result in a new 4x4 matrix.

Generic Function: to-matrix4! (quaternion out)
Package

gfxmath.

Source

quaternion.lisp.

Methods
Method: to-matrix4! ((quaternion quaternion) (out matrix4))

Convert the quaternion QUATERNION to a 4x4 matrix. storing the result in a the 4x4 matrix OUT.

Generic Function: trace (matrix)
Package

gfxmath.

Source

matrix.lisp.

Methods
Method: trace ((matrix matrix4))

Compute the trace of the 4x4 matrix, producing a scalar value.

Method: trace ((matrix matrix3))

Compute the trace of the 3x3 matrix, producing a scalar value.

Method: trace ((matrix matrix2))

Compute the trace of the 2x2 matrix, producing a scalar value.

Generic Function: translate (matrix vector)
Package

gfxmath.

Source

matrix.lisp.

Methods
Method: translate ((matrix matrix4) (vector vector3))

Translate the 4x4 matrix MATRIX by the 3-dimensional vector VECTOR, storing the result in a new 4x4 matrix.

Method: translate ((matrix matrix3) (vector vector2))

Translate the 3x3 matrix MATRIX by the 2-dimensional vector VECTOR, storing the result in a new 3x3 matrix.

Generic Function: translate! (matrix vector out)
Package

gfxmath.

Methods
Method: translate! ((matrix matrix4) (vector vector3) (out matrix4))

Translate the 4x4 matrix MATRIX by the 3-dimensional vector VECTOR, storing the result in the 4x4 matrix OUT.

Source

matrix.lisp.

Method: translate! ((matrix matrix3) (vector vector2) (out matrix3))

Translate the 3x3 matrix MATRIX by the 2-dimensional vector VECTOR, storing the result in the 3x3 matrix OUT.

Source

matrix.lisp.

Generic Function: transpose (matrix)
Package

gfxmath.

Source

matrix.lisp.

Methods
Method: transpose ((matrix matrix4))

Transpose the rows and columns of the 4x4 matrix MATRIX, storing the result in a new 4x4 matrix.

Method: transpose ((matrix matrix3))

Transpose the rows and columns of the 3x3 matrix MATRIX, storing the result in a new 3x3 matrix.

Method: transpose ((matrix matrix2))

Transpose the rows and columns of the 2x2 matrix MATRIX, storing the result in a new 2x2 matrix.

Generic Function: transpose! (matrix out)
Package

gfxmath.

Source

matrix.lisp.

Methods
Method: transpose! ((matrix matrix4) (out matrix4))

Transpose the rows and columns of the 4x4 matrix MATRIX, storing the result in the 4x4 matrix.

Method: transpose! ((matrix matrix3) (out matrix3))

Transpose the rows and columns of the 3x3 matrix MATRIX, storing the result in the 3x3 matrix.

Method: transpose! ((matrix matrix2) (out matrix2))

Transpose the rows and columns of the 2x2 matrix MATRIX, storing the result in the 2x2 matrix.

Generic Function: velocity! (axis rate out)
Package

gfxmath.

Source

vector.lisp.

Methods
Method: velocity! ((axis vector4) (rate real) (out vector4))

Modify the 4-dimensional vector OUT, to represent a velocity following the right-hand rule, with a direction parallel to the 4-dimensional vector AXIS, and a magnitude of RATE units per second.

Method: velocity! ((axis vector3) (rate real) (out vector3))

Modify the 3-dimensional vector OUT, to represent a velocity following the right-hand rule, with a direction parallel to the 3-dimensional vector AXIS, and a magnitude of RATE units per second.

Method: velocity! ((axis vector2) (rate real) (out vector2))

Modify the 2-dimensional vector OUT, to represent a velocity following the right-hand rule, with a direction parallel to the 2-dimensional vector AXIS, and a magnitude of RATE units per second.

Generic Function: w (object)
Package

gfxmath.

Source

shared-ops.lisp.

Methods
Method: w ((object quaternion))

Get the W component of the given quaternion.

Source

quaternion.lisp.

Method: w ((object vector4))

Get the W component of the given 4-dimensional vector.

Source

vector.lisp.

Generic Function: (setf w) (object)
Package

gfxmath.

Source

shared-ops.lisp.

Methods
Method: (setf w) ((object quaternion))

Set the W component of the given quaternion.

Source

quaternion.lisp.

Method: (setf w) ((object vector4))

Set the W component of the given 4-dimensional vector.

Source

vector.lisp.

Generic Function: x (object)
Package

gfxmath.

Source

shared-ops.lisp.

Methods
Method: x ((object quaternion))

Get the X component of the given quaternion.

Source

quaternion.lisp.

Method: x ((object vector4))

Get the X component of the given 4-dimensional vector.

Source

vector.lisp.

Method: x ((object vector3))

Get the X component of the given 3-dimensional vector.

Source

vector.lisp.

Method: x ((object vector2))

Get the X component of the given 2-dimensional vector.

Source

vector.lisp.

Generic Function: (setf x) (object)
Package

gfxmath.

Source

shared-ops.lisp.

Methods
Method: (setf x) ((object quaternion))

Set the X component of the given quaternion.

Source

quaternion.lisp.

Method: (setf x) ((object vector4))

Set the X component of the given 4-dimensional vector.

Source

vector.lisp.

Method: (setf x) ((object vector3))

Set the X component of the given 3-dimensional vector.

Source

vector.lisp.

Method: (setf x) ((object vector2))

Set the X component of the given 2-dimensional vector.

Source

vector.lisp.

Generic Function: y (object)
Package

gfxmath.

Source

shared-ops.lisp.

Methods
Method: y ((object quaternion))

Get the Y component of the given quaternion.

Source

quaternion.lisp.

Method: y ((object vector4))

Get the Y component of the given 4-dimensional vector.

Source

vector.lisp.

Method: y ((object vector3))

Get the Y component of the given 3-dimensional vector.

Source

vector.lisp.

Method: y ((object vector2))

Get the Y component of the given 2-dimensional vector.

Source

vector.lisp.

Generic Function: (setf y) (object)
Package

gfxmath.

Source

shared-ops.lisp.

Methods
Method: (setf y) ((object quaternion))

Set the Y component of the given quaternion.

Source

quaternion.lisp.

Method: (setf y) ((object vector4))

Set the Y component of the given 4-dimensional vector.

Source

vector.lisp.

Method: (setf y) ((object vector3))

Set the Y component of the given 3-dimensional vector.

Source

vector.lisp.

Method: (setf y) ((object vector2))

Set the Y component of the given 2-dimensional vector.

Source

vector.lisp.

Generic Function: z (object)
Package

gfxmath.

Source

shared-ops.lisp.

Methods
Method: z ((object quaternion))

Get the Z component of the given quaternion.

Source

quaternion.lisp.

Method: z ((object vector4))

Get the Z component of the given 4-dimensional vector.

Source

vector.lisp.

Method: z ((object vector3))

Get the Z component of the given 3-dimensional vector.

Source

vector.lisp.

Generic Function: (setf z) (object)
Package

gfxmath.

Source

shared-ops.lisp.

Methods
Method: (setf z) ((object quaternion))

Set the Z component of the given quaternion.

Source

quaternion.lisp.

Method: (setf z) ((object vector4))

Set the Z component of the given 4-dimensional vector.

Source

vector.lisp.

Method: (setf z) ((object vector3))

Set the Z component of the given 3-dimensional vector.

Source

vector.lisp.

Generic Function: zero (object)
Package

gfxmath.

Source

shared-ops.lisp.

Methods
Method: zero ((object matrix4))

Construct a fresh 4x4 matrix with every component set to zero. This is a convenience function that is useful when you already have a reference an object to construct a new type from.

Method: zero ((object matrix3))

Construct a fresh 3x3 matrix with every component set to zero. This is a convenience function that is useful when you already have a reference an object to construct a new type from.

Method: zero ((object matrix2))

Construct a fresh 2x2 matrix with every component set to zero. This is a convenience function that is useful when you already have a reference an object to construct a new type from.

Method: zero ((object vector4))

Construct a fresh 4-dimensional vector with every component set to zero. This is a convenience function that is useful when you already have a reference an object to construct a new type from.

Method: zero ((object vector3))

Construct a fresh 3-dimensional vector with every component set to zero. This is a convenience function that is useful when you already have a reference an object to construct a new type from.

Method: zero ((object vector2))

Construct a fresh 2-dimensional vector with every component set to zero. This is a convenience function that is useful when you already have a reference an object to construct a new type from.

Generic Function: zero! (object)
Package

gfxmath.

Source

shared-ops.lisp.

Methods
Method: zero! ((object matrix4))

Set each component of the 4x4 matrix OBJECT to zero, storing the result back into OBJECT.

Method: zero! ((object matrix3))

Set each component of the 3x3 matrix OBJECT to zero, storing the result back into OBJECT.

Method: zero! ((object matrix2))

Set each component of the 2x2 matrix OBJECT to zero, storing the result back into OBJECT.

Method: zero! ((object vector4))

Set each component of the 4-dimensional vector OBJECT to zero, storing the result back into OBJECT.

Method: zero! ((object vector3))

Set each component of the 3-dimensional vector OBJECT to zero, storing the result back into OBJECT.

Method: zero! ((object vector2))

Set each component of the 2-dimensional vector OBJECT to zero, storing the result back into OBJECT.

Generic Function: zero? (object)
Package

gfxmath.

Source

shared-ops.lisp.

Methods
Method: zero? ((object matrix4))

Check if every component of the 4x4 matrix OBJECT is zero.

Method: zero? ((object matrix3))

Check if every component of the 3x3 matrix OBJECT is zero.

Method: zero? ((object matrix2))

Check if every component of the 2x2 matrix OBJECT is zero.

Method: zero? ((object vector4))

Check if every component of the 4-dimensional vector OBJECT is zero.

Method: zero? ((object vector3))

Check if every component of the 3-dimensional vector OBJECT is zero.

Method: zero? ((object vector2))

Check if every component of the 2-dimensional vector OBJECT is zero.


5.1.6 Standalone methods

Method: make-load-form ((object math-object) &optional environment)
Source

types.lisp.

Method: print-object ((matrix matrix) stream)
Source

types.lisp.

Method: print-object ((vector vector) stream)
Source

types.lisp.

Method: print-object ((quaternion quaternion) stream)
Source

types.lisp.


5.1.7 Classes

Class: math-object

The base type that all math types are derived from.

Package

gfxmath.

Source

types.lisp.

Direct subclasses
Direct methods
Direct slots
Slot: %components
Type

(mfiano-utils:f64a (*))

Initargs

:components

Readers

components.

Writers

(setf components).

Slot: %components/single
Type

(mfiano-utils:f32a (*))

Initargs

:components/single

Readers

components/single.

Writers

(setf components/single).

Slot: %row-count
Type

(integer 1 4)

Initargs

:row-count

Readers

row-count.

Writers

This slot is read-only.

Slot: %column-count
Type

(integer 1 4)

Initargs

:column-count

Readers

column-count.

Writers

This slot is read-only.

Class: matrix

A square matrix that all matrix types are derived from.

Package

gfxmath.

Source

types.lisp.

Direct superclasses

math-object.

Direct subclasses
Direct methods

print-object.

Class: matrix2

A 2x2 matrix representing a 2-dimensional rotation.

Package

gfxmath.

Source

types.lisp.

Direct superclasses

matrix.

Direct methods
Direct Default Initargs
InitargValue
:row-count2
:column-count2
:components(make-f64-array 4)
:components/single(make-f32-array 4)
Class: matrix3

A 3x3 matrix representing either a 2-dimensional transformation or a 3-dimensional rotation.

Package

gfxmath.

Source

types.lisp.

Direct superclasses

matrix.

Direct methods
Direct Default Initargs
InitargValue
:row-count3
:column-count3
:components(make-f64-array 9)
:components/single(make-f32-array 9)
Class: matrix4

A 4x4 matrix representing a 3-dimensional transformation.

Package

gfxmath.

Source

types.lisp.

Direct superclasses

matrix.

Direct methods
Direct Default Initargs
InitargValue
:row-count4
:column-count4
:components(make-f64-array 16)
:components/single(make-f32-array 16)
Class: quaternion

A quaternion representing a 3-dimensional rotation.

Package

gfxmath.

Source

types.lisp.

Direct superclasses

math-object.

Direct methods
Direct Default Initargs
InitargValue
:row-count1
:column-count4
:components(make-f64-array 4)
:components/single(make-f32-array 4)
Class: vector

A column vector that all vector types are derived from.

Package

gfxmath.

Source

types.lisp.

Direct superclasses

math-object.

Direct subclasses
Direct methods

print-object.

Class: vector2

A 2-dimensional column vector.

Package

gfxmath.

Source

types.lisp.

Direct superclasses

vector.

Direct methods
Direct Default Initargs
InitargValue
:row-count2
:column-count1
:components(make-f64-array 2)
:components/single(make-f32-array 2)
Class: vector3

A 3-dimensional column vector.

Package

gfxmath.

Source

types.lisp.

Direct superclasses

vector.

Direct methods
Direct Default Initargs
InitargValue
:row-count3
:column-count1
:components(make-f64-array 3)
:components/single(make-f32-array 3)
Class: vector4

A 4-dimensional column vector.

Package

gfxmath.

Source

types.lisp.

Direct superclasses

vector.

Direct methods
Direct Default Initargs
InitargValue
:row-count4
:column-count1
:components(make-f64-array 4)
:components/single(make-f32-array 4)

5.2 Internals


5.2.1 Special variables

Special Variable: *axis-length->vector*
Package

gfxmath.

Source

macros.lisp.

Special Variable: *columns->vector*
Package

gfxmath.

Source

macros.lisp.

Special Variable: *descriptions*
Package

gfxmath.

Source

macros.lisp.

Special Variable: *matrix->rotation*
Package

gfxmath.

Source

macros.lisp.

Special Variable: *rows->vector*
Package

gfxmath.

Source

macros.lisp.

Special Variable: *types*
Package

gfxmath.

Source

macros.lisp.


5.2.2 Macros

Macro: %generate-accessors (type &body component-names)
Package

gfxmath.

Source

macros.lisp.

Macro: %generate-type (type () &key base rows columns description documentation)
Package

gfxmath.

Source

macros.lisp.

Macro: %matrix* (size matrix1 matrix2 out)
Package

gfxmath.

Source

matrix.lisp.

Macro: %with-columns ((object index &key limit column-count) &body body)
Package

gfxmath.

Source

macros.lisp.

Macro: %with-components ((specs bindings (&key read-only)) &body body)
Package

gfxmath.

Source

macros.lisp.

Macro: %with-each ((object component index &key from) &body body)
Package

gfxmath.

Source

macros.lisp.

Macro: %with-each/2d ((object component row-index column-index &key row-limit column-limit) &body body)
Package

gfxmath.

Source

macros.lisp.

Macro: %with-each/parallel ((specs &key index from) &body body)
Package

gfxmath.

Source

macros.lisp.

Macro: %with-rows ((object index &key limit row-count) &body body)
Package

gfxmath.

Source

macros.lisp.

Macro: define-op (op lambda-list filter &body body)
Package

gfxmath.

Source

macros.lisp.

Macro: doc (string)
Package

gfxmath.

Source

macros.lisp.


5.2.3 Ordinary functions

Function: %axis->index (axis)
Package

gfxmath.

Source

common.lisp.

Function: %filter-types (filter)
Package

gfxmath.

Source

macros.lisp.

Function: %generate-bindings/1d (specs &key quaternion)
Package

gfxmath.

Source

macros.lisp.

Function: %generate-bindings/2d (specs)
Package

gfxmath.

Source

macros.lisp.

Function: %get-column (object out index)
Package

gfxmath.

Source

matrix.lisp.

Function: %get-row (object index out)
Package

gfxmath.

Source

matrix.lisp.

Function: %index->axis (index)
Package

gfxmath.

Source

common.lisp.

Function: %invert/generic-4x4 (matrix out)
Package

gfxmath.

Source

matrix.lisp.

Function: %make-random (object min max)
Package

gfxmath.

Source

common.lisp.

Function: %mat/from-vecs (matrix &rest vectors)
Package

gfxmath.

Source

matrix.lisp.

Function: %parse-extended-class-specializers (type specs)
Package

gfxmath.

Source

macros.lisp.

Function: %parse-extended-eql-specializers (specs)
Package

gfxmath.

Source

macros.lisp.

Function: %parse-extended-specializers (type required)
Package

gfxmath.

Source

macros.lisp.

Function: %parse-keyword-parameters (parameters)
Package

gfxmath.

Source

macros.lisp.

Function: %parse-optional-parameters (parameters)
Package

gfxmath.

Source

macros.lisp.

Function: %parse-parameters (parameters)
Package

gfxmath.

Source

macros.lisp.

Function: %parse-required-parameters (parameters)
Package

gfxmath.

Source

macros.lisp.

Function: %parse-rest-parameter (parameters)
Package

gfxmath.

Source

macros.lisp.

Function: %parse-specialized-specs (type specs)
Package

gfxmath.

Source

macros.lisp.

Function: %print-object/columnar (object stream)
Package

gfxmath.

Source

common.lisp.

Function: %print-object/horizontal (object label stream)
Package

gfxmath.

Source

common.lisp.

Function: %process-documentation (string spec)
Package

gfxmath.

Source

macros.lisp.

Function: %quaternion-to-matrix (quaternion out)
Package

gfxmath.

Source

quaternion.lisp.

Function: %set-column (object1 object2 out index bound)
Package

gfxmath.

Source

matrix.lisp.

Function: ~= (x y &key rel abs)
Package

gfxmath.

Source

common.lisp.


5.2.4 Generic functions

Generic Reader: column-count (object)
Package

gfxmath.

Methods
Reader Method: column-count ((math-object math-object))

automatically generated reader method

Source

types.lisp.

Target Slot

%column-count.

Generic Reader: components (object)
Package

gfxmath.

Methods
Reader Method: components ((math-object math-object))

automatically generated reader method

Source

types.lisp.

Target Slot

%components.

Generic Writer: (setf components) (object)
Package

gfxmath.

Methods
Writer Method: (setf components) ((math-object math-object))

automatically generated writer method

Source

types.lisp.

Target Slot

%components.

Generic Reader: components/single (object)
Package

gfxmath.

Methods
Reader Method: components/single ((math-object math-object))

automatically generated reader method

Source

types.lisp.

Target Slot

%components/single.

Generic Writer: (setf components/single) (object)
Package

gfxmath.

Methods
Writer Method: (setf components/single) ((math-object math-object))

automatically generated writer method

Source

types.lisp.

Target Slot

%components/single.

Generic Reader: row-count (object)
Package

gfxmath.

Methods
Reader Method: row-count ((math-object math-object))

automatically generated reader method

Source

types.lisp.

Target Slot

%row-count.


Appendix A Indexes


A.1 Concepts


A.2 Functions

Jump to:   %   (   *   +   -   /   <   =   >   ~  
A   C   D   E   F   G   I   L   M   N   O   P   Q   R   S   T   V   W   X   Y   Z  
Index Entry  Section

%
%axis->index: Private ordinary functions
%filter-types: Private ordinary functions
%generate-accessors: Private macros
%generate-bindings/1d: Private ordinary functions
%generate-bindings/2d: Private ordinary functions
%generate-type: Private macros
%get-column: Private ordinary functions
%get-row: Private ordinary functions
%index->axis: Private ordinary functions
%invert/generic-4x4: Private ordinary functions
%make-random: Private ordinary functions
%mat/from-vecs: Private ordinary functions
%matrix*: Private macros
%parse-extended-class-specializers: Private ordinary functions
%parse-extended-eql-specializers: Private ordinary functions
%parse-extended-specializers: Private ordinary functions
%parse-keyword-parameters: Private ordinary functions
%parse-optional-parameters: Private ordinary functions
%parse-parameters: Private ordinary functions
%parse-required-parameters: Private ordinary functions
%parse-rest-parameter: Private ordinary functions
%parse-specialized-specs: Private ordinary functions
%print-object/columnar: Private ordinary functions
%print-object/horizontal: Private ordinary functions
%process-documentation: Private ordinary functions
%quaternion-to-matrix: Private ordinary functions
%set-column: Private ordinary functions
%with-columns: Private macros
%with-components: Private macros
%with-each: Private macros
%with-each/2d: Private macros
%with-each/parallel: Private macros
%with-rows: Private macros

(
(setf components): Private generic functions
(setf components): Private generic functions
(setf components/single): Private generic functions
(setf components/single): Private generic functions
(setf mref): Public ordinary functions
(setf ref): Public ordinary functions
(setf w): Public generic functions
(setf w): Public generic functions
(setf w): Public generic functions
(setf x): Public generic functions
(setf x): Public generic functions
(setf x): Public generic functions
(setf x): Public generic functions
(setf x): Public generic functions
(setf y): Public generic functions
(setf y): Public generic functions
(setf y): Public generic functions
(setf y): Public generic functions
(setf y): Public generic functions
(setf z): Public generic functions
(setf z): Public generic functions
(setf z): Public generic functions
(setf z): Public generic functions

*
*: Public generic functions
*: Public generic functions
*: Public generic functions
*: Public generic functions
*: Public generic functions
*: Public generic functions
*: Public generic functions
*: Public generic functions
*: Public generic functions
*: Public generic functions
*: Public generic functions
*: Public generic functions
*: Public generic functions
*: Public generic functions
*: Public generic functions
*!: Public generic functions
*!: Public generic functions
*!: Public generic functions
*!: Public generic functions
*!: Public generic functions
*!: Public generic functions
*!: Public generic functions
*!: Public generic functions
*!: Public generic functions
*!: Public generic functions
*!: Public generic functions
*!: Public generic functions
*!: Public generic functions
*!: Public generic functions
*!: Public generic functions

+
+: Public generic functions
+: Public generic functions
+: Public generic functions
+: Public generic functions
+: Public generic functions
+: Public generic functions
+: Public generic functions
+: Public generic functions
+: Public generic functions
+: Public generic functions
+: Public generic functions
+: Public generic functions
+: Public generic functions
+: Public generic functions
+: Public generic functions
+!: Public generic functions
+!: Public generic functions
+!: Public generic functions
+!: Public generic functions
+!: Public generic functions
+!: Public generic functions
+!: Public generic functions
+!: Public generic functions
+!: Public generic functions
+!: Public generic functions
+!: Public generic functions
+!: Public generic functions
+!: Public generic functions
+!: Public generic functions
+!: Public generic functions

-
-: Public generic functions
-: Public generic functions
-: Public generic functions
-: Public generic functions
-: Public generic functions
-: Public generic functions
-: Public generic functions
-: Public generic functions
-: Public generic functions
-: Public generic functions
-: Public generic functions
-: Public generic functions
-: Public generic functions
-: Public generic functions
-: Public generic functions
-!: Public generic functions
-!: Public generic functions
-!: Public generic functions
-!: Public generic functions
-!: Public generic functions
-!: Public generic functions
-!: Public generic functions
-!: Public generic functions
-!: Public generic functions
-!: Public generic functions
-!: Public generic functions
-!: Public generic functions
-!: Public generic functions
-!: Public generic functions
-!: Public generic functions

/
/: Public generic functions
/: Public generic functions
/: Public generic functions
/: Public generic functions
/: Public generic functions
/: Public generic functions
/: Public generic functions
/: Public generic functions
/!: Public generic functions
/!: Public generic functions
/!: Public generic functions
/!: Public generic functions
/!: Public generic functions
/!: Public generic functions
/!: Public generic functions
/!: Public generic functions

<
<: Public generic functions
<: Public generic functions
<: Public generic functions
<: Public generic functions
<=: Public generic functions
<=: Public generic functions
<=: Public generic functions
<=: Public generic functions

=
=: Public generic functions
=: Public generic functions
=: Public generic functions
=: Public generic functions
=: Public generic functions
=: Public generic functions
=: Public generic functions
=: Public generic functions

>
>: Public generic functions
>: Public generic functions
>: Public generic functions
>: Public generic functions
>=: Public generic functions
>=: Public generic functions
>=: Public generic functions
>=: Public generic functions

~
~=: Private ordinary functions

A
abs: Public generic functions
abs: Public generic functions
abs: Public generic functions
abs: Public generic functions
abs!: Public generic functions
abs!: Public generic functions
abs!: Public generic functions
abs!: Public generic functions
acos: Public generic functions
acos: Public generic functions
acos: Public generic functions
acos: Public generic functions
acos!: Public generic functions
acos!: Public generic functions
acos!: Public generic functions
acos!: Public generic functions
angle: Public generic functions
angle: Public generic functions
angle: Public generic functions
angle: Public generic functions
anti-diagonal: Public generic functions
anti-diagonal: Public generic functions
anti-diagonal: Public generic functions
anti-diagonal: Public generic functions
anti-diagonal!: Public generic functions
anti-diagonal!: Public generic functions
anti-diagonal!: Public generic functions
anti-diagonal!: Public generic functions
asin: Public generic functions
asin: Public generic functions
asin: Public generic functions
asin: Public generic functions
asin!: Public generic functions
asin!: Public generic functions
asin!: Public generic functions
asin!: Public generic functions
atan: Public generic functions
atan: Public generic functions
atan: Public generic functions
atan: Public generic functions
atan!: Public generic functions
atan!: Public generic functions
atan!: Public generic functions
atan!: Public generic functions

C
ceiling: Public generic functions
ceiling: Public generic functions
ceiling: Public generic functions
ceiling: Public generic functions
ceiling!: Public generic functions
ceiling!: Public generic functions
ceiling!: Public generic functions
ceiling!: Public generic functions
clamp: Public generic functions
clamp: Public generic functions
clamp: Public generic functions
clamp: Public generic functions
clamp: Public generic functions
clamp: Public generic functions
clamp: Public generic functions
clamp: Public generic functions
clamp: Public generic functions
clamp: Public generic functions
clamp: Public generic functions
clamp: Public generic functions
clamp: Public generic functions
clamp!: Public generic functions
clamp!: Public generic functions
clamp!: Public generic functions
clamp!: Public generic functions
clamp!: Public generic functions
clamp!: Public generic functions
clamp!: Public generic functions
clamp!: Public generic functions
clamp!: Public generic functions
clamp!: Public generic functions
clamp!: Public generic functions
clamp!: Public generic functions
clamp!: Public generic functions
column-count: Private generic functions
column-count: Private generic functions
Compiler Macro, mat: Public compiler macros
Compiler Macro, mat/from-mat: Public compiler macros
Compiler Macro, mat/from-vecs: Public compiler macros
Compiler Macro, mat/id: Public compiler macros
Compiler Macro, mat/rotation: Public compiler macros
Compiler Macro, vec: Public compiler macros
Compiler Macro, vec/zero: Public compiler macros
components: Private generic functions
components: Private generic functions
components/single: Private generic functions
components/single: Private generic functions
conjugate: Public generic functions
conjugate: Public generic functions
conjugate!: Public generic functions
conjugate!: Public generic functions
copy: Public generic functions
copy: Public generic functions
copy: Public generic functions
copy: Public generic functions
copy: Public generic functions
copy: Public generic functions
copy: Public generic functions
copy: Public generic functions
copy!: Public generic functions
copy!: Public generic functions
copy!: Public generic functions
copy!: Public generic functions
copy!: Public generic functions
copy!: Public generic functions
copy!: Public generic functions
copy!: Public generic functions
cos: Public generic functions
cos: Public generic functions
cos: Public generic functions
cos: Public generic functions
cos!: Public generic functions
cos!: Public generic functions
cos!: Public generic functions
cos!: Public generic functions
cross: Public generic functions
cross: Public generic functions
cross!: Public generic functions
cross!: Public generic functions

D
default: Public generic functions
default: Public generic functions
default: Public generic functions
default: Public generic functions
default: Public generic functions
default: Public generic functions
default: Public generic functions
default: Public generic functions
define-op: Private macros
degrees->radians: Public generic functions
degrees->radians: Public generic functions
degrees->radians: Public generic functions
degrees->radians: Public generic functions
degrees->radians!: Public generic functions
degrees->radians!: Public generic functions
degrees->radians!: Public generic functions
degrees->radians!: Public generic functions
determinant: Public generic functions
determinant: Public generic functions
determinant: Public generic functions
diagonal?: Public generic functions
diagonal?: Public generic functions
diagonal?: Public generic functions
diagonal?: Public generic functions
doc: Private macros
dot: Public generic functions
dot: Public generic functions
dot: Public generic functions
dot: Public generic functions
dot: Public generic functions

E
expt: Public generic functions
expt: Public generic functions
expt: Public generic functions
expt: Public generic functions
expt!: Public generic functions
expt!: Public generic functions
expt!: Public generic functions
expt!: Public generic functions

F
floor: Public generic functions
floor: Public generic functions
floor: Public generic functions
floor: Public generic functions
floor!: Public generic functions
floor!: Public generic functions
floor!: Public generic functions
floor!: Public generic functions
fract: Public generic functions
fract: Public generic functions
fract: Public generic functions
fract: Public generic functions
fract!: Public generic functions
fract!: Public generic functions
fract!: Public generic functions
fract!: Public generic functions
from-axis-angle!: Public generic functions
from-axis-angle!: Public generic functions
from-matrix: Public generic functions
from-matrix: Public generic functions
from-matrix: Public generic functions
from-matrix!: Public generic functions
from-matrix!: Public generic functions
from-matrix!: Public generic functions
from-velocity!: Public generic functions
from-velocity!: Public generic functions
Function, %axis->index: Private ordinary functions
Function, %filter-types: Private ordinary functions
Function, %generate-bindings/1d: Private ordinary functions
Function, %generate-bindings/2d: Private ordinary functions
Function, %get-column: Private ordinary functions
Function, %get-row: Private ordinary functions
Function, %index->axis: Private ordinary functions
Function, %invert/generic-4x4: Private ordinary functions
Function, %make-random: Private ordinary functions
Function, %mat/from-vecs: Private ordinary functions
Function, %parse-extended-class-specializers: Private ordinary functions
Function, %parse-extended-eql-specializers: Private ordinary functions
Function, %parse-extended-specializers: Private ordinary functions
Function, %parse-keyword-parameters: Private ordinary functions
Function, %parse-optional-parameters: Private ordinary functions
Function, %parse-parameters: Private ordinary functions
Function, %parse-required-parameters: Private ordinary functions
Function, %parse-rest-parameter: Private ordinary functions
Function, %parse-specialized-specs: Private ordinary functions
Function, %print-object/columnar: Private ordinary functions
Function, %print-object/horizontal: Private ordinary functions
Function, %process-documentation: Private ordinary functions
Function, %quaternion-to-matrix: Private ordinary functions
Function, %set-column: Private ordinary functions
Function, (setf mref): Public ordinary functions
Function, (setf ref): Public ordinary functions
Function, mat: Public ordinary functions
Function, mat/from-mat: Public ordinary functions
Function, mat/from-vecs: Public ordinary functions
Function, mat/id: Public ordinary functions
Function, mat/random: Public ordinary functions
Function, mat/rotation: Public ordinary functions
Function, mref: Public ordinary functions
Function, quat: Public ordinary functions
Function, quat/from-axis-angle: Public ordinary functions
Function, quat/from-mat: Public ordinary functions
Function, quat/from-velocity: Public ordinary functions
Function, quat/id: Public ordinary functions
Function, quat/oriented: Public ordinary functions
Function, ref: Public ordinary functions
Function, vec: Public ordinary functions
Function, vec/from-vec: Public ordinary functions
Function, vec/random: Public ordinary functions
Function, vec/velocity: Public ordinary functions
Function, vec/zero: Public ordinary functions
Function, ~=: Private ordinary functions

G
Generic Function, (setf components): Private generic functions
Generic Function, (setf components/single): Private generic functions
Generic Function, (setf w): Public generic functions
Generic Function, (setf x): Public generic functions
Generic Function, (setf y): Public generic functions
Generic Function, (setf z): Public generic functions
Generic Function, *: Public generic functions
Generic Function, *!: Public generic functions
Generic Function, +: Public generic functions
Generic Function, +!: Public generic functions
Generic Function, -: Public generic functions
Generic Function, -!: Public generic functions
Generic Function, /: Public generic functions
Generic Function, /!: Public generic functions
Generic Function, <: Public generic functions
Generic Function, <=: Public generic functions
Generic Function, =: Public generic functions
Generic Function, >: Public generic functions
Generic Function, >=: Public generic functions
Generic Function, abs: Public generic functions
Generic Function, abs!: Public generic functions
Generic Function, acos: Public generic functions
Generic Function, acos!: Public generic functions
Generic Function, angle: Public generic functions
Generic Function, anti-diagonal: Public generic functions
Generic Function, anti-diagonal!: Public generic functions
Generic Function, asin: Public generic functions
Generic Function, asin!: Public generic functions
Generic Function, atan: Public generic functions
Generic Function, atan!: Public generic functions
Generic Function, ceiling: Public generic functions
Generic Function, ceiling!: Public generic functions
Generic Function, clamp: Public generic functions
Generic Function, clamp!: Public generic functions
Generic Function, column-count: Private generic functions
Generic Function, components: Private generic functions
Generic Function, components/single: Private generic functions
Generic Function, conjugate: Public generic functions
Generic Function, conjugate!: Public generic functions
Generic Function, copy: Public generic functions
Generic Function, copy!: Public generic functions
Generic Function, cos: Public generic functions
Generic Function, cos!: Public generic functions
Generic Function, cross: Public generic functions
Generic Function, cross!: Public generic functions
Generic Function, default: Public generic functions
Generic Function, degrees->radians: Public generic functions
Generic Function, degrees->radians!: Public generic functions
Generic Function, determinant: Public generic functions
Generic Function, diagonal?: Public generic functions
Generic Function, dot: Public generic functions
Generic Function, expt: Public generic functions
Generic Function, expt!: Public generic functions
Generic Function, floor: Public generic functions
Generic Function, floor!: Public generic functions
Generic Function, fract: Public generic functions
Generic Function, fract!: Public generic functions
Generic Function, from-axis-angle!: Public generic functions
Generic Function, from-matrix: Public generic functions
Generic Function, from-matrix!: Public generic functions
Generic Function, from-velocity!: Public generic functions
Generic Function, get-axis: Public generic functions
Generic Function, get-axis!: Public generic functions
Generic Function, get-column: Public generic functions
Generic Function, get-column!: Public generic functions
Generic Function, get-rotation: Public generic functions
Generic Function, get-rotation!: Public generic functions
Generic Function, get-row: Public generic functions
Generic Function, get-row!: Public generic functions
Generic Function, get-scale: Public generic functions
Generic Function, get-scale!: Public generic functions
Generic Function, get-translation: Public generic functions
Generic Function, get-translation!: Public generic functions
Generic Function, id: Public generic functions
Generic Function, id!: Public generic functions
Generic Function, id?: Public generic functions
Generic Function, interpolate: Public generic functions
Generic Function, interpolate!: Public generic functions
Generic Function, inverse: Public generic functions
Generic Function, inverse!: Public generic functions
Generic Function, invert: Public generic functions
Generic Function, invert!: Public generic functions
Generic Function, lerp: Public generic functions
Generic Function, lerp!: Public generic functions
Generic Function, look-at: Public generic functions
Generic Function, look-at!: Public generic functions
Generic Function, magnitude: Public generic functions
Generic Function, magnitude-squared: Public generic functions
Generic Function, main-diagonal: Public generic functions
Generic Function, main-diagonal!: Public generic functions
Generic Function, max: Public generic functions
Generic Function, max!: Public generic functions
Generic Function, min: Public generic functions
Generic Function, min!: Public generic functions
Generic Function, mod: Public generic functions
Generic Function, mod!: Public generic functions
Generic Function, negate: Public generic functions
Generic Function, negate!: Public generic functions
Generic Function, normalize: Public generic functions
Generic Function, normalize!: Public generic functions
Generic Function, normalize-rotation: Public generic functions
Generic Function, normalize-rotation!: Public generic functions
Generic Function, ones: Public generic functions
Generic Function, ones!: Public generic functions
Generic Function, orient!: Public generic functions
Generic Function, ortho: Public generic functions
Generic Function, ortho!: Public generic functions
Generic Function, orthogonal?: Public generic functions
Generic Function, orthonormalize: Public generic functions
Generic Function, orthonormalize!: Public generic functions
Generic Function, parallel?: Public generic functions
Generic Function, perspective: Public generic functions
Generic Function, perspective!: Public generic functions
Generic Function, radians->degrees: Public generic functions
Generic Function, radians->degrees!: Public generic functions
Generic Function, random!: Public generic functions
Generic Function, rotate: Public generic functions
Generic Function, rotate!: Public generic functions
Generic Function, rotation/x!: Public generic functions
Generic Function, rotation/y!: Public generic functions
Generic Function, rotation/z!: Public generic functions
Generic Function, round: Public generic functions
Generic Function, round!: Public generic functions
Generic Function, row-count: Private generic functions
Generic Function, same-direction?: Public generic functions
Generic Function, scale: Public generic functions
Generic Function, scale!: Public generic functions
Generic Function, set-axis: Public generic functions
Generic Function, set-axis!: Public generic functions
Generic Function, set-column: Public generic functions
Generic Function, set-column!: Public generic functions
Generic Function, set-diagonal: Public generic functions
Generic Function, set-diagonal!: Public generic functions
Generic Function, set-scale: Public generic functions
Generic Function, set-scale!: Public generic functions
Generic Function, set-translation: Public generic functions
Generic Function, set-translation!: Public generic functions
Generic Function, sign: Public generic functions
Generic Function, sign!: Public generic functions
Generic Function, sin: Public generic functions
Generic Function, sin!: Public generic functions
Generic Function, slerp: Public generic functions
Generic Function, slerp!: Public generic functions
Generic Function, sqrt: Public generic functions
Generic Function, sqrt!: Public generic functions
Generic Function, tan: Public generic functions
Generic Function, tan!: Public generic functions
Generic Function, to-array: Public generic functions
Generic Function, to-array!: Public generic functions
Generic Function, to-euler-angles: Public generic functions
Generic Function, to-euler-angles!: Public generic functions
Generic Function, to-matrix3: Public generic functions
Generic Function, to-matrix3!: Public generic functions
Generic Function, to-matrix4: Public generic functions
Generic Function, to-matrix4!: Public generic functions
Generic Function, trace: Public generic functions
Generic Function, translate: Public generic functions
Generic Function, translate!: Public generic functions
Generic Function, transpose: Public generic functions
Generic Function, transpose!: Public generic functions
Generic Function, velocity!: Public generic functions
Generic Function, w: Public generic functions
Generic Function, x: Public generic functions
Generic Function, y: Public generic functions
Generic Function, z: Public generic functions
Generic Function, zero: Public generic functions
Generic Function, zero!: Public generic functions
Generic Function, zero?: Public generic functions
get-axis: Public generic functions
get-axis: Public generic functions
get-axis: Public generic functions
get-axis: Public generic functions
get-axis: Public generic functions
get-axis: Public generic functions
get-axis: Public generic functions
get-axis: Public generic functions
get-axis!: Public generic functions
get-axis!: Public generic functions
get-axis!: Public generic functions
get-axis!: Public generic functions
get-axis!: Public generic functions
get-axis!: Public generic functions
get-axis!: Public generic functions
get-axis!: Public generic functions
get-axis!: Public generic functions
get-column: Public generic functions
get-column: Public generic functions
get-column: Public generic functions
get-column: Public generic functions
get-column: Public generic functions
get-column: Public generic functions
get-column: Public generic functions
get-column: Public generic functions
get-column: Public generic functions