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This is the mathkit Reference Manual, version 0.0, generated automatically by Declt version 4.0 beta 2 "William Riker" on Mon Aug 15 05:19:03 2022 GMT+0.
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This is a purely math-related utility kit, providing functions which can be useful for games, 3D, and GL in general. Right now this includes additional matrix functionality by @3b on top of sb-cga.
ortho-matrix LEFT RIGHT BOTTOM TOP NEAR FAR
: Construct an
orthographic matrix like glOrtho
from OpenGL 2.1.frustum LEFT RIGHT BOTTOM TOP NEAR FAR
: Construct a perspective
matrix from the given parameters, like glFrustum
from OpenGL 2.1.perspective-matrix FOVY-DEGREES ASPECT Z-NEAR Z-FAR
: Construct a
perspective matrix from the given parameters, like gluPerspective
from OpenGL 2.1.look-at EYE TARGET UP
: Where EYE
, TARGET
, and UP
are
vectors, construct a viewing matrix much like gluLookAt
from
OpenGL 2.1.Note: These merely create native Lisp matrices; they do not multiply them like the similar GL functions or in any way set them as GL state like the old fixed-function pipeline.
Additionally:
copy-matrix M
: Create a copy of M
.deg-to-rad D
: Convert D
degrees to radians.Next: Files, Previous: Introduction, Up: The mathkit Reference Manual [Contents][Index]
The main system appears first, followed by any subsystem dependency.
Various utilities for math
3b
MIT
0.0
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Files are sorted by type and then listed depth-first from the systems components trees.
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mathkit (system).
Next: mathkit/math.lisp, Previous: mathkit/mathkit.asd, Up: Lisp [Contents][Index]
mathkit (system).
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package.lisp (file).
mathkit (system).
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math.lisp (file).
mathkit (system).
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quat.lisp (file).
mathkit (system).
define-vecn (macro).
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Packages are listed by definition order.
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Definitions are sorted by export status, category, package, and then by lexicographic order.
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Converts X, a number, from degrees to radians.
Returns a projection matrix that is similar to the glFrustum matrix.
LEFT, RIGHT, BOTTOM, TOP, NEAR and FAR are numbers representing their respective clipping planes. NEAR and FAR must be positive.
Returns a view matrix that is similar to the gluLookAt matrix.
EYE and TARGET are both three dimensional coordinate vectors, with
the former representing the eye’s location and the latter the center
of its viewing target.
UP is a direction vector, representing which way is up for the eye.
Apply transformation MATRIX to VEC, return result as a freshly allocated VEC.
transform-point.
Returns a projection matrix that is similar to the glOrtho matrix.
LEFT, RIGHT, BOTTOM, TOP, NEAR and FAR are numbers representing their respective clipping planes.
Returns a projection matrix that is similar to the gluPerspective matrix.
FOVY is the field of view, in degrees.
ASPECT is the aspect ratio of the window, width / height.
Z-NEAR and Z-FAR are positive numbers representing the depth clipping planes.
Converts X, a number, from radians to degrees.
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multiply 2 quaternions with elements A{1..4} and B{1..4}, returning result as multiple values.
multiply quaternions A and B storing result into DEST.
create a quaternion from specified axis and angle in radians
create a quaternion from specified axis and angle in radians
multiply quaternions A and B returning result as a new quaternion.
Allocate dquaternion [W, Xi, Yj, Zk].
multiply quaternions A and B returning result as a new quaternion.
rotate a vector VEC using specifed rotation quaternion Q, returning result as a new single-float vector.
Allocate quaternion [W, Xi, Yj, Zk].
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