Vec-Transform 1.0.5 → 1.0.6
raw patch · 2 files changed
+6/−6 lines, 2 filesdep ~Vec
Dependency ranges changed: Vec
Files
Vec-Transform.cabal view
@@ -1,5 +1,5 @@ name: Vec-Transform -version: 1.0.5 +version: 1.0.6 cabal-version: >= 1.8 build-type: Simple license: BSD3 @@ -15,7 +15,7 @@ library build-depends: base >= 4 && <5, - Vec == 0.9.8 + Vec == 0.9.9 hs-source-dirs: src ghc-options: -Wall exposed-modules: Data.Vec.LinAlg.Transform3D
src/Data/Vec/LinAlg/Transform3D.hs view
@@ -31,7 +31,7 @@ import Data.Vec -- | A 4x4 translation matrix-translation :: Num a => Vec3 a -> Mat44 a+translation :: (Eq a, Show a, Num a) => Vec3 a -> Mat44 a translation = flip translate identity -- | A 4x4 rotation matrix for a rotation around the X axis@@ -76,7 +76,7 @@ -- | A 4x4 rotation matrix from the euler angles yaw pitch and roll. Could be useful in e.g. -- first person shooter games,-rotationEuler :: Floating a+rotationEuler :: (Eq a, Show a, Floating a) => Vec3 a -- rotation around x, y and z respectively -> Mat44 a rotationEuler (x:.y:.z:.()) = rotationZ z `multmm` rotationY y `multmm` rotationX x@@ -92,7 +92,7 @@ 0, 0, 0, 1] -- | A 4x4 rotation matrix for turning toward a point. Useful for targeting a camera to a specific point.-rotationLookAt :: Floating a+rotationLookAt :: (Eq a, Show a, Floating a) => Vec3 a -- ^ The up direction, not necessary unit length or perpendicular to the view vector -> Vec3 a -- ^ The viewers position -> Vec3 a -- ^ The point to look at@@ -104,7 +104,7 @@ up = forward `cross`left -- | A 4x4 scaling matrix-scaling :: Num a => Vec3 a -> Mat44 a+scaling :: (Eq a, Show a, Num a) => Vec3 a -> Mat44 a scaling = diagonal . homPoint -- | A perspective projection matrix for a right handed coordinate system looking down negative z. This will project far plane to @z = +1@ and near plane to @z = -1@, i.e. into a left handed system.