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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.