lygia
/math
/translate4d
)returns a 4x4 translate matrix
Use:
<mat4> translate4d(<vec3> t)
<mat4> translate4d(<float> x, <float> y, <float> z)
#ifndef FNC_TRANSLATE4D
mat4 translate4d(vec3 t) {
return mat4(1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
t.x, t.y, t.z, 1.0 );
}
mat4 translate4d(float x, float y, float z) {
return mat4(1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
x, y, z, 1.0 );
}
#endif
Use:
<float4x4> translate4d(<float3> t)
<float4x4> translate4d(<float> x, <float> y, <float> z)
#ifndef FNC_TRANSLATE4D
float4x4 translate4d(float3 t) {
return float4x4(1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
t.x, t.y, t.z, 1.0 );
}
float4x4 translate4d(float x, float y, float z) {
return float4x4(1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
x, y, z, 1.0 );
}
#endif
Use:
<matrix<float, 4, 4>> translate4d(<float3> t)
<matrix<float, 4, 4>> translate4d(<float> x, <float> y, <float> z)
#ifndef FNC_TRANSLATE4D
matrix<float, 4, 4> translate4d(float3 t) {
return matrix<float, 4, 4>(1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
t.x, t.y, t.z, 1.0 );
}
matrix<float, 4, 4> translate4d(float x, float y, float z) {
return matrix<float, 4, 4>(1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
x, y, z, 1.0 );
}
#endif
fn translate4d(t: vec3f) -> mat4x4<f32> {
return mat4x4<f32>( 1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
t.x, t.y, t.z, 1.0 );
}
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