lygia
/v1.1.6
/math
/translate4d
)returns a 4x4 translate matrix
Use:
translate4d(<vec3|vec4> t)
translate4d(<vec3> t)
#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
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