glm #

fn identity #

fn identity() Mat4

fn identity2 #

fn identity2(mut res f32)

returns *f32 without allocation

fn identity3 #

fn identity3() []f32

fn mult #

fn mult(a Mat4, b Mat4) Mat4

multiplicates two matrices

fn ortho #

fn ortho(left f32, right f32, bottom f32, top f32) Mat4

https://github.com/g-truc/glm/blob/0ceb2b755fb155d593854aefe3e45d416ce153a4/glm/ext/matrix_clip_space.inl

fn ortho_zo #

fn ortho_zo(left f32, right f32, bottom f32, top f32, zNear f32, zFar f32) Mat4

https://github.com/g-truc/glm/blob/0ceb2b755fb155d593854aefe3e45d416ce153a4/glm/ext/matrix_clip_space.inl

fn rotate #

fn rotate(angle f32, axis Vec3, src Mat4) Mat4

fn rotate_z #

fn rotate_z(m Mat4, rad f32) Mat4

fn rotate_z(a *f32, rad f32) *f32 {

fn scale #

fn scale(m Mat4, v Vec3) Mat4

fn scale(a *f32, v Vec3) *f32 {

fn translate #

fn translate(m Mat4, v Vec3) Mat4

fn translate(vec Vec3) *f32 {

fn vec3 #

fn vec3(x f32, y f32, z f32) Vec3

fn (Vec2) str #

fn (v Vec2) str() string

fn (Vec3) str #

fn (v Vec3) str() string

struct Mat4 #

struct Mat4 {
pub:
	data &f32
}

f32* myglm_rotate(f32 m, f32 angle, f32, f32, f32); # f32 myglm_perspective(f32, f32, f32, f32); # f32* myglm_look_at(glm__Vec3, glm__Vec3, glm__Vec3); # glm__Vec3 myglm_mult(glm__Vec3, glm__Vec3); # glm__Vec3 myglm_cross(glm__Vec3, glm__Vec3); # glm__Vec3 myglm_normalize(glm__Vec3);

fn (Mat4) str #

fn (m Mat4) str() string