{"_id":"gl-mat4-esm","_rev":"3-8d387a44b8b1afedbafae23da28f0134","name":"gl-mat4-esm","description":"gl-matrix's mat4, split into smaller pieces","dist-tags":{"latest":"1.1.4"},"versions":{"1.1.4":{"name":"gl-mat4-esm","version":"1.1.4","description":"gl-matrix's mat4, split into smaller pieces","module":"index.js","jsnext:main":"index.js","scripts":{"get-docs":"cat *.js | dox --api"},"repository":{"type":"git","url":"git+https://github.com/Rich-Harris/gl-mat4-esm.git"},"keywords":["gl-matrix","matrix","math","gl","mat4","mat4x4","4x4","mat","vector","maths"],"license":"Zlib","contributors":[{"name":"Brandon Jones","email":"tojiro@gmail.com"},{"name":"Colin MacKenzie IV","email":"sinisterchipmunk@gmail.com"}],"dependencies":{},"devDependencies":{"dox":"git://github.com/hughsk/dox.git#api-context"},"bugs":{"url":"https://github.com/stackgl/gl-mat4/issues"},"homepage":"https://github.com/stackgl/gl-mat4","gitHead":"9a910f731162b1b35ca2904a0c2c3cb53e713243","_id":"gl-mat4-esm@1.1.4","_shasum":"a2bb751d70af6dc697dec8ba30d18590b4adcf27","_from":".","_npmVersion":"3.10.3","_nodeVersion":"6.4.0","_npmUser":{"name":"rich_harris","email":"richard.a.harris@gmail.com"},"dist":{"shasum":"a2bb751d70af6dc697dec8ba30d18590b4adcf27","tarball":"https://registry.npmjs.org/gl-mat4-esm/-/gl-mat4-esm-1.1.4.tgz","integrity":"sha512-Z6+GyXGZN7ZRiPcTkVovsXOnizhIdMhoJJ6zjpoxm9RJ/DfBOK3+vGSg3yIjW5Y0OjOKZQ+VyESVfH8SRaGE1w==","signatures":[{"keyid":"SHA256:jl3bwswu80PjjokCgh0o2w5c2U4LhQAE57gj9cz1kzA","sig":"MEUCIQDfKpwLRanv3LM75O2ZRBZ8HjotJLChHeUXf1RdOX/63AIgXhuRUzFZvXBTOMXtSj91WnqUhVy4WA+w3RpNwsDCvpc="}]},"maintainers":[{"name":"rich_harris","email":"richard.a.harris@gmail.com"}],"_npmOperationalInternal":{"host":"packages-12-west.internal.npmjs.com","tmp":"tmp/gl-mat4-esm-1.1.4.tgz_1475424752976_0.5187374234665185"}}},"readme":"# gl-mat4-esm\n\n[gl-mat4](https://github.com/stackgl/gl-mat4) ported to ES modules, so that you can do this sort of thing...\n\n```js\nimport * as mat4 from 'gl-mat4-esm';\n\nconst view = mat4.lookAt(...);\n```\n\n...and take advantage of tree-shaking via Rollup and Webpack 2, rather than having to have a separate `require` statement for each module.\n\n----\n\n\n# gl-mat4 [![stable](http://badges.github.io/stability-badges/dist/stable.svg)](http://github.com/badges/stability-badges)\n\nPart of a fork of [@toji](http://github.com/toji)'s\n[gl-matrix](http://github.com/toji/gl-matrix) split into smaller pieces: this\npackage contains `glMatrix.mat4`.\n\n## Usage\n\n[![NPM](https://nodei.co/npm/gl-mat4.png)](https://nodei.co/npm/gl-mat4/)\n\n### `mat4 = require('gl-mat4')`\n\nWill load all of the module's functionality and expose it on a single\nobject. Note that any of the methods may also be required directly\nfrom their files.\n\nFor example, the following are equivalent:\n\n``` javascript\nvar scale = require('gl-mat4').scale\nvar scale = require('gl-mat4/scale')\n```\n\n## API\n\n  - [adjoint()](#adjointoutmat4-amat4)\n  - [clone()](#cloneamat4)\n  - [copy()](#copyoutmat4-amat4)\n  - [create()](#create)\n  - [determinant()](#determinantamat4)\n  - [fromQuat()](#fromquatoutmat4-qquat4)\n  - [fromRotationTranslation()](#fromrotationtranslationoutmat4-qquat4-vvec3)\n  - [frustum()](#frustumoutmat4-leftnumber-rightnumber-bottomnumber-topnumber-nearnumber-farnumber)\n  - [identity()](#identityoutmat4)\n  - [invert()](#invertoutmat4-amat4)\n  - [lookAt()](#lookatoutmat4-eyevec3-centervec3-upvec3)\n  - [multiply()](#multiplyoutmat4-amat4-bmat4)\n  - [ortho()](#orthooutmat4-leftnumber-rightnumber-bottomnumber-topnumber-nearnumber-farnumber)\n  - [perspective()](#perspectiveoutmat4-fovynumber-aspectnumber-nearnumber-farnumber)\n  - [perspectiveFromFieldOfView()](#perspectivefromfieldofviewoutmat4-fovobject-nearnumber-farnumber)\n  - [rotate()](#rotateoutmat4-amat4-radnumber-axisvec3)\n  - [rotateX()](#rotatexoutmat4-amat4-radnumber)\n  - [rotateY()](#rotateyoutmat4-amat4-radnumber)\n  - [rotateZ()](#rotatezoutmat4-amat4-radnumber)\n  - [scale()](#scaleoutmat4-amat4-vvec3)\n  - [str()](#strmatmat4)\n  - [translate()](#translateoutmat4-amat4-vvec3)\n  - [transpose()](#transposeoutmat4-amat4)\n\n## adjoint(out:mat4, a:mat4)\n\n  Calculates the adjugate of a mat4\n\n## clone(a:mat4)\n\n  Creates a new mat4 initialized with values from an existing matrix\n\n## copy(out:mat4, a:mat4)\n\n  Copy the values from one mat4 to another\n\n## create()\n\n  Creates a new identity mat4\n\n## determinant(a:mat4)\n\n  Calculates the determinant of a mat4\n\n## fromQuat(out:mat4, q:quat4)\n\n  Creates a matrix from a quaternion rotation.\n\n## fromRotationTranslation(out:mat4, q:quat4, v:vec3)\n\n  Creates a matrix from a quaternion rotation and vector translation\n  This is equivalent to (but much faster than):\n\n```js\n  mat4.identity(dest);\n  mat4.translate(dest, vec);\n  var quatMat = mat4.create();\n  quat4.toMat4(quat, quatMat);\n  mat4.multiply(dest, quatMat);\n```\n\n## frustum(out:mat4, left:Number, right:Number, bottom:Number, top:Number, near:Number, far:Number)\n\n  Generates a frustum matrix with the given bounds\n\n## identity(out:mat4)\n\n  Set a mat4 to the identity matrix\n\n## invert(out:mat4, a:mat4)\n\n  Inverts a mat4\n\n## lookAt(out:mat4, eye:vec3, center:vec3, up:vec3)\n\n  Generates a look-at matrix with the given eye position, focal point, and up axis\n\n## multiply(out:mat4, a:mat4, b:mat4)\n\n  Multiplies two mat4's\n\n## ortho(out:mat4, left:number, right:number, bottom:number, top:number, near:number, far:number)\n\n  Generates a orthogonal projection matrix with the given bounds\n\n## perspective(out:mat4, fovy:number, aspect:number, near:number, far:number)\n\n  Generates a perspective projection matrix with the given bounds\n\n## perspectiveFromFieldOfView(out:mat4, fov:object, near:number, far:number)\n\n  Generates a perspective projection matrix with the given field of view.\n\n## rotate(out:mat4, a:mat4, rad:Number, axis:vec3)\n\n  Rotates a mat4 by the given angle\n\n## rotateX(out:mat4, a:mat4, rad:Number)\n\n  Rotates a matrix by the given angle around the X axis\n\n## rotateY(out:mat4, a:mat4, rad:Number)\n\n  Rotates a matrix by the given angle around the Y axis\n\n## rotateZ(out:mat4, a:mat4, rad:Number)\n\n  Rotates a matrix by the given angle around the Z axis\n\n## scale(out:mat4, a:mat4, v:vec3)\n\n  Scales the mat4 by the dimensions in the given vec3\n\n## str(mat:mat4)\n\n  Returns a string representation of a mat4\n\n## translate(out:mat4, a:mat4, v:vec3)\n\n  Translate a mat4 by the given vector\n\n## transpose(out:mat4, a:mat4)\n\n  Transpose the values of a mat4\n\n## License\n\n[zlib](http://en.wikipedia.org/wiki/Zlib_License). See [LICENSE.md](https://github.com/stackgl/gl-mat4/blob/master/LICENSE.md) for details.\n","maintainers":[{"name":"rich_harris","email":"richard.a.harris@gmail.com"}],"time":{"modified":"2022-06-18T12:45:25.362Z","created":"2016-10-02T16:12:34.659Z","1.1.4":"2016-10-02T16:12:34.659Z"},"homepage":"https://github.com/stackgl/gl-mat4","keywords":["gl-matrix","matrix","math","gl","mat4","mat4x4","4x4","mat","vector","maths"],"repository":{"type":"git","url":"git+https://github.com/Rich-Harris/gl-mat4-esm.git"},"contributors":[{"name":"Brandon Jones","email":"tojiro@gmail.com"},{"name":"Colin MacKenzie IV","email":"sinisterchipmunk@gmail.com"}],"bugs":{"url":"https://github.com/stackgl/gl-mat4/issues"},"license":"Zlib","readmeFilename":"README.md"}