Creating Vectors and Matrices
Accessing Vector Components
Vector and Matrix Operations
Binding Core Math Functions
Creating Vectors and Matrices
local v1 = vec2 ()
local v2 = vec2 (1.0 )
local v3 = vec2 (1.0 , 2.0 )
local v1 = glm .vec3 ()
local v2 = glm .vec3 (1.0 )
local v3 = glm .vec3 (1.0 , 2.0 , 3.0 )
local v1 = glm .vec4 ()
local v2 = glm .vec4 (1.0 )
local v3 = glm .vec4 (1.0 , 2.0 , 3.0 , 4.0 )
local m1 = glm .mat3 ()
local m2 = glm .mat3 (1.0 )
local m3 = glm .mat3 (glm .mat4 ())
local m4 = glm .mat3 (1.0 , 0.0 , 0.0 , 0.0 , 1.0 , 0.0 , 0.0 , 0.0 , 1.0 )
Accessing Vector Components
Accessing vec2
components
local x = vec2 .x
local y = vec2 .y
Accessing vec3
components
local x = vec3 .x
local y = vec3 .y
local z = vec3 .z
Accessing vec4
components
local x = vec4 .x
local y = vec4 .y
local z = vec4 .z
local w = vec4 .w
Vector and Matrix Operations
local result = vecA + vecB
local result = vecA + scalar
local result = scalar + vecA
local result = vecA - vecB
local result = vecA - scalar
local result = scalar - vecA
local result = vecA * vecB
local result = vecA * scalar
local result = scalar * vecA
local result = matA * vecA
local result = vecA / vecB
local result = vecA / scalar
local result = scalar / vecA
local pi = glm .pi
local half_pi = glm .half_pi
local quarter_pi = glm .quarter_pi
local two_pi = glm .two_pi
local sqrt_result = glm .sqrt (x )
local pow_result = glm .pow (x , y )
local exp_result = glm .exp (x