Cogl.Matrix¶
Fields¶
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yz |
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zw |
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zx |
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zy |
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zz |
r/w |
Methods¶
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Details¶
- class Cogl.Matrix¶
A
Cogl.Matrix
holds a 4x4 transform matrix. This is a single precision, column-major matrix which means it is compatible with what OpenGL expects.A
Cogl.Matrix
can represent transforms such as, rotations, scaling, translation, sheering, and linear projections. You can combine these transforms by multiplying multiple matrices in the order you want them applied.The transformation of a vertex (x, y, z, w) by a
Cogl.Matrix
is given by:x_new = xx * x + xy * y + xz * z + xw * w y_new = yx * x + yy * y + yz * z + yw * w z_new = zx * x + zy * y + zz * z + zw * w w_new = wx * x + wy * y + wz * z + ww * w
Where w is normally 1
You must consider the members of the
Cogl.Matrix
structure read only, and all matrix modifications must be done via the cogl_matrix API. This allows Cogl to annotate the matrices internally. Violation of this will give undefined results. If you need to initialize a matrix with a constant other than the identity matrix you can useCogl.Matrix.init_from_array
().- classmethod equal(v1, v2)¶
- Parameters:
- Return type:
Compares two matrices to see if they represent the same transformation. Although internally the matrices may have different annotations associated with them and may potentially have a cached inverse matrix these are not considered in the comparison.
New in version 1.4.
- copy()¶
- Returns:
A newly allocated
Cogl.Matrix
which should be freed usingCogl.Matrix.free
()- Return type:
Allocates a new
Cogl.Matrix
on the heap and initializes it with the same values as self.New in version 1.6.
- free()¶
Frees a
Cogl.Matrix
that was previously allocated via a call toCogl.Matrix.copy
().New in version 1.6.
- frustum(left, right, bottom, top, z_near, z_far)¶
- Parameters:
left (
float
) – X position of the left clipping plane where it intersects the near clipping planeright (
float
) – X position of the right clipping plane where it intersects the near clipping planebottom (
float
) – Y position of the bottom clipping plane where it intersects the near clipping planetop (
float
) – Y position of the top clipping plane where it intersects the near clipping planez_near (
float
) – The distance to the near clipping plane (Must be positive)z_far (
float
) – The distance to the far clipping plane (Must be positive)
Multiplies self by the given frustum perspective matrix.
- get_array()¶
- Returns:
a pointer to the float array
- Return type:
Casts self to a float array which can be directly passed to OpenGL.
- get_inverse()¶
- Returns:
True
if the inverse was successfully calculated orFalse
for degenerate transformations that can’t be inverted (in this case the inverse matrix will simply be initialized with the identity matrix)- inverse:
The destination for a 4x4 inverse transformation matrix
- Return type:
(
int
, inverse:Cogl.Matrix
)
Gets the inverse transform of a given matrix and uses it to initialize a new
Cogl.Matrix
.Although the first parameter is annotated as const to indicate that the transform it represents isn’t modified this function may technically save a copy of the inverse transform within the given
Cogl.Matrix
so that subsequent requests for the inverse transform may avoid costly inversion calculations.New in version 1.2.
- init_from_array(array)¶
- Parameters:
array (
float
) – A linear array of 16 floats (column-major order)
Initializes self with the contents of array
- init_from_euler(euler)¶
- Parameters:
euler (
Cogl.Euler
) – ACogl.Euler
Initializes self from a
Cogl.Euler
rotation.
- init_from_quaternion(quaternion)¶
- Parameters:
quaternion (
Cogl.Quaternion
) – ACogl.Quaternion
Initializes self from a
Cogl.Quaternion
rotation.
- init_identity()¶
Resets matrix to the identity matrix:
.xx=1; .xy=0; .xz=0; .xw=0; .yx=0; .yy=1; .yz=0; .yw=0; .zx=0; .zy=0; .zz=1; .zw=0; .wx=0; .wy=0; .wz=0; .ww=1;
- init_translation(tx, ty, tz)¶
- Parameters:
Resets matrix to the (tx, ty, tz) translation matrix:
.xx=1; .xy=0; .xz=0; .xw=tx; .yx=0; .yy=1; .yz=0; .yw=ty; .zx=0; .zy=0; .zz=1; .zw=tz; .wx=0; .wy=0; .wz=0; .ww=1;
New in version 2.0.
- is_identity()¶
-
Determines if the given matrix is an identity matrix.
New in version 1.8.
- look_at(eye_position_x, eye_position_y, eye_position_z, object_x, object_y, object_z, world_up_x, world_up_y, world_up_z)¶
- Parameters:
eye_position_x (
float
) – The X coordinate to look fromeye_position_y (
float
) – The Y coordinate to look fromeye_position_z (
float
) – The Z coordinate to look fromobject_x (
float
) – The X coordinate of the object to look atobject_y (
float
) – The Y coordinate of the object to look atobject_z (
float
) – The Z coordinate of the object to look atworld_up_x (
float
) – The X component of the world’s up direction vectorworld_up_y (
float
) – The Y component of the world’s up direction vectorworld_up_z (
float
) – The Z component of the world’s up direction vector
Applies a view transform self that positions the camera at the coordinate (eye_position_x, eye_position_y, eye_position_z) looking towards an object at the coordinate (object_x, object_y, object_z). The top of the camera is aligned to the given world up vector, which is normally simply (0, 1, 0) to map up to the positive direction of the y axis.
Because there is a lot of missleading documentation online for gluLookAt regarding the up vector we want to try and be a bit clearer here.
The up vector should simply be relative to your world coordinates and does not need to change as you move the eye and object positions. Many online sources may claim that the up vector needs to be perpendicular to the vector between the eye and object position (partly because the man page is somewhat missleading) but that is not necessary for this function.
You should never look directly along the world-up vector. It is assumed you are using a typical projection matrix where your origin maps to the center of your viewport. Almost always when you use this function it should be the first transform applied to a new modelview transform
New in version 1.8.
- multiply(a, b)¶
- Parameters:
a (
Cogl.Matrix
) – A 4x4 transformation matrixb (
Cogl.Matrix
) – A 4x4 transformation matrix
Multiplies the two supplied matrices together and stores the resulting matrix inside self.
It is possible to multiply the a matrix in-place, so self can be equal to a but can’t be equal to b.
- ortho(left, right, bottom, top, near, far)¶
- Parameters:
left (
float
) – The coordinate for the left clipping planeright (
float
) – The coordinate for the right clipping planebottom (
float
) – The coordinate for the bottom clipping planetop (
float
) – The coordinate for the top clipping planenear (
float
) – The distance to the near clipping plane (will be negative if the plane is behind the viewer)far (
float
) – The distance to the far clipping plane (will be negative if the plane is behind the viewer)
Multiplies self by a parallel projection matrix.
Deprecated since version 1.10: Use
Cogl.Matrix.orthographic
()
- orthographic(x_1, y_1, x_2, y_2, near, far)¶
- Parameters:
x_1 (
float
) – The x coordinate for the first vertical clipping planey_1 (
float
) – The y coordinate for the first horizontal clipping planex_2 (
float
) – The x coordinate for the second vertical clipping planey_2 (
float
) – The y coordinate for the second horizontal clipping planenear (
float
) – The distance to the near clipping plane (will be negative if the plane is behind the viewer)far (
float
) – The distance to the far clipping plane (will be negative if the plane is behind the viewer)
Multiplies self by a parallel projection matrix.
New in version 1.10.
- perspective(fov_y, aspect, z_near, z_far)¶
- Parameters:
Multiplies self by the described perspective matrix
You should be careful not to have to great a z_far / z_near ratio since that will reduce the effectiveness of depth testing since there wont be enough precision to identify the depth of objects near to each other.
- project_points(n_components, stride_in, points_in, stride_out, points_out, n_points)¶
- Parameters:
n_components (
int
) – The number of position components for each input point. (either 2, 3 or 4)stride_in (
int
) – The stride in bytes between input points.points_in (
object
orNone
) – A pointer to the first component of the first input point.stride_out (
int
) – The stride in bytes between output points.points_out (
object
orNone
) – A pointer to the first component of the first output point.n_points (
int
) – The number of points to transform.
Projects an array of input points and writes the result to another array of output points. The input points can either have 2, 3 or 4 components each. The output points always have 4 components (known as homogenous coordinates). The output array can simply point to the input array to do the transform in-place.
Here’s an example with differing input/output strides:
typedef struct { float x,y; uint8_t r,g,b,a; float s,t,p; } MyInVertex; typedef struct { uint8_t r,g,b,a; float x,y,z; } MyOutVertex; MyInVertex vertices[N_VERTICES]; MyOutVertex results[N_VERTICES]; CoglMatrix matrix; my_load_vertices (vertices); my_get_matrix (&matrix); cogl_matrix_project_points (&matrix, 2, sizeof (MyInVertex), &vertices[0].x, sizeof (MyOutVertex), &results[0].x, N_VERTICES);
- rotate(angle, x, y, z)¶
- Parameters:
Multiplies self with a rotation matrix that applies a rotation of angle degrees around the specified 3D vector.
- rotate_euler(euler)¶
- Parameters:
euler (
Cogl.Euler
) – A euler describing a rotation
Multiplies self with a rotation transformation described by the given
Cogl.Euler
.New in version 2.0.
- rotate_quaternion(quaternion)¶
- Parameters:
quaternion (
Cogl.Quaternion
) – A quaternion describing a rotation
Multiplies self with a rotation transformation described by the given
Cogl.Quaternion
.New in version 2.0.
- scale(sx, sy, sz)¶
- Parameters:
Multiplies self with a transform matrix that scales along the X, Y and Z axis.
- transform_point(x, y, z, w)¶
- Parameters:
- Returns:
- x:
The X component of your points position
- y:
The Y component of your points position
- z:
The Z component of your points position
- w:
The W component of your points position
- Return type:
Transforms a point whos position is given and returned as four float components.
- transform_points(n_components, stride_in, points_in, stride_out, points_out, n_points)¶
- Parameters:
n_components (
int
) – The number of position components for each input point. (either 2 or 3)stride_in (
int
) – The stride in bytes between input points.points_in (
object
orNone
) – A pointer to the first component of the first input point.stride_out (
int
) – The stride in bytes between output points.points_out (
object
orNone
) – A pointer to the first component of the first output point.n_points (
int
) – The number of points to transform.
Transforms an array of input points and writes the result to another array of output points. The input points can either have 2 or 3 components each. The output points always have 3 components. The output array can simply point to the input array to do the transform in-place.
If you need to transform 4 component points see
Cogl.Matrix.project_points
().Here’s an example with differing input/output strides:
typedef struct { float x,y; uint8_t r,g,b,a; float s,t,p; } MyInVertex; typedef struct { uint8_t r,g,b,a; float x,y,z; } MyOutVertex; MyInVertex vertices[N_VERTICES]; MyOutVertex results[N_VERTICES]; CoglMatrix matrix; my_load_vertices (vertices); my_get_matrix (&matrix); cogl_matrix_transform_points (&matrix, 2, sizeof (MyInVertex), &vertices[0].x, sizeof (MyOutVertex), &results[0].x, N_VERTICES);
- translate(x, y, z)¶
- Parameters:
Multiplies self with a transform matrix that translates along the X, Y and Z axis.
- transpose()¶
Replaces self with its transpose. Ie, every element (i,j) in the new matrix is taken from element (j,i) in the old matrix.
New in version 1.10.
- view_2d_in_frustum(left, right, bottom, top, z_near, z_2d, width_2d, height_2d)¶
- Parameters:
left (
float
) – coord of left vertical clipping planeright (
float
) – coord of right vertical clipping planebottom (
float
) – coord of bottom horizontal clipping planetop (
float
) – coord of top horizontal clipping planez_near (
float
) – The distance to the near clip plane. Never pass 0 and always pass a positive number.z_2d (
float
) – The distance to the 2D plane. (Should always be positive and be between z_near and the z_far value that was passed toCogl.Matrix.frustum
())width_2d (
float
) – The width of the 2D coordinate systemheight_2d (
float
) – The height of the 2D coordinate system
Multiplies self by a view transform that maps the 2D coordinates (0,0) top left and (width_2d,`height_2d`) bottom right the full viewport size. Geometry at a depth of 0 will now lie on this 2D plane.
Note: this doesn’t multiply the matrix by any projection matrix, but it assumes you have a perspective projection as defined by passing the corresponding arguments to
Cogl.Matrix.frustum
().Toolkits such as Clutter that mix 2D and 3D drawing can use this to create a 2D coordinate system within a 3D perspective projected view frustum.
New in version 1.8.
- view_2d_in_perspective(fov_y, aspect, z_near, z_2d, width_2d, height_2d)¶
- Parameters:
fov_y (
float
) – A field of view angle for the Y axisaspect (
float
) – The ratio of width to height determining the field of view angle for the x axis.z_near (
float
) – The distance to the near clip plane. Never pass 0 and always pass a positive number.z_2d (
float
) – The distance to the 2D plane. (Should always be positive and be between z_near and the z_far value that was passed toCogl.Matrix.frustum
())width_2d (
float
) – The width of the 2D coordinate systemheight_2d (
float
) – The height of the 2D coordinate system
Multiplies self by a view transform that maps the 2D coordinates (0,0) top left and (width_2d,`height_2d`) bottom right the full viewport size. Geometry at a depth of 0 will now lie on this 2D plane.
Note: this doesn’t multiply the matrix by any projection matrix, but it assumes you have a perspective projection as defined by passing the corresponding arguments to
Cogl.Matrix.perspective
().Toolkits such as Clutter that mix 2D and 3D drawing can use this to create a 2D coordinate system within a 3D perspective projected view frustum.
New in version 1.8.