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Math

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Math

Sony VectorMath library wrapper.

Functions

PolarToVector

Vec4 PolarToVector(float yaw, float pitch)

Converts polar rotation to a vector representation.

Returns: Vec4 representation of the polar rotation.

Parameters:

  • yaw (float) – [in] Yaw angle (in radians).
  • pitch (float) – [in] Pitch angle (in radians).

Returns: Vec4

Source: framework/cauldron/framework/inc/misc/math.h (line 85, column 10)

Perspective

const Mat4 Perspective(float fovyRadians, float aspect, float zNear, float zFar, bool invertedDepth)

Construct a perspective projection matrix with an inverted depth argument.

Returns: Mat4 perspective matrix.

Parameters:

  • fovyRadians (float) – [in] FOV (in radians).
  • aspect (float) – [in] Aspect ratio.
  • zNear (float) – [in] Near plane.
  • zFar (float) – [in] Far plane.
  • invertedDepth (bool) – [in] True if using inverted infinite depth.

Returns: const Mat4

Source: framework/cauldron/framework/inc/misc/math.h (line 98, column 16)

Orthographic

const Mat4 Orthographic(float left, float right, float bottom, float top, float zNear, float zFar, bool invertedDepth)

Construct an orthographic projection matrix with z in range [0, 1].

Returns: Mat4 orthographic matrix.

Parameters:

  • left (float) – [in] Left plane.
  • right (float) – [in] Right plane.
  • bottom (float) – [in] Bottom plane.
  • top (float) – [in] Top plane.
  • zNear (float) – [in] Near plane.
  • zFar (float) – [in] Far plane.
  • invertedDepth (bool) – [in] True if using inverted infinite depth.

Returns: const Mat4

Source: framework/cauldron/framework/inc/misc/math.h (line 113, column 16)

InverseMatrix

inline Mat4 InverseMatrix(const Mat4 &srcMatrix)

Returns the inverse of a matrix.

Returns: Mat4 inverted matrix.

Parameters:

  • srcMatrix (const Mat4 &) – [in] The matrix to inverse.

Returns: Mat4

Attributes: inline

Source: framework/cauldron/framework/inc/misc/math.h (line 122, column 17)

InverseMatrix

inline Mat3 InverseMatrix(const Mat3 &srcMatrix)

Returns the inverse of a matrix.

Returns: Mat3 inverted matrix.

Parameters:

  • srcMatrix (const Mat3 &) – [in] The matrix to inverse.

Returns: Mat3

Attributes: inline

Source: framework/cauldron/framework/inc/misc/math.h (line 134, column 17)

LookAtMatrix

inline Mat4 LookAtMatrix(Vec4 eye, Vec4 lookAt, Vec4 up)

Construct a matrix positioned at ‘eye’ and rotated to face ‘lookAt’.

Returns: Mat4 matrix.

Parameters:

  • eye (Vec4) – [in] Source (translation).
  • lookAt (Vec4) – [in] Look at (direction).
  • up (Vec4) – [in] Up vector to orient the matrix properly.

Returns: Mat4

Attributes: inline

Source: framework/cauldron/framework/inc/misc/math.h (line 148, column 17)

TransposeMatrix

inline Mat4 TransposeMatrix(const Mat4 &srcMatrix)

Returns the transpose of a matrix.

Returns: Mat4 transposed matrix.

Parameters:

  • srcMatrix (const Mat4 &) – [in] The matrix to transpose.

Returns: Mat4

Attributes: inline

Source: framework/cauldron/framework/inc/misc/math.h (line 160, column 17)

MinPerElement

inline Vec4 MinPerElement(const Vec4 &vec1, const Vec4 &vec2)

Returns a vector composed of per-element minimums.

Returns: Vec4 the 4-component vector of minimums per element.

Parameters:

  • vec1 (const Vec4 &) – [in] Vector1.
  • vec2 (const Vec4 &) – [in] Vector2.

Returns: Vec4

Attributes: inline

Source: framework/cauldron/framework/inc/misc/math.h (line 173, column 17)

MaxPerElement

inline Vec4 MaxPerElement(const Vec4 &vec1, const Vec4 &vec2)

Returns a vector composed of per-element maximums.

Returns: Vec4 the 4-component vector of maximums per element.

Parameters:

  • vec1 (const Vec4 &) – [in] Vector1.
  • vec2 (const Vec4 &) – [in] Vector2.

Returns: Vec4

Attributes: inline

Source: framework/cauldron/framework/inc/misc/math.h (line 191, column 17)

Typedefs

Mat3

using Mat3 = math::Matrix3

A type definition for a 3x3 matrix based on VectorMath::Matrix3.

Source: framework/cauldron/framework/inc/misc/math.h (line 43, column 1)

Mat4

using Mat4 = math::Matrix4

A type definition for a 4x4 matrix based on VectorMath::Matrix4.

Source: framework/cauldron/framework/inc/misc/math.h (line 48, column 1)

Point2

using Point2 = math::Point2

A type definition for a 2 component point based on VectorMath::Point2.

Source: framework/cauldron/framework/inc/misc/math.h (line 53, column 1)

Point3

using Point3 = math::Point3

A type definition for a 3 component point based on VectorMath::Point3.

Source: framework/cauldron/framework/inc/misc/math.h (line 58, column 1)

Vec2

using Vec2 = math::Vector2

A type definition for a 2 component vector based on VectorMath::Vector2.

Source: framework/cauldron/framework/inc/misc/math.h (line 63, column 1)

Vec3

using Vec3 = math::Vector3

A type definition for a 3 component vector based on VectorMath::Vector3.

Source: framework/cauldron/framework/inc/misc/math.h (line 68, column 1)

Vec4

using Vec4 = math::Vector4

A type definition for a 4 component vector based on VectorMath::Vector4.

Source: framework/cauldron/framework/inc/misc/math.h (line 73, column 1)