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If you are using a left-handed coordinate system, you are going to have trouble, trouble, trouble. We aren't making video games here! .SH "AUTHOR" .IX Header "AUTHOR" Eric L. Wilhelm .PP http://scratchcomputing.com .SH "COPYRIGHT" .IX Header "COPYRIGHT" This module is copyright (C) 2004\-2006 by Eric L. Wilhelm. Portions copyright (C) 2003 by Eric L. Wilhelm and A. Zahner Co. .SH "LICENSE" .IX Header "LICENSE" This module is distributed under the same terms as Perl. See the Perl source package for details. .PP You may use this software under one of the following licenses: .PP .Vb 4 \& (1) GNU General Public License \& (found at http://www.gnu.org/copyleft/gpl.html) \& (2) Artistic License \& (found at http://www.perl.com/pub/language/misc/Artistic.html) .Ve .SH "NO WARRANTY" .IX Header "NO WARRANTY" This software is distributed with \s-1ABSOLUTELY\s0 \s-1NO\s0 \s-1WARRANTY\s0. The author, his former employer, and any other contributors will in no way be held liable for any loss or damages resulting from its use. .SH "Modifications" .IX Header "Modifications" The source code of this module is made freely available and distributable under the \s-1GPL\s0 or Artistic License. Modifications to and use of this software must adhere to one of these licenses. Changes to the code should be noted as such and this notification (as well as the above copyright information) must remain intact on all copies of the code. .PP Additionally, while the author is actively developing this code, notification of any intended changes or extensions would be most helpful in avoiding repeated work for all parties involved. Please contact the author with any such development plans. .SH "SEE ALSO" .IX Header "SEE ALSO" .Vb 5 \& CAD::Drawing \& CAD::Drawing::Calculate \& CAD::Calc \& Math::Vec \& Math::Matrix .Ve .SH "Methods" .IX Header "Methods" .Sh "Transform" .IX Subsection "Transform" .Vb 1 \& $drw->Transform($addr, \e%opts); .Ve .PP Options: .PP .Vb 1 \& normal_ready => [@normal_vec] # no-questions-asked normal vector input .Ve .Sh "build_matrix" .IX Subsection "build_matrix" Builds a linear transformation matrix according to \f(CW%opts\fR; .PP .Vb 1 \& $mat = build_matrix(%opts); .Ve .IP "Options:" 4 .IX Item "Options:" .Vb 4 \& LTM => $ltm # pass-through for pre-built matrices \& R => [$rX, $rY, $rZ] # rotation about each axis \& T => [$tX, $tY, $tZ] # translation along each axis \& S => [$sX, $sY, $sZ] # scaling along each axis .Ve .IP "Units:" 4 .IX Item "Units:" Scaling is in decimal (e.g. \f(CW$sX\fR = 0.9 will scale by 90%) .Sh "NewMat" .IX Subsection "NewMat" Calls Math::MatrixReal\->new_from_rows([@_]) see Math::MatrixReal for methods which can be applied to the returned object. .PP .Vb 1 \& $mat = NewMat(@rows); .Ve .Sh "transform_pt" .IX Subsection "transform_pt" Applies matrix multiplication to linearly transform \f(CW@pt\fR by \f(CW$mat\fR. This eliminates the tedium of making new matrices just to multiply one point. .PP .Vb 1 \& @pt = transform_pt(\e@pt, $mat); .Ve .Sh "rotation_matrices" .IX Subsection "rotation_matrices" Returns a list of matrices corresponding to ($rX, \f(CW$rY\fR, \f(CW$rZ\fR) .PP Rotation is in ccw radians about each axis (right\-hand rule) except that they may be specified in degrees with \f(CW$angle\fR . \*(L"d\*(R" .PP .Vb 1 \& @rotations = rotation_matrices($rX, $rY, $rZ); .Ve .PP Resulting matrix will perform rotations in Z,Y,X order. .Sh "translation_matrix" .IX Subsection "translation_matrix" Builds a linear transformation tranlation matrix from \f(CW@trans\fR, where \&\f(CW@trans\fR = ($trX, \f(CW$trY\fR, \f(CW$trZ\fR). .PP .Vb 1 \& $mat = translation_matrix(@trans); .Ve .Sh "scaling_matrix" .IX Subsection "scaling_matrix" Builds a linear tranformation matrix from \f(CW@scales\fR, where \f(CW@scales\fR = ($sX, \f(CW$sY\fR, \f(CW$sZ\fR). .PP .Vb 1 \& $mat = scaling_matrix(@scales); .Ve