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@ -5,15 +5,8 @@ For best memory performance: have luaJIT & it's FFI library (this should be buil
Various useful bits of game math. 3D line intersections, ray casting, 2d/3d vectors, 4x4 matrices, quaternions, etc.
(originally) ntended to be used with LuaJIT and LÖVE (this is the backbone of LÖVE3D).
Online documentation can be found [here](http://excessive.github.io/cpml/) or you can generate them yourself using `ldoc -c doc/config.ld -o index .`
## Additionally adds to the API
`mat4:translate_local(out, a, t)`
does the same thing as `translate` only its far right column instead of bottom row (as that's what's needed for most local coordinate systems)
also: worth noting that "a" in both `translate` and `translate_local` can be an empty table, and it'll generate an identity matrix. Which is really
redundant code wise, not a fan of that. Probably will fix that at some point.
This is a fork of CPML (for LÖVE/love3d), it's been ported over the minetest so it can be used in whatever you need it for.
Documentation can be found here: (link coming soon)
### TODO:
* Vec3s and Vec2s are not currently adapted for functionality with MT vectors (seperate classes)