the separate view and projection just weren't really useful, might as well pass in your own full transform instead. this also fixes the z range, which should not have been manipulated. this simplifies usage to check something as on screen to just 1 > z > 0 might break the test, but tested working locally
Cirno's Perfect Math Library
Various useful bits of game math. 3D line intersections, ray casting, 2d/3d vectors, 4x4 matrices, quaternions, etc.
Intended to be used with LuaJIT and LÖVE (this is the backbone of LÖVE3D).
Online documentation can be found here or you can generate them yourself using ldoc -c doc/config.ld -o index .
Installation
Clone the repository and require it, or if you prefer luarocks: $ luarocks install --server=http://luarocks.org/dev cpml
. Add --tree=whatever
for a local install.
Versions
This library has a major compatibility break at version 1.0. Up to version 0.10, composition ab means "apply b, then a" for quaternions and "apply a, then b" for matrices. Now as of version 1.0, the two are consistent and matrix ab means "apply b, then a".
Description
Languages
Lua
100%