game library

Classes

Aabb3
Defines a 3-dimensional axis-aligned bounding box between a min and a max position.
FlameGame3D<W extends World3D>
Matrix2
2D Matrix. Values are stored in column major order.
Matrix3
3D Matrix. Values are stored in column major order.
Matrix4
4D Matrix. Values are stored in column major order.
NotifyingQuaternion
Extension of the standard Quaternion class, implementing the ChangeNotifier functionality. This allows any interested party to be notified when the value of this quaternion changes.
NotifyingVector3
Extension of the standard Vector3 class, implementing the ChangeNotifier functionality. This allows any interested party to be notified when the value of this vector changes.
Quaternion
Defines a Quaternion (a four-dimensional vector) for efficient rotation calculations.
QuaternionUtils
Transform3D
This class describes a generic 3D transform, which is a combination of translations, rotations and scaling. These transforms are combined into a single matrix, that can be either applied to a graphical device like the canvas, composed with another transform, or used directly to convert coordinates.
Vector2
2D column vector.
Vector2Utils
Vector3
3D column vector.
Vector3Utils
Vector4
4D column vector.
Vector4Utils

Constants

degrees2Radians → const double
Constant factor to convert and angle from degrees to radians.

Functions

setOrthographicMatrix(Matrix4 orthographicMatrix, double left, double right, double bottom, double top, double near, double far) → void
Constructs an OpenGL orthographic projection matrix in orthographicMatrix.
setPerspectiveMatrix(Matrix4 perspectiveMatrix, double fovYRadians, double aspectRatio, double zNear, double zFar) → void
Constructs an OpenGL perspective projection matrix in perspectiveMatrix.
setViewMatrix(Matrix4 viewMatrix, Vector3 cameraPosition, Vector3 cameraFocusPosition, Vector3 upDirection) → void
Constructs an OpenGL view matrix in viewMatrix. View transformation is the inverse of the model transformation. View matrix is commonly used to compute the camera location/orientation into the full model-view stack.

Typedefs

ImmutableVector2 = ({double x, double y})
Represents an immutable Vector2.
ImmutableVector3 = ({double x, double y, double z})
Represents an immutable Vector3.
ImmutableVector4 = ({double w, double x, double y, double z})
Represents an immutable Vector3.