WasmGPU.math.mat4.invert¶
Summary¶
WasmGPU.math.mat4.invert computes the inverse of the input when defined. Use it for coordinate-space conversion and undoing prior transforms.
Syntax¶
Precision-Specific Wasm Forms¶
WasmGPU.math.mat4f.invert(out: WasmPtr, m: WasmPtr): void
WasmGPU.math.mat4d.invert(out: WasmPtr, m: WasmPtr): void
These forms use caller-owned pointers to 16-element matrix blocks in WasmGPU driver memory: binary32 for mat4f and binary64 for mat4d. Methods with an output pointer write that block instead of allocating a JavaScript array. See WasmGPU.math for allocation, views, aliasing, and release requirements.
Parameters¶
| Name | Type | Required | Description |
|---|---|---|---|
matr |
number[] |
Yes | Input 4x4 matrix (16 numbers in column-major order) used by this operation. |
Returns¶
number[] - New 4x4 matrix as a 16-number column-major array.
Type Details¶
Example¶
const canvas = document.querySelector("canvas");
const wgpu = await WasmGPU.create(canvas);
const matr = wgpu.math.mat4.translate(wgpu.math.mat4.identity(), [1, 2, 3]);
const result = wgpu.math.mat4.invert(matr);
console.log(result);