WasmGPU.math.mat4.translate¶
Summary¶
WasmGPU.math.mat4.translate applies translation to a matrix using a 3D vector. Use it to move objects or coordinate frames in world space.
Syntax¶
WasmGPU.math.mat4.translate(matr: number[], vect: number[]): number[]
const result = wgpu.math.mat4.translate(matr, vect);
Precision-Specific Wasm Forms¶
WasmGPU.math.mat4f.translate(out: WasmPtr, m: WasmPtr, v3: WasmPtr): void
WasmGPU.math.mat4d.translate(out: WasmPtr, m: WasmPtr, v3: 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. |
vect |
number[] |
Yes | Translation vector [x, y, z]. |
Returns¶
number[] - New 4x4 matrix as a 16-number column-major array.
Type Details¶
type Mat4 = number[]; // expected length: 16 (4x4, column-major)
type Vec3 = number[]; // expected length: 3 ([x, y, z])
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 vect = [2, 0, -5];
const result = wgpu.math.mat4.translate(matr, vect);
console.log(result);