## 3d-transforms

2023-10-21

A utility library implementing a common structure to encapsulate spatial transformations

### Upstream URL

### Author

Yukari Hafner <shinmera@tymoon.eu>

### Maintainer

Yukari Hafner <shinmera@tymoon.eu>

### License

zlib

# This library has been superseded by "3d-math"(https://shinmera.github.io/3d-math)
## About 3d-transforms
This is a library that uses the other 3d-* math libraries to present an encapsulation for a spatial transformation. It offers convenience functions for operating on such transformations and for converting between them and the alternative 4x4 matrix representation.
Typically you will want a transform representation like this rather than a direct matrix representation, as it preserves the components of the transform and avoids issues like gimbal lock through the use of quaternions.
## How To
Load it through ASDF or Quicklisp
::
(ql:quickload :3d-transforms)
(use-package :org.shirakumo.flare.transform)
::
Create a transform:
::
(transform)
::
And then move it around
::
(tmove-by * 1 2 3)
(tscale-by * 2 1 1)
(trotate-by * 3d-vectors:+vy+ PI)
::
If you would then like to transform a point from the space local to the transform to the global space, you can use ``t*p``
::
(t*p * (vec 1 2 3))
::
Alternatively if you need a matrix representation in order to, say, upload to the GPU, you can use ``tmat4``. If you need to stack transforms, you can do so by adding them together via ``t+`` or ``nt+``.
Underneath a ``transform`` is just a combination of a ``tlocation`` vector, a ``tscaling`` vector, and a ``trotation`` quaternion. You can access and directly manipulate these values as well if needed.
## Also See
- "3d-vectors"(https://shinmera.github.io/3d-vectors) for Vector operations in conjunction with this library.
- "3d-matrices"(https://shinmera.github.io/3d-matrices) for Matrix operations in conjunction with this library.
- "3d-quaternions"(https://shinmera.github.io/3d-quaternions) for Quaternion operations in conjunction with this library.