StackGenVis: Alignment of Data, Algorithms, and Models for Stacking Ensemble Learning Using Performance Metrics
https://doi.org/10.1109/TVCG.2020.3030352
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224 lines
6.1 KiB
224 lines
6.1 KiB
4 years ago
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# gl-mat4 [](http://github.com/badges/stability-badges)
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Part of a fork of [@toji](http://github.com/toji)'s
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[gl-matrix](http://github.com/toji/gl-matrix) split into smaller pieces: this
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package contains `glMatrix.mat4`.
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## Usage
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[](https://nodei.co/npm/gl-mat4/)
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### `mat4 = require('gl-mat4')`
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Will load all of the module's functionality and expose it on a single
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object. Note that any of the methods may also be required directly
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from their files.
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For example, the following are equivalent:
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``` javascript
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var scale = require('gl-mat4').scale
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var scale = require('gl-mat4/scale')
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```
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## API
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- [adjoint()](#adjointoutmat4-amat4)
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- [clone()](#cloneamat4)
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- [copy()](#copyoutmat4-amat4)
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- [create()](#create)
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- [determinant()](#determinantamat4)
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- [fromQuat()](#fromquatoutmat4-qquat4)
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- [fromRotation()](#fromrotationoutmat4-radnumber-axisvec3)
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- [fromRotationTranslation()](#fromrotationtranslationoutmat4-qquat4-vvec3)
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- [fromScaling()](#fromscalingoutmat4-vvec3)
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- [fromTranslation()](#fromtranslationoutmat4-vvec3)
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- [fromXRotation()](#fromxrotationoutmat4-radnumber)
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- [fromYRotation()](#fromyrotationoutmat4-radnumber)
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- [fromZRotation()](#fromzrotationoutmat4-radnumber)
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- [frustum()](#frustumoutmat4-leftnumber-rightnumber-bottomnumber-topnumber-nearnumber-farnumber)
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- [identity()](#identityoutmat4)
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- [invert()](#invertoutmat4-amat4)
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- [lookAt()](#lookatoutmat4-eyevec3-centervec3-upvec3)
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- [multiply()](#multiplyoutmat4-amat4-bmat4)
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- [ortho()](#orthooutmat4-leftnumber-rightnumber-bottomnumber-topnumber-nearnumber-farnumber)
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- [perspective()](#perspectiveoutmat4-fovynumber-aspectnumber-nearnumber-farnumber)
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- [perspectiveFromFieldOfView()](#perspectivefromfieldofviewoutmat4-fovobject-nearnumber-farnumber)
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- [rotate()](#rotateoutmat4-amat4-radnumber-axisvec3)
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- [rotateX()](#rotatexoutmat4-amat4-radnumber)
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- [rotateY()](#rotateyoutmat4-amat4-radnumber)
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- [rotateZ()](#rotatezoutmat4-amat4-radnumber)
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- [scale()](#scaleoutmat4-amat4-vvec3)
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- [str()](#strmatmat4)
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- [translate()](#translateoutmat4-amat4-vvec3)
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- [transpose()](#transposeoutmat4-amat4)
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## adjoint(out:mat4, a:mat4)
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Calculates the adjugate of a mat4
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## clone(a:mat4)
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Creates a new mat4 initialized with values from an existing matrix
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## copy(out:mat4, a:mat4)
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Copy the values from one mat4 to another
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## create()
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Creates a new identity mat4
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## determinant(a:mat4)
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Calculates the determinant of a mat4
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## fromQuat(out:mat4, q:quat4)
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Creates a matrix from a quaternion rotation.
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## fromRotation(out:mat4, rad:number, axis:vec3)
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Creates a matrix from a given angle around a given axis
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This is equivalent to (but much faster than):
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```js
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mat4.identity(dest);
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mat4.rotate(dest, dest, rad, axis);
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```
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## fromRotationTranslation(out:mat4, q:quat4, v:vec3)
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Creates a matrix from a quaternion rotation and vector translation. This is equivalent to (but much faster than):
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```js
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mat4.identity(dest);
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mat4.translate(dest, vec);
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var quatMat = mat4.create();
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quat4.toMat4(quat, quatMat);
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mat4.multiply(dest, quatMat);
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```
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## fromScaling(out:mat4, v:vec3)
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Creates a matrix from a vector scaling. This is equivalent to (but much faster than):
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```js
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mat4.identity(dest);
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mat4.translate(dest, dest, vec);
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```
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## fromTranslation(out:mat4, v:vec3)
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Creates a matrix from a vector translation. This is equivalent to (but much faster than):
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```js
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mat4.identity(dest);
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mat4.translate(dest, dest, vec);
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```
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## fromTranslation(out:mat4, v:vec3)
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Creates a matrix from a vector translation
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This is equivalent to (but much faster than):
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```js
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mat4.identity(dest);
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mat4.translate(dest, dest, vec);
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```
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## fromXRotation(out:mat4, rad:Number)
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Creates a matrix from the given angle around the X axis
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This is equivalent to (but much faster than):
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```js
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mat4.identity(dest)
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mat4.rotateX(dest, dest, rad)
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```
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## fromYRotation(out:mat4, rad:Number)
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Creates a matrix from the given angle around the Y axis
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This is equivalent to (but much faster than):
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```js
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mat4.identity(dest)
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mat4.rotateY(dest, dest, rad)
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```
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## fromZRotation(out:mat4, rad:Number)
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Creates a matrix from the given angle around the Z axis
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This is equivalent to (but much faster than):
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```js
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mat4.identity(dest)
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mat4.rotateZ(dest, dest, rad)
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```
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## frustum(out:mat4, left:Number, right:Number, bottom:Number, top:Number, near:Number, far:Number)
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Generates a frustum matrix with the given bounds
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## identity(out:mat4)
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Set a mat4 to the identity matrix
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## invert(out:mat4, a:mat4)
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Inverts a mat4
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## lookAt(out:mat4, eye:vec3, center:vec3, up:vec3)
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Generates a look-at matrix with the given eye position, focal point, and up axis
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## multiply(out:mat4, a:mat4, b:mat4)
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Multiplies two mat4's
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## ortho(out:mat4, left:number, right:number, bottom:number, top:number, near:number, far:number)
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Generates a orthogonal projection matrix with the given bounds
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## perspective(out:mat4, fovy:number, aspect:number, near:number, far:number)
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Generates a perspective projection matrix with the given bounds
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## perspectiveFromFieldOfView(out:mat4, fov:object, near:number, far:number)
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Generates a perspective projection matrix with the given field of view.
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## rotate(out:mat4, a:mat4, rad:Number, axis:vec3)
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Rotates a mat4 by the given angle
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## rotateX(out:mat4, a:mat4, rad:Number)
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Rotates a matrix by the given angle around the X axis
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## rotateY(out:mat4, a:mat4, rad:Number)
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Rotates a matrix by the given angle around the Y axis
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## rotateZ(out:mat4, a:mat4, rad:Number)
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Rotates a matrix by the given angle around the Z axis
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## scale(out:mat4, a:mat4, v:vec3)
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Scales the mat4 by the dimensions in the given vec3
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## str(mat:mat4)
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Returns a string representation of a mat4
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## translate(out:mat4, a:mat4, v:vec3)
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Translate a mat4 by the given vector
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## transpose(out:mat4, a:mat4)
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Transpose the values of a mat4
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## License
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[zlib](http://en.wikipedia.org/wiki/Zlib_License). See [LICENSE.md](https://github.com/stackgl/gl-mat4/blob/master/LICENSE.md) for details.
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