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Orrery
A GPU-accelerated N-body gravitational simulator
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A point or direction in homogeneous coordinates. More...
#include <orrery/viz/matrix4.hpp>
Public Member Functions | |
| constexpr bool | operator== (const Vec4 &) const =default |
Public Attributes | |
| float | x {} |
| float | y {} |
| float | z {} |
| float | w {} |
A point or direction in homogeneous coordinates.
Exists so that a transform can be applied to something and the result inspected, which is what the tests do and what a projection's w component is needed for. Rendering never constructs one: the vertex shader does that work on the device.