Merge pull request #36 from guzba/master

readme and github actions suggestions
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name: Run tests name: Github Actions
on: [push, pull_request] on: [push, pull_request]
jobs: jobs:
build: build:
runs-on: ubuntu-latest strategy:
fail-fast: false
matrix:
os: [ubuntu-latest, windows-latest]
runs-on: ${{ matrix.os }}
steps: steps:
- uses: actions/checkout@v1 - uses: actions/checkout@v2
- name: Cache choosenim
id: cache-choosenim
uses: actions/cache@v1
with:
path: ~/.choosenim
key: ${{ runner.os }}-choosenim-stable
- name: Cache nimble
id: cache-nimble
uses: actions/cache@v1
with:
path: ~/.nimble
key: ${{ runner.os }}-nimble-stable
- uses: jiro4989/setup-nim-action@v1 - uses: jiro4989/setup-nim-action@v1
- run: nimble test -y - run: nimble test -y
- run: nimble test --gc:orc -y

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# VMath # VMath
![Github Actions](https://github.com/treeform/vmath/workflows/Github%20Actions/badge.svg)
`nimble install vmath` `nimble install vmath`
Your single stop for vector math routines for 2d and 3d graphics. Your one stop shop for vector math routines for 2d and 3d graphics.
* Pure nim no dependencies. * Pure Nim with no dependencies.
* Tries to be similar to GLSL Shader Language but adds extra stuff. * Very similar to GLSL Shader Language with extra stuff.
* Extensively [Benchmarked](tests\bench_raytracer.nim). * Extensively [benchmarked](tests\bench_raytracer.nim).
* Docs: https://nimdocs.com/treeform/vmath * Docs: https://nimdocs.com/treeform/vmath
## Has vector functions for GLSL tyes: ## Has vector functions for GLSL types:
Type | Constructor | Description Type | Constructor | Description
------|-------------| --------------------------------------------------- ------|-------------| ---------------------------------------------------
@ -31,7 +33,7 @@ uint32 | uint | UVec2 | UVec3 | UVec4 | | | |
float32 | float | Vec2 | Vec3 | Vec4 | Mat3 | Mat4 | Quat | float32 | float | Vec2 | Vec3 | Vec4 | Mat3 | Mat4 | Quat |
float64 | double | DVec2 | DVec3 | DVec4 | DMat3 | DMat4 | DQuat | float64 | double | DVec2 | DVec3 | DVec4 | DMat3 | DMat4 | DQuat |
## 2D & 3D Matrix math ## 2D & 3D matrix math
You can combine and create 2d and 3d matrices by passing 2d or 3d vectors to matrix functions: You can combine and create 2d and 3d matrices by passing 2d or 3d vectors to matrix functions:
@ -42,7 +44,7 @@ let mat3d = translate(vec3(10, 20, 0)) * rotateZ(45.toRadians) * scale(vec3(2))
## Almost equal operator ## Almost equal operator
You can check if float point numbers or vectors are close, very useful for tests: Easily check if floating point numbers are close, very useful for tests:
```nim ```nim
1.0 ~= 1.0 1.0 ~= 1.0
vec2(1.0, 2.0) ~= vec2(1.0, 2.0) vec2(1.0, 2.0) ~= vec2(1.0, 2.0)
@ -54,22 +56,22 @@ quat(1.0, 2.0, 3.0, 4.0) ~= quat(1.0, 2.0, 3.0, 4.0)
* `between` - Returns true if value is between min and max or equal to them. * `between` - Returns true if value is between min and max or equal to them.
* `sign` - Returns the sign of a number, -1 or 1. * `sign` - Returns the sign of a number, -1 or 1.
* `quantize` - Makes v be multiple of n. Rounding to integer quantize by 1.0. * `quantize` - Makes v be a multiple of n. Rounding to integer quantize by 1.0.
* `fractional` - Returns fractional part of a number. 3.14 -> 0.14 * `fractional` - Returns fractional part of a number. 3.14 -> 0.14
* `lerp` - Interpolates value between a and b. * `lerp` - Interpolates value between a and b.
## Angle functions ## Angle functions
* `fixAngle` - Make angle be from -PI to PI radians. * `fixAngle` - Make angle be from -PI to PI radians.
* `angleBetween` - Angle between angle a and angle b. * `angleBetween` - Find the angle between angle a and angle b.
* `turnAngle` - Move from angle a to angle b with step of v. * `turnAngle` - Move from angle a to angle b with step of v.
## Vector and Matrix representation and benchmarks. ## Vector and matrix representation and benchmarks.
C compilers seem to optimize different representation differently. This is very surprising for us and vmath has 3 different ones: C compilers seem to optimize different representations differently. This is very surprising for us and vmath has 3 different implementations:
* `-d:vmathObjBased` - A vector is an object of 3 floats. * `-d:vmathObjBased` - A vector is an object of 3 floats.
* `-d:vmathArrayBased` - A vectors is an array of 3 floats. * `-d:vmathArrayBased` - A vector is an array of 3 floats.
* `-d:vmathObjArrayBased` (default) - A vector is an object that has an array of 3 floats. * `-d:vmathObjArrayBased` (default) - A vector is an object that has an array of 3 floats.
``` ```