# VMath Collection of math routines for 2d and 3d graphics. Has functions for Vec2, Vec3, Vec4, Mat3, Mat4 and Quat. # API: vmath ```nim import vmath ``` ## **proc** clamp Clamps n to min, else returns max if n is higher. ```nim proc clamp(n, min, max: float32): float32 ``` ## **proc** between Returns true if value is between min and max or equal to them. ```nim proc between(value, min, max: float32): bool ``` ## **proc** sign Returns the sign of a number, -1 or 1. ```nim proc sign(v: float32): float32 ``` ## **proc** quantize Makes v be multipe of n. Rounding to integer quantize by 1.0. ```nim proc quantize(v: float32; n: float32): float32 ``` ## **proc** lerp Interpolates value between a and b. * 0 -> a * 1 -> b * 0.5 -> between a and b ```nim proc lerp(a: float32; b: float32; v: float32): float32 ``` ## **type** Vec2 2D vector ```nim Vec2 = object x*: float32 y*: float32 ``` ## **proc** vec2 ```nim proc vec2(x, y: float32): Vec2 ``` ## **proc** vec2 ```nim proc vec2(a: Vec2): Vec2 ``` ## **proc** `+` ```nim proc `+`(a: Vec2; b: Vec2): Vec2 ``` ## **proc** `-` ```nim proc `-`(a: Vec2; b: Vec2): Vec2 ``` ## **proc** `*` ```nim proc `*`(a: Vec2; b: float32): Vec2 ``` ## **proc** `*` ```nim proc `*`(a: float32; b: Vec2): Vec2 ``` ## **proc** `/` ```nim proc `/`(a: Vec2; b: float32): Vec2 ``` ## **proc** `+=` ```nim proc `+=`(a: var Vec2; b: Vec2) ``` ## **proc** `-=` ```nim proc `-=`(a: var Vec2; b: Vec2) ``` ## **proc** `*=` ```nim proc `*=`(a: var Vec2; b: float32) ``` ## **proc** `/=` ```nim proc `/=`(a: var Vec2; b: float32) ``` ## **proc** zero ```nim proc zero(a: var Vec2) ``` ## **proc** `-` ```nim proc `-`(a: Vec2): Vec2 ``` ## **proc** lengthSq ```nim proc lengthSq(a: Vec2): float32 ``` ## **proc** length ```nim proc length(a: Vec2): float32 ``` ## **proc** length= ```nim proc length=(a: var Vec2; b: float32) ``` ## **proc** normalize ```nim proc normalize(a: Vec2): Vec2 ``` ## **proc** dot ```nim proc dot(a: Vec2; b: Vec2): float32 ``` ## **proc** dir ```nim proc dir(at: Vec2; to: Vec2): Vec2 ``` ## **proc** dir ```nim proc dir(th: float32): Vec2 ``` ## **proc** dist ```nim proc dist(at: Vec2; to: Vec2): float32 ``` ## **proc** distSq ```nim proc distSq(at: Vec2; to: Vec2): float32 ``` ## **proc** lerp ```nim proc lerp(a: Vec2; b: Vec2; v: float32): Vec2 ``` ## **proc** quantize ```nim proc quantize(v: Vec2; n: float32): Vec2 ``` ## **proc** inRect Check to see if v is inside a rectange formed by a and b. It does not matter how a and b are arranged. ```nim proc inRect(v: Vec2; a: Vec2; b: Vec2): bool ``` ## **proc** `[]` ```nim proc `[]`(a: Vec2; i: int): float32 ``` ## **proc** `[]=` ```nim proc `[]=`(a: var Vec2; i: int; b: float32) ``` ## **proc** randVec2 ```nim proc randVec2(): Vec2 ``` ## **proc** `$` ```nim proc `$`(a: Vec2): string ``` ## **proc** fixAngle Make angle be from -PI to PI radians. ```nim proc fixAngle(angle: float32): float32 ``` ## **proc** angle Angle of a Vec2. ```nim proc angle(a: Vec2): float32 ``` ## **proc** angleBetween Angle between 2 Vec2. ```nim proc angleBetween(a: Vec2; b: Vec2): float32 ``` ## **proc** angleBetween Angle between angle a and angle b. ```nim proc angleBetween(a, b: float32): float32 ``` ## **proc** turnAngle Move from angle a to angle b with step of v. ```nim proc turnAngle(a, b, speed: float32): float32 ``` ## **type** Vec3 3D vector ```nim Vec3 = object x*: float32 y*: float32 z*: float32 ``` ## **proc** vec3 ```nim proc vec3(x, y, z: float32): Vec3 ``` ## **proc** vec3 ```nim proc vec3(a: Vec3): Vec3 ``` ## **const** X_DIR ```nim X_DIR = (x: 1.0, y: 0.0, z: 0.0) ``` ## **const** Y_DIR ```nim Y_DIR = (x: 0.0, y: 1.0, z: 0.0) ``` ## **const** Z_DIR ```nim Z_DIR = (x: 0.0, y: 0.0, z: 1.0) ``` ## **proc** `+` ```nim proc `+`(a: Vec3; b: Vec3): Vec3 ``` ## **proc** `-` ```nim proc `-`(a: Vec3; b: Vec3): Vec3 ``` ## **proc** `-` ```nim proc `-`(a: Vec3): Vec3 ``` ## **proc** `*` ```nim proc `*`(a: Vec3; b: float32): Vec3 ``` ## **proc** `*` ```nim proc `*`(a: float32; b: Vec3): Vec3 ``` ## **proc** `/` ```nim proc `/`(a: Vec3; b: float32): Vec3 ``` ## **proc** `/` ```nim proc `/`(a: float32; b: Vec3): Vec3 ``` ## **proc** `+=` ```nim proc `+=`(a: var Vec3; b: Vec3) ``` ## **proc** `-=` ```nim proc `-=`(a: var Vec3; b: Vec3) ``` ## **proc** `*=` ```nim proc `*=`(a: var Vec3; b: float32) ``` ## **proc** `/=` ```nim proc `/=`(a: var Vec3; b: float32) ``` ## **proc** zero ```nim proc zero(a: var Vec3) ``` ## **proc** `-` ```nim proc `-`(a: var Vec3): Vec3 ``` ## **proc** lengthSq ```nim proc lengthSq(a: Vec3): float32 ``` ## **proc** length ```nim proc length(a: Vec3): float32 ``` ## **proc** length= ```nim proc length=(a: var Vec3; b: float32) ``` ## **proc** normalize ```nim proc normalize(a: Vec3): Vec3 ``` ## **proc** cross ```nim proc cross(a: Vec3; b: Vec3): Vec3 ``` ## **proc** computeNormal ```nim proc computeNormal(a, b, c: Vec3): Vec3 ``` ## **proc** dot ```nim proc dot(a: Vec3; b: Vec3): float32 ``` ## **proc** dir ```nim proc dir(at: Vec3; to: Vec3): Vec3 ``` ## **proc** dist ```nim proc dist(at: Vec3; to: Vec3): float32 ``` ## **proc** distSq ```nim proc distSq(at: Vec3; to: Vec3): float32 ``` ## **proc** lerp ```nim proc lerp(a: Vec3; b: Vec3; v: float32): Vec3 ``` ## **proc** angleBetween ```nim proc angleBetween(a, b: Vec3): float32 ``` ## **proc** `[]` ```nim proc `[]`(a: Vec3; i: int): float32 ``` ## **proc** `[]=` ```nim proc `[]=`(a: var Vec3; i: int; b: float32) ``` ## **proc** xy ```nim proc xy(a: Vec3): Vec2 ``` ## **proc** xz ```nim proc xz(a: Vec3): Vec2 ``` ## **proc** yx ```nim proc yx(a: Vec3): Vec2 ``` ## **proc** yz ```nim proc yz(a: Vec3): Vec2 ``` ## **proc** zx ```nim proc zx(a: Vec3): Vec2 ``` ## **proc** zy ```nim proc zy(a: Vec3): Vec2 ``` ## **proc** almostEquals ```nim proc almostEquals(a, b: Vec3; precision = 1e-006): bool ``` ## **proc** randVec3 Generates a random vector based on http://mathworld.wolfram.com/SpherePointPicking.html ```nim proc randVec3(): Vec3 ``` ## **proc** `$` ```nim proc `$`(a: Vec3): string ``` ## **type** Vec4 4D Vector. ```nim Vec4 = object x*: float32 y*: float32 z*: float32 w*: float32 ``` ## **proc** vec4 ```nim proc vec4(x, y, z, w: float32): Vec4 ``` ## **proc** `+` ```nim proc `+`(a: Vec4; b: Vec4): Vec4 ``` ## **proc** `-` ```nim proc `-`(a: Vec4; b: Vec4): Vec4 ``` ## **proc** `-` ```nim proc `-`(a: Vec4): Vec4 ``` ## **proc** `*` ```nim proc `*`(a: Vec4; b: float32): Vec4 ``` ## **proc** `*` ```nim proc `*`(a: float32; b: Vec4): Vec4 ``` ## **proc** `/` ```nim proc `/`(a: Vec4; b: float32): Vec4 ``` ## **proc** `/` ```nim proc `/`(a: float32; b: Vec4): Vec4 ``` ## **proc** `+=` ```nim proc `+=`(a: var Vec4; b: Vec4) ``` ## **proc** `-=` ```nim proc `-=`(a: var Vec4; b: Vec4) ``` ## **proc** `*=` ```nim proc `*=`(a: var Vec4; b: float32) ``` ## **proc** `/=` ```nim proc `/=`(a: var Vec4; b: float32) ``` ## **proc** zero ```nim proc zero(a: var Vec4) ``` ## **proc** xyz ```nim proc xyz(a: Vec4): Vec3 ``` ## **proc** `$` ```nim proc `$`(a: Vec4): string ``` ## **proc** vec3 ```nim proc vec3(a: Vec2; z = 0.0): Vec3 ``` ## **proc** vec4 ```nim proc vec4(a: Vec3; w = 0.0): Vec4 ``` ## **proc** vec4 ```nim proc vec4(a: Vec2; z = 0.0; w = 0.0): Vec4 ``` ## **type** Mat3 3x3 Matrix ```nim Mat3 = array[9, float32] ``` ## **proc** mat3 ```nim proc mat3(a, b, c, d, e, f, g, h, i: float32): Mat3 ``` ## **proc** mat3 ```nim proc mat3(a: Mat3): Mat3 ``` ## **proc** identity ```nim proc identity(a: var Mat3) ``` ## **proc** mat3 ```nim proc mat3(): Mat3 ``` ## **proc** transpose ```nim proc transpose(a: Mat3): Mat3 ``` ## **proc** `$` ```nim proc `$`(a: Mat3): string ``` ## **proc** `*` ```nim proc `*`(a: Mat3; b: Mat3): Mat3 ``` ## **proc** `*` ```nim proc `*`(m: Mat3; v: Vec3): Vec3 ``` ## **proc** scale ```nim proc scale(a: Mat3; v: Vec2): Mat3 ``` ## **proc** scale ```nim proc scale(a: Mat3; v: Vec3): Mat3 ``` ## **proc** rotationMat3 ```nim proc rotationMat3(angle: float32): Mat3 ``` ## **proc** rotate ```nim proc rotate(a: Mat3; angle: float32): Mat3 ``` ## **proc** `*` ```nim proc `*`(a: Mat3; b: Vec2): Vec2 ``` ## **type** Mat4 4x4 Matrix - OpenGL row order ```nim Mat4 = array[16, float32] ``` ## **proc** mat4 ```nim proc mat4(v0, v1, Vec2, Vec3, Vec4, v5, v6, v7, v8, v9, v10, v11, v12, v13, v14, v15: float32): Mat4 ``` ## **proc** mat4 ```nim proc mat4(a: Mat4): Mat4 ``` ## **proc** identity ```nim proc identity(): Mat4 ``` ## **proc** mat4 ```nim proc mat4(): Mat4 ``` ## **proc** transpose ```nim proc transpose(a: Mat4): Mat4 ``` ## **proc** determinant ```nim proc determinant(a: Mat4): float32 ``` ## **proc** inverse ```nim proc inverse(a: Mat4): Mat4 ``` ## **proc** `*` ```nim proc `*`(a, b: Mat4): Mat4 ``` ## **proc** `*` ```nim proc `*`(a: Mat4; b: Vec3): Vec3 ``` ## **proc** right ```nim proc right(a: Mat4): Vec3 ``` ## **proc** right= ```nim proc right=(a: var Mat4; b: Vec3) ``` ## **proc** up ```nim proc up(a: Mat4): Vec3 ``` ## **proc** up= ```nim proc up=(a: var Mat4; b: Vec3) ``` ## **proc** fov ```nim proc fov(a: Mat4): Vec3 ``` ## **proc** fov= ```nim proc fov=(a: var Mat4; b: Vec3) ``` ## **proc** pos ```nim proc pos(a: Mat4): Vec3 ``` ## **proc** pos= ```nim proc pos=(a: var Mat4; b: Vec3) ``` ## **proc** rotationOnly ```nim proc rotationOnly(a: Mat4): Mat4 ``` ## **proc** dist ```nim proc dist(a, b: Mat4): float32 ``` ## **proc** translate ```nim proc translate(v: Vec3): Mat4 ``` ## **proc** scale ```nim proc scale(v: Vec3): Mat4 ``` ## **proc** close ```nim proc close(a: Mat4; b: Mat4): bool ``` ## **proc** hrp ```nim proc hrp(m: Mat4): Vec3 ``` ## **proc** frustum ```nim proc frustum(left, right, bottom, top, near, far: float32): Mat4 ``` ## **proc** perspective ```nim proc perspective(fovy, aspect, near, far: float32): Mat4 ``` ## **proc** ortho ```nim proc ortho(left, right, bottom, top, near, far: float32): Mat4 ``` ## **proc** lookAt ```nim proc lookAt(eye, center, up: Vec3): Mat4 ``` ## **proc** tofloat32 ```nim proc tofloat32(m: Mat4): array[16, float32] ``` ## **proc** `$` ```nim proc `$`(a: Mat4): string ``` ## **type** Quat ```nim Quat = object x*: float32 y*: float32 z*: float32 w*: float32 ``` ## **proc** quat ```nim proc quat(x, y, z, w: float32): Quat ``` ## **proc** conjugate ```nim proc conjugate(q: Quat): Quat ``` ## **proc** length ```nim proc length(q: Quat): float32 ``` ## **proc** normalize ```nim proc normalize(q: Quat): Quat ``` ## **proc** xyz ```nim proc xyz(q: Quat): Vec3 ``` ## **proc** xyz= ```nim proc xyz=(q: var Quat; v: Vec3) ``` ## **proc** `*` Multiply the quaternion by a quaternion. ```nim proc `*`(a, b: Quat): Quat ``` ## **proc** `*` Multiply the quaternion by a float32. ```nim proc `*`(q: Quat; v: float32): Quat ``` ## **proc** `*` Multiply the quaternion by a vector. ```nim proc `*`(q: Quat; v: Vec3): Vec3 ``` ## **proc** mat3 ```nim proc mat3(q: Quat): Mat3 ``` ## **proc** mat4 ```nim proc mat4(q: Quat): Mat4 ``` ## **proc** reciprocalSqrt ```nim proc reciprocalSqrt(x: float32): float32 ``` ## **proc** quat ```nim proc quat(m: Mat4): Quat ``` ## **proc** fromAxisAngle ```nim proc fromAxisAngle(axis: Vec3; angle: float32): Quat ``` ## **proc** toAxisAngle ```nim proc toAxisAngle(q: Quat; axis: var Vec3; angle: var float32) ``` ## **proc** quat ```nim proc quat(heading, pitch, roll: float32): Quat ``` ## **proc** hrp ```nim proc hrp(q: Quat): Vec3 ``` ## **proc** `$` ```nim proc `$`(a: Quat): string ``` ## **proc** rotate ```nim proc rotate(angle: float32; axis: Vec3): Mat4 ``` ## **proc** rotateX ```nim proc rotateX(angle: float32): Mat4 ``` ## **proc** rotateY ```nim proc rotateY(angle: float32): Mat4 ``` ## **proc** rotateZ ```nim proc rotateZ(angle: float32): Mat4 ``` ## **proc** scaleMat ```nim proc scaleMat(scale: Vec3): Mat4 ``` ## **proc** scaleMat ```nim proc scaleMat(scale: float32): Mat4 ``` ## **type** Rect ```nim Rect = object x*: float32 y*: float32 w*: float32 h*: float32 ``` ## **proc** rect ```nim proc rect(x, y, w, h: float32): Rect ``` ## **proc** rect ```nim proc rect(pos, size: Vec2): Rect ``` ## **proc** xy Gets the xy as a Vec2. ```nim proc xy(rect: Rect): Vec2 ``` ## **proc** xy= Sets the xy from Vec2. ```nim proc xy=(rect: var Rect; v: Vec2) ``` ## **proc** wh Gets the wh as a Vec2. ```nim proc wh(rect: Rect): Vec2 ``` ## **proc** wh= Sets the wh from Vec2. ```nim proc wh=(rect: var Rect; v: Vec2) ``` ## **proc** `*` * all elements of a Rect. ```nim proc `*`(r: Rect; v: float): Rect ``` ## **proc** `/` / all elements of a Rect. ```nim proc `/`(r: Rect; v: float): Rect ``` ## **proc** `+` Add two boxes together. ```nim proc `+`(a, b: Rect): Rect ``` ## **proc** `$` ```nim proc `$`(a: Rect): string ``` ## **proc** inside Checks if pos is inside rect. ```nim proc inside(pos: Vec2; rect: Rect): bool ``` ## **proc** overlap Returns true if box a overlaps box b. ```nim proc overlap(a, b: Rect): bool ```