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vmath.nimble |
VMath - 2d and 3d vector math.
nimble install vmath
This library has no dependencies other than the Nim standard library.
About
Your one stop shop for vector math routines for 2d and 3d graphics.
- Pure Nim with no dependencies.
- Very similar to GLSL Shader Language with extra stuff.
- Extensively benchmarked.
Has vector functions for GLSL types:
Type | Constructor | Description |
---|---|---|
BVec# | bvec# | a vector of booleans |
IVec# | ivec# | a vector of signed integers |
UVec# | uvec# | a vector of unsigned integers |
Vec# | vec# | a vector of single-precision floating-point numbers |
DVec# | dvec# | a vector of double-precision floating-point numbers |
You can use these constructors to make them:
NIM | GLSL | 2 | 3 | 4 | 9 | 16 | 4 |
---|---|---|---|---|---|---|---|
bool | bool | BVec2 | BVec3 | BVec4 | |||
int32 | int | IVec2 | IVec3 | IVec4 | |||
uint32 | uint | UVec2 | UVec3 | UVec4 | |||
float32 | float | Vec2 | Vec3 | Vec4 | Mat3 | Mat4 | Quat |
float64 | double | DVec2 | DVec3 | DVec4 | DMat3 | DMat4 | DQuat |
2D & 3D matrix math
You can combine and create 2d and 3d matrices by passing 2d or 3d vectors to matrix functions:
let mat2d = translate(vec2(10, 20)) * rotate(45.toRadians) * scale(vec2(2))
let mat3d = translate(vec3(10, 20, 0)) * rotateZ(45.toRadians) * scale(vec3(2))
Almost equal operator
Easily check if floating point numbers are close, very useful for tests:
1.0 ~= 1.0
vec2(1.0, 2.0) ~= vec2(1.0, 2.0)
dvec2(1) ~= dvec2(1)
quat(1.0, 2.0, 3.0, 4.0) ~= quat(1.0, 2.0, 3.0, 4.0)
Number functions
between
- Returns true if value is between min and max or equal to them.sign
- Returns the sign of a number, -1 or 1.quantize
- Makes v be a multiple of n. Rounding to integer quantize by 1.0.fractional
- Returns fractional part of a number. 3.14 -> 0.14lerp
- Interpolates value between a and b.
Angle functions
fixAngle
- Make angle be from -PI to PI radians.angleBetween
- Find the angle between angle a and angle b.turnAngle
- Move from angle a to angle b with step of v.
Vector and matrix representation and benchmarks.
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:vmathArrayBased
- A vector is an array of 3 floats.-d:vmathObjArrayBased
(default) - A vector is an object that has an array of 3 floats.
name ............................... min time avg time std dv runs
vmathObjBased ..................... 74.061 ms 74.297 ms ±0.347 x100
vmathArrayBased ................... 89.498 ms 89.911 ms ±1.019 x100
vmathObjArrayBased ................ 73.968 ms 74.292 ms ±0.631 x100
Zmod - GLSL mod
GLSL uses a different type of float point mod. Because mod is a Nim keyword please use zmod
when you need GLSL mod
behavior.
Coordinate System
Right-hand z-forward coordinate system
This is the same system used in the GLTF file format.
glTF uses a right-handed coordinate system. glTF defines +Y as up, +Z as forward, and -X as right; the front of a glTF asset faces +Z.
OpenGL matrix column-major notation.
9.005 For programming purposes, OpenGL matrices are 16-value arrays with base vectors laid out contiguously in memory. The translation components occupy the 13th, 14th, and 15th elements of the 16-element matrix, where indices are numbered from 1 to 16 as described in section 2.11.2 of the OpenGL 2.1 Specification.
Sadly, the use of column-major format in the spec and blue book has resulted in endless confusion in the OpenGL programming community. Column-major notation suggests that matrices are not laid out in memory as a programmer would expect.
OpenGL/GLSL/vmath vs Math/Specification notation:
mat4([
a, b, c, 0, | a d g x |
d, e, f, 0, | b e h y |
g, h, i, 0, | c f i z |
x, y, z, 1 | 0 0 0 1 |
])
1.x.x to 2.0.0 vmath breaking changes:
- New right-hand-z-forward cordate system and functions that care about coordinate system where moved there.
- deprecated
lookAt()
please usetoAngles()
/fromAngles()
instead. - deprecated
fractional()
usefrac()
instead.
0.x.x to 1.0.0 vmath breaking changes:
vec3(v)
no longer works please usevec3(v.x, v.y, 0)
instead.vec3(v, 0)
no longer works please usevec3(v.x, v.y, 0)
instead.2 * v
no longer works due to more vec types please usev * 2
instead.m[15]
no longer works because matrices are now m[x, y].- Concept of 3x3 rotation 3d matrix was removed.
angleBetween
got renamed toangle(a, b)
scaleMat
got renamed toscale(v)
rotationMat3
got renamed torotate(x)