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README.md | ||
vmath.nimble |
VMath
Collection of math routines for 2d and 3d graphics.
Has functions for Vec2, Vec3, Vec4, Mat3, Mat4 and Quat.
API: vmath
import vmath
proc clamp
Clamps n to min, else returns max if n is higher.
proc clamp(n, min, max: float32): float32
proc between
Returns true if value is between min and max or equal to them.
proc between(value, min, max: float32): bool
proc sign
Returns the sign of a number, -1 or 1.
proc sign(v: float32): float32
proc quantize
Makes v be multipe of n. Rounding to integer quantize by 1.0.
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
proc lerp(a: float32; b: float32; v: float32): float32
type Vec2
2D vector
Vec2 = object
x*: float32
y*: float32
proc vec2
proc vec2(x, y: float32): Vec2
proc vec2
proc vec2(a: Vec2): Vec2
proc +
proc `+`(a: Vec2; b: Vec2): Vec2
proc -
proc `-`(a: Vec2; b: Vec2): Vec2
proc *
proc `*`(a: Vec2; b: float32): Vec2
proc *
proc `*`(a: float32; b: Vec2): Vec2
proc /
proc `/`(a: Vec2; b: float32): Vec2
proc +=
proc `+=`(a: var Vec2; b: Vec2)
proc -=
proc `-=`(a: var Vec2; b: Vec2)
proc *=
proc `*=`(a: var Vec2; b: float32)
proc /=
proc `/=`(a: var Vec2; b: float32)
proc zero
proc zero(a: var Vec2)
proc -
proc `-`(a: Vec2): Vec2
proc lengthSq
proc lengthSq(a: Vec2): float32
proc length
proc length(a: Vec2): float32
proc length=
proc length=(a: var Vec2; b: float32)
proc normalize
proc normalize(a: Vec2): Vec2
proc dot
proc dot(a: Vec2; b: Vec2): float32
proc dir
proc dir(at: Vec2; to: Vec2): Vec2
proc dir
proc dir(th: float32): Vec2
proc dist
proc dist(at: Vec2; to: Vec2): float32
proc distSq
proc distSq(at: Vec2; to: Vec2): float32
proc lerp
proc lerp(a: Vec2; b: Vec2; v: float32): Vec2
proc quantize
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.
proc inRect(v: Vec2; a: Vec2; b: Vec2): bool
proc []
proc `[]`(a: Vec2; i: int): float32
proc []=
proc `[]=`(a: var Vec2; i: int; b: float32)
proc randVec2
proc randVec2(): Vec2
proc $
proc `$`(a: Vec2): string
proc fixAngle
Make angle be from -PI to PI radians.
proc fixAngle(angle: float32): float32
proc angle
Angle of a Vec2.
proc angle(a: Vec2): float32
proc angleBetween
Angle between 2 Vec2.
proc angleBetween(a: Vec2; b: Vec2): float32
proc angleBetween
Angle between angle a and angle b.
proc angleBetween(a, b: float32): float32
proc turnAngle
Move from angle a to angle b with step of v.
proc turnAngle(a, b, speed: float32): float32
type Vec3
3D vector
Vec3 = object
x*: float32
y*: float32
z*: float32
proc vec3
proc vec3(x, y, z: float32): Vec3
proc vec3
proc vec3(a: Vec3): Vec3
const X_DIR
X_DIR = (x: 1.0, y: 0.0, z: 0.0)
const Y_DIR
Y_DIR = (x: 0.0, y: 1.0, z: 0.0)
const Z_DIR
Z_DIR = (x: 0.0, y: 0.0, z: 1.0)
proc +
proc `+`(a: Vec3; b: Vec3): Vec3
proc -
proc `-`(a: Vec3; b: Vec3): Vec3
proc -
proc `-`(a: Vec3): Vec3
proc *
proc `*`(a: Vec3; b: float32): Vec3
proc *
proc `*`(a: float32; b: Vec3): Vec3
proc /
proc `/`(a: Vec3; b: float32): Vec3
proc /
proc `/`(a: float32; b: Vec3): Vec3
proc +=
proc `+=`(a: var Vec3; b: Vec3)
proc -=
proc `-=`(a: var Vec3; b: Vec3)
proc *=
proc `*=`(a: var Vec3; b: float32)
proc /=
proc `/=`(a: var Vec3; b: float32)
proc zero
proc zero(a: var Vec3)
proc -
proc `-`(a: var Vec3): Vec3
proc lengthSq
proc lengthSq(a: Vec3): float32
proc length
proc length(a: Vec3): float32
proc length=
proc length=(a: var Vec3; b: float32)
proc normalize
proc normalize(a: Vec3): Vec3
proc cross
proc cross(a: Vec3; b: Vec3): Vec3
proc computeNormal
proc computeNormal(a, b, c: Vec3): Vec3
proc dot
proc dot(a: Vec3; b: Vec3): float32
proc dir
proc dir(at: Vec3; to: Vec3): Vec3
proc dist
proc dist(at: Vec3; to: Vec3): float32
proc distSq
proc distSq(at: Vec3; to: Vec3): float32
proc lerp
proc lerp(a: Vec3; b: Vec3; v: float32): Vec3
proc angleBetween
proc angleBetween(a, b: Vec3): float32
proc []
proc `[]`(a: Vec3; i: int): float32
proc []=
proc `[]=`(a: var Vec3; i: int; b: float32)
proc xy
proc xy(a: Vec3): Vec2
proc xz
proc xz(a: Vec3): Vec2
proc yx
proc yx(a: Vec3): Vec2
proc yz
proc yz(a: Vec3): Vec2
proc zx
proc zx(a: Vec3): Vec2
proc zy
proc zy(a: Vec3): Vec2
proc almostEquals
proc almostEquals(a, b: Vec3; precision = 1e-006): bool
proc randVec3
Generates a random vector based on http://mathworld.wolfram.com/SpherePointPicking.html
proc randVec3(): Vec3
proc $
proc `$`(a: Vec3): string
type Vec4
4D Vector.
Vec4 = object
x*: float32
y*: float32
z*: float32
w*: float32
proc vec4
proc vec4(x, y, z, w: float32): Vec4
proc +
proc `+`(a: Vec4; b: Vec4): Vec4
proc -
proc `-`(a: Vec4; b: Vec4): Vec4
proc -
proc `-`(a: Vec4): Vec4
proc *
proc `*`(a: Vec4; b: float32): Vec4
proc *
proc `*`(a: float32; b: Vec4): Vec4
proc /
proc `/`(a: Vec4; b: float32): Vec4
proc /
proc `/`(a: float32; b: Vec4): Vec4
proc +=
proc `+=`(a: var Vec4; b: Vec4)
proc -=
proc `-=`(a: var Vec4; b: Vec4)
proc *=
proc `*=`(a: var Vec4; b: float32)
proc /=
proc `/=`(a: var Vec4; b: float32)
proc zero
proc zero(a: var Vec4)
proc xyz
proc xyz(a: Vec4): Vec3
proc $
proc `$`(a: Vec4): string
proc vec3
proc vec3(a: Vec2; z = 0.0): Vec3
proc vec4
proc vec4(a: Vec3; w = 0.0): Vec4
proc vec4
proc vec4(a: Vec2; z = 0.0; w = 0.0): Vec4
type Mat3
3x3 Matrix
Mat3 = array[9, float32]
proc mat3
proc mat3(a, b, c, d, e, f, g, h, i: float32): Mat3
proc mat3
proc mat3(a: Mat3): Mat3
proc identity
proc identity(a: var Mat3)
proc mat3
proc mat3(): Mat3
proc transpose
proc transpose(a: Mat3): Mat3
proc $
proc `$`(a: Mat3): string
proc *
proc `*`(a: Mat3; b: Mat3): Mat3
proc *
proc `*`(m: Mat3; v: Vec3): Vec3
proc scale
proc scale(a: Mat3; v: Vec2): Mat3
proc scale
proc scale(a: Mat3; v: Vec3): Mat3
proc rotationMat3
proc rotationMat3(angle: float32): Mat3
proc rotate
proc rotate(a: Mat3; angle: float32): Mat3
proc *
proc `*`(a: Mat3; b: Vec2): Vec2
type Mat4
4x4 Matrix - OpenGL row order
Mat4 = array[16, float32]
proc mat4
proc mat4(v0, v1, Vec2, Vec3, Vec4, v5, v6, v7, v8, v9, v10, v11, v12, v13, v14, v15: float32): Mat4
proc mat4
proc mat4(a: Mat4): Mat4
proc identity
proc identity(): Mat4
proc mat4
proc mat4(): Mat4
proc transpose
proc transpose(a: Mat4): Mat4
proc determinant
proc determinant(a: Mat4): float32
proc inverse
proc inverse(a: Mat4): Mat4
proc *
proc `*`(a, b: Mat4): Mat4
proc *
proc `*`(a: Mat4; b: Vec3): Vec3
proc right
proc right(a: Mat4): Vec3
proc right=
proc right=(a: var Mat4; b: Vec3)
proc up
proc up(a: Mat4): Vec3
proc up=
proc up=(a: var Mat4; b: Vec3)
proc fov
proc fov(a: Mat4): Vec3
proc fov=
proc fov=(a: var Mat4; b: Vec3)
proc pos
proc pos(a: Mat4): Vec3
proc pos=
proc pos=(a: var Mat4; b: Vec3)
proc rotationOnly
proc rotationOnly(a: Mat4): Mat4
proc dist
proc dist(a, b: Mat4): float32
proc translate
proc translate(v: Vec3): Mat4
proc scale
proc scale(v: Vec3): Mat4
proc close
proc close(a: Mat4; b: Mat4): bool
proc hrp
proc hrp(m: Mat4): Vec3
proc frustum
proc frustum(left, right, bottom, top, near, far: float32): Mat4
proc perspective
proc perspective(fovy, aspect, near, far: float32): Mat4
proc ortho
proc ortho(left, right, bottom, top, near, far: float32): Mat4
proc lookAt
proc lookAt(eye, center, up: Vec3): Mat4
proc tofloat32
proc tofloat32(m: Mat4): array[16, float32]
proc $
proc `$`(a: Mat4): string
type Quat
Quat = object
x*: float32
y*: float32
z*: float32
w*: float32
proc quat
proc quat(x, y, z, w: float32): Quat
proc conjugate
proc conjugate(q: Quat): Quat
proc length
proc length(q: Quat): float32
proc normalize
proc normalize(q: Quat): Quat
proc xyz
proc xyz(q: Quat): Vec3
proc xyz=
proc xyz=(q: var Quat; v: Vec3)
proc *
Multiply the quaternion by a quaternion.
proc `*`(a, b: Quat): Quat
proc *
Multiply the quaternion by a float32.
proc `*`(q: Quat; v: float32): Quat
proc *
Multiply the quaternion by a vector.
proc `*`(q: Quat; v: Vec3): Vec3
proc mat3
proc mat3(q: Quat): Mat3
proc mat4
proc mat4(q: Quat): Mat4
proc reciprocalSqrt
proc reciprocalSqrt(x: float32): float32
proc quat
proc quat(m: Mat4): Quat
proc fromAxisAngle
proc fromAxisAngle(axis: Vec3; angle: float32): Quat
proc toAxisAngle
proc toAxisAngle(q: Quat; axis: var Vec3; angle: var float32)
proc quat
proc quat(heading, pitch, roll: float32): Quat
proc hrp
proc hrp(q: Quat): Vec3
proc $
proc `$`(a: Quat): string
proc rotate
proc rotate(angle: float32; axis: Vec3): Mat4
proc rotateX
proc rotateX(angle: float32): Mat4
proc rotateY
proc rotateY(angle: float32): Mat4
proc rotateZ
proc rotateZ(angle: float32): Mat4
proc scaleMat
proc scaleMat(scale: Vec3): Mat4
proc scaleMat
proc scaleMat(scale: float32): Mat4
type Rect
Rect = object
x*: float32
y*: float32
w*: float32
h*: float32
proc rect
proc rect(x, y, w, h: float32): Rect
proc rect
proc rect(pos, size: Vec2): Rect
proc xy
Gets the xy as a Vec2.
proc xy(rect: Rect): Vec2
proc xy=
Sets the xy from Vec2.
proc xy=(rect: var Rect; v: Vec2)
proc wh
Gets the wh as a Vec2.
proc wh(rect: Rect): Vec2
proc wh=
Sets the wh from Vec2.
proc wh=(rect: var Rect; v: Vec2)
proc *
- all elements of a Rect.
proc `*`(r: Rect; v: float): Rect
proc /
/ all elements of a Rect.
proc `/`(r: Rect; v: float): Rect
proc +
Add two boxes together.
proc `+`(a, b: Rect): Rect
proc $
proc `$`(a: Rect): string
proc inside
Checks if pos is inside rect.
proc inside(pos: Vec2; rect: Rect): bool
proc overlap
Returns true if box a overlaps box b.
proc overlap(a, b: Rect): bool