f711a5ff6d
* Add swizzle based on macro. * More constructors. * Make it work with shady. * Morepretty. * Add ray tracer output. * Better typePrefix that works with all vector layouts. |
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README.md | ||
vmath.nimble |
VMath
nimble install vmath
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.
- Docs: https://nimdocs.com/treeform/vmath
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
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)