InMath, forked from gl3n, is a mathematics library for D providing math functions useful for multimedia software.
InMath provides all the math you need to work with OpenGL and Metal.
- Linear algebra
- Vectors
- Matrices
- Metal-compatible orthographic and projection matrix functions! (
perspective01
,orthographic01
)
- Metal-compatible orthographic and projection matrix functions! (
- Quaternions
- Rectangles
- AABBs
- Planes,
- Frustrums
- Interpolation
- Linear interpolation (
lerp
) - Spherical linear interpolation (
slerp
) - Hermite interpolation
- Catmull rom interpolation
- Cubic interpolation
- Linear interpolation (
- Dampening
- Basic distance based dampening (
dampen
) - Dampened Harmonic Oscillator (
smoothDamp
)
- Basic distance based dampening (
- Noise
- OpenSimplex2
- Colors
- HSV<->RGB conversion
- Hexstring to RGB(A) conversion
- RGBA32<->RGBAF conversion
- No unexpected side effects
- No unexpected casts
- Vector multiplication is not dot product.
- InMath uses camelCase for the naming of things
- InMath simplifies parts of gl3n by removing excessive use of aliases.
- InMath is usable without the GC!
You can use inmath in your project via the dub package database.
vec4 v4 = vec4(1.0f, vec3(2.0f, 3.0f, 4.0f));
vec4 v4_2 = vec4(1.0f, vec4(1.0f, 2.0f, 3.0f, 4.0f).xyz); // "dynamic" swizzling with opDispatch
vec4 v4_3 = v4_2.xxyz; // opDispatch returns a static array which you can pass directly to the ctor of a vector!
vec3 v3 = my_3dvec.rgb;
vec3 foo = v4.xyzzzwzyyxw.xyz // not useful but possible!
mat4 m4fv = mat4.translation(-0.5f, -0.54f, 0.42f).rotateX(PI).rotateZ(PI/2);
glUniformMatrix4fv(location, 1, GL_TRUE, m4fv.ptr); // yes they are row major!
alias Matrix!(double, 4, 4) mat4d;
mat4d projection;
glGetDoublev(GL_PROJECTION_MATRIX, projection.ptr);
mat3 inv_view = view.rotation;
mat3 inv_view = mat3(view);
mat4 m4 = mat4(vec4(1.0f, 2.0f, 3.0f, 4.0f), 5.0f, 6.0f, 7.0f, 8.0f, vec4(...) ...);
void strafeLeft(float delta) { // A
vec3 vcross = cross(up, forward).normalized;
_position = _position + vcross.dot(delta);
}
void strafeRight(float delta) { // D
vec3 vcross = cross(up, forward).normalized;
_position = _position - vcross.dot(delta);
}