/vmath

Math vector library for graphical things.

Primary LanguageNimMIT LicenseMIT

VMath - 2D and 3D vector math.

nimble install vmath

Github Actions

API reference

This library has no dependencies other than the Nim standard library.

Supports c, cpp and js backend.

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 -> 0.14
  • lerp - 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.

glTF Spec 2.0

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 use toAngles()/fromAngles() instead.
  • deprecated fractional() use frac() instead.

0.x.x to 1.0.0 vmath breaking changes:

  • vec3(v) no longer works please use vec3(v.x, v.y, 0) instead.
  • vec3(v, 0) no longer works please use vec3(v.x, v.y, 0) instead.
  • 2 * v no longer works due to more vec types please use v * 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 to angle(a, b)
  • scaleMat got renamed to scale(v)
  • rotationMat3 got renamed to rotate(x)