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A Vector math library for 2D and 3D applications.
- 2D,3D, and 4D vector and matrix types.
- Quaternion type for animating rotations.
- Flexible getters and setters, for example,
position.xwz = color.grb;
. - Fully documented.
- Well tested.
- Heavily optimized.
1. Add the following to your project's pubspec.yaml and run pub install
.
dependencies:
vector_math:
git: https://github.com/johnmccutchan/vector_math.git
2. Add the correct import for your project.
import 'package:vector_math/vector_math.dart';
Read the docs
1. Using the GLSL getter and setter syntax.
void main() {
Vector3 x = new Vector3.zero(); // Zero vector
Vector4 y = new Vector4.splat(4.0); // Vector with 4.0 in all lanes
x.zyx = y.xzz; // Sets z,y,x the values in x,z,z
}
2. Transforming a vector.
void main() {
// Rotation of pi/2 degrees around the Y axis followed by a
// translation of (5.0, 2.0, 3.0).
Matrix4 T = new Matrix4.rotationY(pi*0.5).translate(5.0, 2.0, 3.0);
// A point.
Vector3 position = new Vector3(1.0, 1.0, 1.0);
// Transform position by T.
T.transform3(position);
}
3. Invert a matrix
void main() {
// Rotation of 90 degrees around the Y axis followed by a
// translation of (5.0, 2.0, 3.0).
Matrix4 T = new Matrix4.rotationY(pi*0.5).translate(5.0, 2.0, 3.0);
// Invert T.
T.invert();
// Invert just the rotation in T.
T.invertRotation();
}
4. Rotate a vector using a quaternion
void main() {
// The X axis.
Vector3 axis = new Vector3(1.0, 0.0, 0.0);
// 90 degrees.
double angle = pi/2.0;
// Quaternion encoding a 90 degree rotation along the X axis.
Quaternion q = new Quaternion.axisAngle(axis, angle);
// A point.
Vector3 point = new Vector3(1.0, 1.0, 1.0);
// Rotate point by q.
q.rotate(point);
}