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vector_math

==============

Build Status

Introduction

A Vector math library for 2D and 3D applications.

Features

  • 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.

Libraries using vector_math

Getting Started

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';

Documentation

Read the docs

Examples

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);
}

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