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graphmath's Introduction

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What is graphmath?

Graphmath is a library for handling common 2D and 3D operations, usually with an eye towards vector arithmetic for graphics and simulation.

It's designed to be comfortable to use, reasonably fast, and something which will benefit game developers and graphics programmers, though it may also be useful for robotocists and anyone attempting large-scale simluations which exist in R2 or R3.

Features

  • Support for vectors in R2 and R3.
  • Support for 3x3 and 4x4 matrices.
  • Support for quaternions
  • Addition, subtraction
  • Element-wise multiplication
  • Scalar multiplication
  • Inner-products (dot product)
  • Cross products
  • Projection
  • Normalization
  • Comparison
  • Rotation
  • Linear interpolation
  • Matrix inversion
  • Tuples are used to represent vectors and matrices (faster than lists or structs)

Installation

This package is available from the hex package manager.

Just add it to your mix.exs file like so:

  def project do
    [app: myapp,
     version: "x.y.z",
     elixir: "~> 1.0",
     description: "description",
     package: ...,
     deps: [
        ...,
        {:graphmath, "~> 1.0.2" },
        ...
        ] ]
  end

Conventions in library

All mathematics are done in a right-handed coordinate system--that is to say, +Z is the cross-product of +X with +Y.

All operations are accompanied by tests and documentation.

Contributing

Issues

  1. Open an issue on Github.

For developers

  1. Fork this project on Github.

  2. Open an issue for your proposed changes.

  3. Add tests for your new functionality, if applicable.

  4. Add documentation for your functionality, if applicable. NO DOCS -> NO MERGE.

  5. Submit a pull request.

  6. Bask in the glory of having helped create content on one of the best platforms ever devised.

For non-developers

  1. Buy me a beer if you see me at ElixirConf.

Wishlist

  • C/SIMD native extensions (probably want to live in a different, API-compatible library).

  • Left-handed coordinate system support (don't care enough right now, but some interop would appreciate it).

  • Functions to convert to packed 32-bit and 64-bit float byte arrays.

License

This project is put into the public domain under the unlicense.

If you can't use that, consider it under the WTFPL.

If you can't use that, fine--use the new BSD license.

Contributors

  • Chris Ertel
  • Ivan Miranda
  • Matthew Philyaw

graphmath's People

Contributors

codeingboss avatar crertel avatar host32 avatar jeregrine avatar kesipyc avatar matthewphilyaw avatar robertdober avatar sztheory avatar

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graphmath's Issues

Improve Quatern.to_rotation_matrix/1

The to_rotation_matrix/1 function should have two variants to explicitly state the output format:

  • to_rotation_matrix_33/1 to make a 3x3 matrix
  • to_rotation_matrix_44/1 to make a 4x4 matrix

Add Quatern.integrate

From here, "How to integrate a quaternion" section.

This is needed for the work on ERP, but would probably benefit others.

Optimization: add type guards to functions?

Apparently adding type guards on numerical functions can let the BEAM optimizer generate better code, Wings3D uses this heavily. If you're interested I can try it out and benchmark how much it actually helps.

Round test failure on Elixir 1.4.1

   1) test round with 2 sigfigs (Graphmath.Mat33.Round_Mat33)
     test/mat33/mat33_round_test.exs:16
     Assertion with == failed
     code:  {1.1, 2.1, 3.1, 4.6, 5.7, 6.8, 7.0, 8.4, 10.0} == Graphmath.Mat33.round({1.14, 2.14, 3.14, 4.55, 5.66, 6.77, 7.03, 8.36, 9.99}, 1)
     left:  {1.1, 2.1, 3.1, 4.6, 5.7, 6.8, 7.0, 8.4, 10.0}
     right: {1.1, 2.1, 3.1, 4.5, 5.7, 6.8, 7.0, 8.4, 10.0}
     stacktrace:
       test/mat33/mat33_round_test.exs:17: (test)

Did something in the representation of floats maybe change that 4.54 is internally represented as 4.549....?

Use structs instead of tuples

Sample:
defmodule Vec2 do
def x: 0.0, y: 0,0
end

I'm not sure about the cost of performance when using that, but we will have to use practicalities for example vec.x or vec.y

Vec2 rotate CCW is slightly wrong I think

Vec2d.rotate here I believe is slightly off.

I believe it should be this for CCW, but I'm not 100% sure according to this here.

def rotate( a, theta) do
  { x,y } = a
   ct = :math.cos(theta)
   st = :math.sin(theta)
  { x*ct - y*st, x*st + y*ct } # this line changed
end

The issue I'm having is that Graphmath.rotate({0,1}, :math.pi) produces {0,1} instead of {0,-1}.

Reviewing the tests, I noticed there is no case for testing the y axis, so adding something like this

@tag :vec2
@tag :rotate
test "rotate( {0,1}, :math.pi) returns {0,-1}" do
  {x,y} = Graphmath.Vec2.rotate( {0,1}, :math.pi)
  assert {0,-1} == { Float.round(x,6), Float.round(y,6)}
end

should fail. I can issue a PR for it, tomorrow just noting it. Again maybe completely wrong, not exactly the strongest in math.

Inclusion of more linear algebra constructs

Hi, thanks for graphmath! It solves a lot of problems with 3D rendering and physics simulations.

There are a few things that could be added to make this more complete for realtime 3D interactive applications, as well as 2D UIs, such as Scenic.

A few things such as Vec4, Mat22, some added functions such as trace, determinant, look_at, perspective, ortho, maybe some others, would be nice for both 3D rendering and some physics-based simulations.

The main interest I have is to unify many of these common math functions into a package that something like Scenic could utilize, as well as my own projects with OpenGL rendering. I'm not sure if this is outside the scope of this project, but if it seems it would fit, I'd be happy to open a (or some) PRs.

Cleanup docs.

So, the documentation for the modules is a little hard to navigate.

Also, the description for the library as it appears in Hex is a bit off.

Lastly, thanks to @RobertDober's help, we have a chance to update to a new version of ex_doc and to acknowledge his help as a contributor. :)

Make Dialyzer-safe

We want this project to pass through Dialyzer/Dialyxer without complaint.

The Random Update

It's time to add more random numbers to Graphmath!

  • Add Quatern.random/0 for generating random quaternions.
  • Add Vec2.random_circle/0 for generating vec2s on a unit circle.
  • Add Vec2.random_disc/0 for generating vec2s on a unit disc.
  • Add Vec2.random_square/0 for generating vec2s on unit square.
  • Add Vec3.random_box/0 for generating vec3s inside a unit box.
  • Add Vec3.random_sphere/0 for generating vec3s on a unit sphere.
  • Add Vec3.random_ball/0 for generating vec3s on or inside the unit sphere.

Conversion between quatern and rotation matrix wrong?

Unless I'm wrong, converting to a rotation matrix and back should be reversible, right?

iex> Graphmath.Quatern.create(1,2,3,4)
...> |> Graphmath.Quatern.to_rotation_matrix()
...> |> Graphmath.Quatern.from_rotation_matrix()
{2.0, 3.0, 4.0, 1.0}

So it looks like the elements of the quatern tuple are being reversed. Is this a bug?

Normalize should not crash on zero quaternion

Quaternions of norm 0 cause the current normalize implementation to blow up, which is no good.

We should fix it to return a 0 quaternion in such cases, and maybe add a normalizeStrict that explodes otherwise.

Split out Quatern.create variants

Quatern.create has too many variants that do similar things. This is about renaming and splitting them out to more friendly versions.

  • Quatern.create/0 to Quatern.zero/0.
  • Quatern.create/1 to Quatern.from_list/0.
  • Quatern.create/2 to Quatern.from_axis_angle/2
  • Add Quatern.from_axis_angle_packed/1

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