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A library implementing the necessary linear algebra math for 2D and 3D computations
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Shinmera/3d-math
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# About 3d-math This library implements types, operators, and algorithms commonly used in math for 2D and 3D graphics. It supersedes and combines the prior libraries 3d-vectors, 3d-matrices, 3d-quaternions, and 3d-transfroms. The new API is largely but not entirely backwards compatible, and adds a lot of new functionality. ## General API Conventions The API is split over five packages for each data type: - ``org.shirakumo.fraf.math.vectors`` - ``org.shirakumo.fraf.math.matrices`` - ``org.shirakumo.fraf.math.quaternions`` - ``org.shirakumo.fraf.math.dual-quaternions`` - ``org.shirakumo.fraf.math.transforms`` With the ``org.shirakumo.fraf.math`` package combining them all into one. All packages are designed to be ``:use``d, and follow strict function name prefixing to avoid name clashes. The following naming rules apply: - An operation taking an output target value starts with a ``!`` - An operation putting the target value into the first argument starts with a ``n`` - A pure operation that returns a fresh value without any modifications has neither prefix. - Each data type has its own prefix for its operations: - ``v`` for vectors - ``m`` for matrices - ``q`` for quaternions - ``q2`` for dual-quaternions - ``t`` for transforms Some example operations would be: ``v+``, ``nm*``, ``!qinv`` For the data types themselves similar rules apply: - Each data type can come in several variants depending on the containing data type, with their own prefix for the type name and constructor function: - none for ``single-float`` - ``d`` for ``double-float`` - ``i`` for ``(signed-byte 32)`` - ``u`` for ``(unsigned-byte 32)`` - ``*`` for "any of the above" - Each data type has its own "base name", after which their constructor functions are named: - ``vec`` for vectors - ``mat`` for matrices - ``quat`` for quaternions - ``quat2`` for dual-quaternions - ``transform`` for transforms - For vectors and matrices, they can also come in different sizes, which is used as a suffix: - ``2`` for a 2-dimensional vector or 2x2 square matrix - ``3`` for a 3-dimensional vector or 3x3 square matrix - ``4`` for a 4-dimensional vector or 4x4 square matrix - ``n`` for a nxm arbitrary matrix - ``*`` for "any of the above" Some example types would be: ``vec2``, ``dmatn``, ``quat``, ``vec*`` ``*mat3`` The following feature flags indicate which types are supported: - ``:3d-math-f32`` the ``single-float`` types - ``:3d-math-f64`` the ``double-float`` types - ``:3d-math-i32`` the ``(signed-byte 32)`` types - ``:3d-math-u32`` the ``(unsigned-byte 32)`` types If you would like to disable a specific type, push the corresponding ``:3d-math-no-*`` feature before **compiling** the library. By default ``(unsigned-byte 32)`` types are not available. In order to get them, you must similarly push ``:3d-math-u32`` before compiling. ## Vectors The vectors API supports the following operations: - Constructors ``vec``, ``vec2``, ``vec3``, ``vec4`` ``dvec``, ``dvec2``, ``dvec3``, ``dvec4`` ``uvec``, ``uvec2``, ``uvec3``, ``uvec4`` ``ivec``, ``ivec2``, ``ivec3``, ``ivec4`` ``vrand``, ``vzero``, ``vcopy`` - Accessors ``vx``, ``vy``, ``vz``, ``vw``, ``varr`` - Comparators ``v=``, ``v~=``, ``v/=``, ``v<``, ``v<=``, ``v>``, ``v>=`` - Arithmetic ``v+``, ``v-``, ``v*``, ``v/``, ``v+*``, ``vincf``, ``vdecf``, ``v1+``, ``v1-``, ``vscale``, ``vc``, ``v.`` - Element-wise ``vmin``, ``vmax``, ``vabs``, ``vmod``, ``vfloor``, ``vceiling``, ``vround``, ``valign`` - Norms ``v1norm``, ``vinorm``, ``v2norm``, ``vpnorm`` - Distances ``vdistance``, ``vsqrdistance``, ``vlength``, ``vsqrlength``, ``vangle`` - Rotation ``vrot``, ``vrot2``, ``vrotv`` - Polar Coordinates ``vpolar``, ``vcartesian`` - Interpolation ``vlerp`` - Normalisation ``vinv``, ``vunit``, ``vunit*`` - Constants ``+vx2+``, ``+vy2+``, ``+vx3+``, ``+vy3+``, ``+vz3+``, ``+vx4+``, ``+vy4+``, ``+vz4+``, ``+vw4+`` ``-vx2+``, ``-vy2+``, ``-vx3+``, ``-vy3+``, ``-vz3+``, ``-vx4+``, ``-vy4+``, ``-vz4+``, ``-vw4+`` - Misc ``v<-``, ``vsetf``, ``with-vec`` ## Matrices The matrices API supports the following operations: - Constructors ``mat``, ``mat2``, ``mat3``, ``mat4``, ``matn`` ``dmat``, ``dmat2``, ``dmat3``, ``dmat4``, ``dmatn`` ``umat``, ``umat2``, ``umat3``, ``umat4``, ``umatn`` ``imat``, ``imat2``, ``imat3``, ``imat4``, ``imatn`` ``mcopy``, ``mzero``, ``mrand``, ``meye``, ``mblock`` - Accessors ``marr``, ``mcref``, ``miref`` - Comparators ``m=``, ``m~=``, ``m/=``, ``m<``, ``m<=``, ``m>``, ``m>=`` - Arithmetic ``m+``, ``m-``, ``m*``, ``m/`` - Element-wise ``mmin``, ``mmax`` - Norms ``m1norm``, ``minorm``, ``m2norm`` - Transformations ``nmtranslate``, ``nmscale``, ``nmrotate`` ``mtranslation``, ``mscaling``, ``mrotation`` ``mlookat``, ``mfrustum``, ``mperspective``, ``mortho`` - Matrix operations ``mrow``, ``mcol``, ``mdiag``, ``mminor``, ``mdet``, ``mtrace`` ``mpivot``, ``mlu``, ``mqr``, ``meigen``, ``mcofactor``, ``mcof``, ``madj`` ``minv``, ``minv-affine``, ``mtranspose`` - Misc ``mswap-row``, ``mswap-col``, ``mapply``, ``mtransfer`` ``m<-``, ``msetf``, ``with-fast-matref`` ## Quaternions Quaternions represent a rotation or orientation in 3D space. The advantage over the matrix representation is that quaternions are not subject to gimbal lock and offer faster and more precise manipulation over time. The quaternions API supports the following operations: - Constructors ``quat``, ``dquat`` ``qfrom-angle``, ``qtowards``, ``qlookat`` ``qrand``, ``qcopy``, ``qzero`` ``qmat``, ``qfrom-mat`` - Accessors ``qx``, ``qy``, ``qz``, ``qw`` ``qi``, ``qj``, ``qk``, ``qr`` ``qaxis``, ``qangle`` - Comparators ``q=``, ``q~=``, ``q/=``, ``q<``, ``q<=``, ``q>``, ``q>=`` - Arithmetic ``q+``, ``q-``, ``q*``, ``q/``, ``q+*``, ``qexpt``, ``q.`` - Distances ``qlength``, ``qsqrlength`` - Element-wise ``qmin``, ``qmax`` - Interpolation ``qmix``, ``qnlerp``, ``qslerp`` - Normalisation ``qinv``, ``qunit``, ``qunit*``, ``qconjugate`` - Misc ``q<-``, ``qsetf`` ## Dual Quaternions Dual quaternions represent a rotation and a translation, without scaling. They can be useful as an alternative representation of transformations, as they preserve twists without loss, while linear matrix interpolation leads to a "squeezing" effect. The dual-quaternions API supports the following operations: - Constructors ``quat2``, ``dquat2`` ``q2location``, ``q2from-location`` ``q2copy``, ``q2zero`` - Accessors ``q2real``, ``q2dual`` - Comparators ``q2=``, ``q2~=``, ``q2/=`` - Arithmetic ``q2+``, ``q2-``, ``q2*``, ``q2/``, ``q2.`` - Distances ``q2length``, ``q2sqrlength`` - Normalisation ``q2unit``, ``q2unit*``, ``q2conjugate`` - Misc ``q2<-`` ## Transforms Transforms encapsulate a translation, rotation, and scaling, sometimes also referred to as a "gizmo". It allows encapsulating the transformation of an object without falling victim to gimbal lock or drifting precision from the transform matrix representation. The transforms API supports the following operations: - Constructors ``transform``, ``dtransform`` ``tmat``, ``tfrom-mat`` ``tquat2``, ``tfrom-quat2`` ``tcopy``, ``tzero`` - Accessors ``tlocation``, ``tscaling``, ``trotation`` - Comparators ``t=``, ``t~=``, ``t/=`` - Arithmetic ``t+``, ``t-``, ``t*v``, ``t*p``, ``t*p-inv`` - Interpolation ``tmix`` - Normalisation ``tinv`` - Transformations ``tmove``, ``toffset``, ``tscale``, ``trotate`` ``tmove-by``, ``toffset-by``, ``tscale-by``, ``trotate-by`` - Misc ``t<-``, ``tx``, ``ty``, ``tz`` ## Internal Organisation Each data type is split off into its own module as follows: - ``package.lisp`` Additional exports not covered by auto-exporting - ``types.lisp`` Definition of the basic template data types, accessors, and constructors - ``raw-ops.lisp`` Definition of the raw type-specific operation functions - ``ops.lisp`` Definition of the user-facing dispatching operations - ``test.lisp`` Unit tests Heavy use is made of the "type-templates"(https://shinmera.github.io/type-templates) system to allow generating the many, many different variants of operations for each type combination, as well as the complex dispatching behaviour. The core template types are ``vec-type``, ``mat-type``, ``quat-type``, ``quat2-type``, and ``transform-type`` respectively. We also provide and heavily make use of the custom types ``f32``, ``f64``, ``u32`` and ``i32`` to define the contained immediate value types. The shared functions and abbreviating macros used for quickly defining the common reductors, type dispatchers, etc. can be found in ``toolkit.lisp``. ## Stack Allocation Given a suitably good compiler, such as recent SBCL versions, a lot of the 3d-math results can be stack-allocated to avoid triggering GC by declaring them ``dynamic-extent``. Even relatively complex forms can be automatically transformed to stack allocations. To check whether this is successful, you can use ``sb-ext:stack-allocated-p`` on the value. In cases where the automatic inference fails or you need more precise control, you should be able to use the plain value constructors such as ``vec2``, declare the variable the result is bound to to be ``dynamic-extent``, and then proceed to use the destructive variants of the various operators such as ``nv+`` or ``!v+`` rather than ``v+``.
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