vector_math library Null safety
A library containing different type of vector operations for use in games, simulations, or rendering.
The library contains Vector classes (Vector2, Vector3 and Vector4), Matrices classes (Matrix2, Matrix3 and Matrix4) and collision detection related classes (Aabb2, Aabb3, Frustum, Obb3, Plane, Quad, Ray, Sphere and Triangle).
In addition some utilities are available as color operations (See Colors class) and common OpenGL operations (like makeViewMatrix, makePerspectiveMatrix, or pickRay).
Classes
 Aabb2
 Defines a 2dimensional axisaligned bounding box between a min and a max position.
 Aabb3
 Defines a 3dimensional axisaligned bounding box between a min and a max position.
 Colors
 Contains functions for converting between different color models and manipulating colors. In addition to that, some known colors can be accessed for fast prototyping.
 Frustum
 Defines a frustum constructed out of six Planes.
 IntersectionResult
 Defines a result of an intersection test.
 Matrix2
 2D Matrix. Values are stored in column major order.
 Matrix3
 3D Matrix. Values are stored in column major order.
 Matrix4
 4D Matrix. Values are stored in column major order.
 Obb3
 Defines a 3dimensional oriented bounding box defined with a center, halfExtents and axes.
 Plane
 Quad
 Defines a quad by four points.
 Quaternion
 Defines a Quaternion (a fourdimensional vector) for efficient rotation calculations.
 Ray
 Defines a Ray by an origin and a direction.
 SimplexNoise
 Sphere
 Defines a sphere with a center and a radius.
 Triangle
 Defines a triangle by three points.
 Vector
 Base class for vectors
 Vector2
 2D column vector.
 Vector3
 3D column vector.
 Vector4
 4D column vector.
Constants
 degrees2Radians → const double

Constant factor to convert and angle from degrees to radians.
math.pi / 180.0
 radians2Degrees → const double

Constant factor to convert and angle from radians to degrees.
180.0 / math.pi
Functions

absoluteError(
dynamic calculated, dynamic correct) → double 
Returns absolute error between
calculated
andcorrect
. The type ofcalculated
andcorrect
must match and can be any vector, matrix, or quaternion. 
buildPlaneVectors(
Vector3 planeNormal, Vector3 u, Vector3 v) → void 
Sets
u
andv
to be two vectors orthogonal to each other andplaneNormal
. 
catmullRom(
double edge0, double edge1, double edge2, double edge3, double amount) → double 
Do a catmull rom spline interpolation with
edge0
,edge1
,edge2
andedge3
byamount
. 
cross2(
Vector2 x, Vector2 y) → double  2D cross product. vec2 x vec2.

cross2A(
double x, Vector2 y, Vector2 out) → void  2D cross product. double x vec2.

cross2B(
Vector2 x, double y, Vector2 out) → void  2D cross product. vec2 x double.

cross3(
Vector3 x, Vector3 y, Vector3 out) → void  3D Cross product.

degrees(
double radians) → double 
Convert
radians
to degrees. 
dot2(
Vector2 x, Vector2 y) → double  2D dot product.

dot3(
Vector3 x, Vector3 y) → double  3D dot product.

makeFrustumMatrix(
double left, double right, double bottom, double top, double near, double far) → Matrix4  Constructs a new OpenGL perspective projection matrix.

makeInfiniteMatrix(
double fovYRadians, double aspectRatio, double zNear) → Matrix4  Constructs a new OpenGL infinite projection matrix.

makeOrthographicMatrix(
double left, double right, double bottom, double top, double near, double far) → Matrix4  Constructs a new OpenGL orthographic projection matrix.

makePerspectiveMatrix(
double fovYRadians, double aspectRatio, double zNear, double zFar) → Matrix4  Constructs a new OpenGL perspective projection matrix.

makePlaneProjection(
Vector3 planeNormal, Vector3 planePoint) → Matrix4 
Returns a transformation matrix that transforms points onto
the plane specified with
planeNormal
andplanePoint
. 
makePlaneReflection(
Vector3 planeNormal, Vector3 planePoint) → Matrix4 
Returns a transformation matrix that transforms points by reflecting
them through the plane specified with
planeNormal
andplanePoint
. 
makeViewMatrix(
Vector3 cameraPosition, Vector3 cameraFocusPosition, Vector3 upDirection) → Matrix4  Constructs a new OpenGL view matrix.

mix(
double min, double max, double a) → double 
Interpolate between
min
andmax
with the amount ofa
using a linear interpolation. The computation is equivalent to the GLSL function mix. 
pickRay(
Matrix4 cameraMatrix, num viewportX, num viewportWidth, num viewportY, num viewportHeight, num pickX, num pickY, Vector3 rayNear, Vector3 rayFar) → bool 
On success,
rayNear
andrayFar
are the points where the screen spacepickX
,pickY
intersect with the near and far planes respectively. 
radians(
double degrees) → double 
Convert
degrees
to radians. 
relativeError(
dynamic calculated, dynamic correct) → double 
Returns relative error between
calculated
andcorrect
. The type ofcalculated
andcorrect
must match and can be any vector, matrix, or quaternion. 
setFrustumMatrix(
Matrix4 perspectiveMatrix, double left, double right, double bottom, double top, double near, double far) → void 
Constructs an OpenGL perspective projection matrix in
perspectiveMatrix
. 
setInfiniteMatrix(
Matrix4 infiniteMatrix, double fovYRadians, double aspectRatio, double zNear) → void 
Constructs an OpenGL infinite projection matrix in
infiniteMatrix
.fovYRadians
specifies the field of view angle, in radians, in the y direction.aspectRatio
specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio of x (width) to y (height).zNear
specifies the distance from the viewer to the near plane (always positive). 
setModelMatrix(
Matrix4 modelMatrix, Vector3 forwardDirection, Vector3 upDirection, double tx, double ty, double tz) → void 
Constructs an OpenGL model matrix in
modelMatrix
. Model transformation is the inverse of the view transformation. Model transformation is also known as "camera" transformation. Model matrix is commonly used to compute a object location/orientation into the full modelview stack. 
setOrthographicMatrix(
Matrix4 orthographicMatrix, double left, double right, double bottom, double top, double near, double far) → void 
Constructs an OpenGL orthographic projection matrix in
orthographicMatrix
. 
setPerspectiveMatrix(
Matrix4 perspectiveMatrix, double fovYRadians, double aspectRatio, double zNear, double zFar) → void 
Constructs an OpenGL perspective projection matrix in
perspectiveMatrix
. 
setRotationMatrix(
Matrix4 rotationMatrix, Vector3 forwardDirection, Vector3 upDirection) → void 
Constructs a rotation matrix in
rotationMatrix
. 
setViewMatrix(
Matrix4 viewMatrix, Vector3 cameraPosition, Vector3 cameraFocusPosition, Vector3 upDirection) → void 
Constructs an OpenGL view matrix in
viewMatrix
. View transformation is the inverse of the model transformation. View matrix is commonly used to compute the camera location/orientation into the full modelview stack. 
smoothStep(
double edge0, double edge1, double amount) → double 
Do a smooth step (hermite interpolation) interpolation with
edge0
andedge1
byamount
. The computation is equivalent to the GLSL function smoothstep. 
unproject(
Matrix4 cameraMatrix, num viewportX, num viewportWidth, num viewportY, num viewportHeight, num pickX, num pickY, num pickZ, Vector3 pickWorld) → bool 
On success, Sets
pickWorld
to be the world space position of the screen spacepickX
,pickY
, andpickZ
.