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

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.
  • Collision detection: AABB, rays, spheres, ...
  • 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 get.

dependencies:
  vector_math: any

If you want to stay on the latest developent version, add a dependency to the Git repository. You may also need to use it if another library uses the Git dependency.

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.

import 'package:vector_math/vector_math.dart';

void main() {
	Vector3 x = new Vector3.zero(); // Zero vector
	Vector4 y = new Vector4.all(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.

import 'dart:math';
import 'package:vector_math/vector_math.dart';

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

import 'dart:math';
import 'package:vector_math/vector_math.dart';

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

import 'dart:math';
import 'package:vector_math/vector_math.dart';

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);
}

5. Check if two axis aligned bounding boxes intersect

import 'package:vector_math/vector_math.dart';

void main() {
	// Define the first box with a minimum and a maximum.
	Aabb2 aabbOne = new Aabb2.minMax(new Vector2.zero(), new Vector2(4.0, 4.0));
	// Define the second box
	Aabb2 aabbTwo = new Aabb2.minMax(new Vector2(5.0, 5.0), new Vector2(6.0, 6.0));
	// Extend the second box to contain a point
	aabbTwo.hullPoint(new Vector2(3.0, 3.0));
	// Check if the two boxes intersect, returns true in this case.
	bool intersect = aabbOne.intersectsWithAabb2(aabbTwo);
}

6. Check where a ray and a sphere intersect

import 'package:vector_math/vector_math.dart';

void main() {
	// Define a ray starting at the origin and going into positive x-direction.
	Ray ray = new Ray.originDirection(new Vector3.zero(), new Vector3(1.0, 0.0, 0.0));
	// Defines a sphere with the center (5.0 0.0 0.0) and a radius of 2.
	Sphere sphere = new Sphere.centerRadius(new Vector3(5.0, 0.0, 0.0), 2);
	// Checks if the ray intersect with the sphere and returns the distance of the 
	// intersection from the origin of the ray. Would return null if no intersection
	// is found.
	double distancFromOrigin = ray.intersectsWithSphere(sphere);
	// Evaluate the position of the intersection, in this case (3.0 0.0 0.0).
	Vector3 position = ray.at(distancFromOrigin);
}

7. Work with colors

import 'package:vector_math/vector_math.dart';

void main() {
	// Access a build-in color, colors are stored in 4-dimensional vectors.
	Vector4 red = Colors.red;
	Vector4 gray = new Vector4.zero();
	// Convert the red color to a grayscaled color.
	Colors.toGrayscale(red, gray);
	// Parse a blue color from a hex string.
	Vector4 blue = new Vector4.zero();
	Colors.fromHexString('#0000FF', blue);
	// Convert the blue color from RGB to HSL.
	Colors.rgbToHsl(blue, blue);
	// Reduce the lightness of the color by 50%.
	blue.z *= 0.5;
	// Convert the HSL color back to RGB.
	Colors.hslToRgb(blue, blue);
}
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A Vector Math library for 2D and 3D applications.

Repository (GitHub)
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