| commit | ad8ecf04bf2d4e49aed88ffd0f3285216a8e416c | [log] [tgz] |
|---|---|---|
| author | Oliver Sand <oliver.sand@tentaclelabs.com> | Mon Feb 17 20:07:22 2014 +0100 |
| committer | Oliver Sand <oliver.sand@tentaclelabs.com> | Mon Feb 17 20:07:22 2014 +0100 |
| tree | d6eeeb1475888ab1541c596accfe2814457e79f9 | |
| parent | 828708c9db090fe15932e350890224448c3e1141 [diff] |
Rename AabbN.minmax constructor to AabbN.minMax to match the Dart style guide (and the style of the rest of the library) For now the old name remains in the library, but it is marked as deprecated.
A Vector math library for 2D and 3D applications.
position.xwz = color.grb;.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';
Read the docs
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);
}