vgMath is a header only, compact, optimized, class math library, it contains classes to manipulate vectors (with 2/3/4 components), quaternions, square matricies (3x3 and 4x4). It contains also 4 helper functions to define Model/View/Proj matrix: perspective, frustum, lookAt, ortho, both LeftHanded and RightHanded
Consist only of the file vgMath.h
, plus a external vgConfig.h
used to permit to configure it, indeed a particularity of vgMath is that it's configurable: it can switch from fixed type (float) for small projects or limited resources, to template classes with all types (float / double / int / uint) simply via #define
It uses GLSL (alias) name convention, but if is preferred, is possible to add also HLSL names type. (always via #define
)
Other peculiarity is that it's a "subset" of glm mathematics library, with compatible names definition, so if in a future you want pass to it, you don't need to change anything in the source code. ( 8000 HLSL types names are not compatible with glm)
vgMath is base of other my projects and tools:
- virtualGizmo3D - Virtual GIZMO 3D object manipulator / orientator, via mouse, with pan and dolly/zoom features
- imGuIZMO.quat - graphic ImGui GIZMO widget a 3D object manipulator / orientator
- glChAoS.P 3D strange attractors GPU scout and hypercomplex fractals - over 200 Million particles in real time
*examine they to take cues: there are several example and also WebGL live demo
The file vgConfig.h
allows to user to configure internal math functionality. In particular is possible select between:
- static float classes (Default) / template classes
- internal vgMath tool (Default) / glm mathematics library (it only affects virtualGizmo3D / imGuIZMO.quat on which library to use internally: vgMath or glm )
- Right (Default) / Left handed coordinate system (lookAt, perspective, ortho, frustum - functions)
- Add additional HLSL types name convention
- enable (Default) / disable the automatic entry of
using namespace vgm;
at end ofvgMath.h
You can do this simply by commenting / uncommenting a line in vgConfig.h
or adding related "define" to your project, as you can see below:
// uncomment to use TEMPLATE internal vgMath classes/types
//
// This is if you need to extend the use of different math types in your code
// or for your purposes, there are predefined alias:
// float ==> vec2 / vec3 / vec4 / quat / mat3|mat3x3 / mat4|mat4x4
// and more TEMPLATE (only!) alias:
// double ==> dvec2 / dvec3 / dvec4 / dquat / dmat3|dmat3x3 / dmat4|dmat4x4
// int ==> ivec2 / ivec3 / ivec4
// uint ==> uvec2 / uvec3 / uvec4
// If you select TEMPLATE classes the widget too will use internally them
// with single precision (float)
//
// Default ==> NO template
//------------------------------------------------------------------------------
//#define VGM_USES_TEMPLATE
// uncomment to use "glm" (0.9.9 or higher) library instead of vgMath
// Need to have "glm" installed and in your INCLUDE research compiler path
//
// vgMath is a subset of "glm" and is compatible with glm types and calls
// change only namespace from "vgm" to "glm". It's automatically set by
// including vGizmo.h or vgMath.h or imGuIZMOquat.h
//
// note: affects only virtualGizmo3D / imGuIZMO.quat on which library to use
// internally: vgMath | glm
//
// Default ==> use vgMath
// If you enable GLM use, automatically is enabled also VGM_USES_TEMPLATE
// if you can, I recommend to use GLM
//------------------------------------------------------------------------------
//#define VGIZMO_USES_GLM
// uncomment to use LeftHanded
//
// This is used only in: lookAt / perspective / ortho / frustrum - functions
// DX is LeftHanded, OpenGL is RightHanded
//
// Default ==> RightHanded
//------------------------------------------------------------------------------
//#define VGM_USES_LEFT_HAND_AXES
From v.2.1
// uncomment to avoid vgMath.h add folow line code:
// using namespace vgm | glm; // if (!VGIZMO_USES_GLM | VGIZMO_USES_GLM)
//
// Automatically "using namespace" is added to the end vgMath.h:
// it help to maintain compatibilty between vgMath & glm declaration types,
// but can go in confict with other pre-exist data types in your project
//
// note: this is only if you use vgMath.h in your project, for your data types:
// it have no effect for vGizmo | imGuIZMO internal use
//
// Default ==> vgMath.h add: using namespace vgm | glm;
//------------------------------------------------------------------------------
//#define VGM_DISABLE_AUTO_NAMESPACE
// uncomment to use HLSL name types (in addition!)
//
// It add also the HLSL notation in addition to existing one:
// alias types:
// float ==> float2 / float3 / float4 / quat / float3x3 / float4x4
// and more TEMPLATE (only!) alias:
// double ==> double2 / double3 / double4 / dquat / double3x3 / double4x4
// int ==> int2 / int3 / int4
// uint ==> uint2 / uint3 / uint4
//
// Default ==> NO HLSL alia types defined
//------------------------------------------------------------------------------
//#define VGM_USES_HLSL_TYPES
- If your project grows you can upgrade/pass to glm, in any moment
- My glChAoS.P project can switch from internal vgMath (
VGIZMO_USES_TEMPLATE
) to glm (VGIZMO_USES_GLM
), and vice versa, only changing defines: you can examine it as example