Open jkotas opened 7 years ago
Removing untriaged label as it is labeled as "api-ready-for-review" cc: area owners: @tannergooding @pgovind
I have added an additional proposal at #35980 which continues to expand the System.Numerics APIs with other types that add other missing features and types that other maths libraries have. This proposal is based off of this one.
Stumbled upon this while looking for a Vector3 for other types (int, double)
Is there any traction with introducing int2/int3/int4/float2/float3/float4/double2/double3/double4 as builtin types as mentioned by @xoofx above? Since there is usually a corresponding SIMD type, it would make a lot of sense to treat them as builtin types. It would also greatly simplify the .NET API surface for math stuff.
I am curious what would be the process for such proposal.
In preparation for the API review this coming Thursday (11th of June), I simplified the proposal into each individual type being proposed (rather than mirroring the existing file structure).
The proposal is ultimately still the same, but it adds a couple of missing APIs (namely around Span<T>
and ReadOnlySpan<T>
) and calls out some notes.
For example, the existing types expose the fields publicly which goes against the normal .NET Framework Design Guidelines.
Exposing these as properties better fits the general guidelines and allows later tweaks to the layout (such as for Plane
or Quaternion
) if that is beneficial.
The remaining question would be if this should be fully readonly and have a wither
or if it should be the only mutable method and have a setter
Additionally there are cases like Length()
which are currently methods but which may be better suited as properties.
public struct Vector2<T> : IEquatable<Vector2<T>>, IFormattable
where T : struct
{
// Fields
public T X { get; } // Should this have a setter, a Vector2 WithX(T value), or be a public field like Vector2
public T Y { get; } // Should this have a setter, a Vector2 WithY(T value), or be a public field like Vector2
// Constructors
public Vector2(T value);
public Vector2(T x, T y);
public Vector2(T[] value); // Doesn't exist for Vector2
public Vector2(T[] value, int offset); // Doesn't exist for Vector2
public Vector2(ReadOnlySpan<T> value); // Doesn't exist for Vector2
// Static Properties
public static Vector2<T> One { get; }
public static Vector2<T> UnitX { get; }
public static Vector2<T> UnitY { get; }
public static Vector2<T> Zero { get; }
// Operators
public static bool operator ==(Vector2<T> left, Vector2<T> right);
public static bool operator !=(Vector2<T> left, Vector2<T> right);
public static Vector2<T> operator +(Vector2<T> value); // Doesn't exist for Vector2
public static Vector2<T> operator -(Vector2<T> value);
public static Vector2<T> operator +(Vector2<T> left, Vector2<T> right);
public static Vector2<T> operator -(Vector2<T> left, Vector2<T> right);
public static Vector2<T> operator *(Vector2<T> left, Vector2<T> right);
public static Vector2<T> operator /(Vector2<T> left, Vector2<T> right);
public static Vector2<T> operator *(Vector2<T> left, T right);
public static Vector2<T> operator /(Vector2<T> left, T right);
public static Vector2<T> operator *(T left, Vector2<T> right);
// "Friendly" Operators
public static Vector2<T> Plus(Vector2<T> value); // Doesn't exist for Vector2
public static Vector2<T> Negate(Vector2<T> value);
public static Vector2<T> Add(Vector2<T> left, Vector2<T> right);
public static Vector2<T> Subtract(Vector2<T> left, Vector2<T> right);
public static Vector2<T> Multiply(Vector2<T> left, Vector2<T> right);
public static Vector2<T> Divide(Vector2<T> left, Vector2<T> right);
public static Vector2<T> Multiply(Vector2<T> left, T right);
public static Vector2<T> Divide(Vector2<T> left, T right);
public static Vector2<T> Multiply(T left, Vector2<T> right);
// Static Methods
public static Vector2<T> Abs(Vector2<T> value);
public static Vector2<T> Clamp(Vector2<T> value, Vector2<T> min, Vector2<T> max);
public static T Distance(Vector2<T> left, Vector2<T> right);
public static T DistanceSquared(Vector2<T> left, Vector2<T> right);
public static T Dot(Vector2<T> left, Vector2<T> right);
public static Vector2<T> Lerp(Vector2<T> min, Vector<T> max, T amount);
public static Vector2<T> Min(Vector2<T> left, Vector2<T> right);
public static Vector2<T> Max(Vector2<T> left, Vector2<T> right);
public static Vector2<T> Normalize(Vector2<T> value);
public static Vector2<T> Reflect(Vector2<T> incident, Vector2<T> normal);
public static Vector2<T> SquareRoot(Vector2<T> value);
public static Vector2<T> Transform(Vector2<T> position, Matrix3x2<T> matrix);
public static Vector2<T> Transform(Vector2<T> position, Matrix4x4<T> matrix);
public static Vector2<T> Transform(Vector2<T> position, Quaternion<T> rotation); // Rotate is a better name?
public static Vector2<T> TransformNormal(Vector2<T> normal, Matrix3x2<T> matrix);
public static Vector2<T> TransformNormal(Vector2<T> normal, Matrix4x4<T> matrix);
// Methods
public readonly void CopyTo(T[] array);
public readonly void CopyTo(T[] array, int index);
public readonly void CopyTo(Span<T> destination); // Doesn't exist for Vector2
public override readonly bool Equals(object? obj);
public readonly bool Equals(Vector2<T> other);
public override readonly int GetHashCode();
public readonly T Length(); // Better as a property?
public readonly T LengthSquared(); // Better as a property?
public readonly override string ToString();
public readonly string ToString(string format);
public readonly string ToString(string format, IFormatProvider formatProvider);
}
public struct Vector3<T> : IEquatable<Vector3<T>>, IFormattable
where T : struct
{
// Fields
public T X { get; } // Should this have a setter, a Vector3 WithX(T value), or be a public field like Vector3
public T Y { get; } // Should this have a setter, a Vector3 WithY(T value), or be a public field like Vector3
public T Z { get; } // Should this have a setter, a Vector3 WithZ(T value), or be a public field like Vector3
// Constructors
public Vector3(T value);
public Vector3(T x, T y, T z);
public Vector3(Vector2<T> value, T z);
public Vector3(T[] value); // Doesn't exist for Vector3
public Vector3(T[] value, int offset); // Doesn't exist for Vector3
public Vector3(ReadOnlySpan<T> value); // Doesn't exist for Vector3
// Static Properties
public static Vector3<T> One { get; }
public static Vector3<T> UnitX { get; }
public static Vector3<T> UnitY { get; }
public static Vector3<T> UnitZ { get; }
public static Vector3<T> Zero { get; }
// Operators
public static bool operator ==(Vector3<T> left, Vector3<T> right);
public static bool operator !=(Vector3<T> left, Vector3<T> right);
public static Vector3<T> operator +(Vector3<T> value); // Doesn't exist for Vector3
public static Vector3<T> operator -(Vector3<T> value);
public static Vector3<T> operator +(Vector3<T> left, Vector3<T> right);
public static Vector3<T> operator -(Vector3<T> left, Vector3<T> right);
public static Vector3<T> operator *(Vector3<T> left, Vector3<T> right);
public static Vector3<T> operator /(Vector3<T> left, Vector3<T> right);
public static Vector3<T> operator *(Vector3<T> left, T right);
public static Vector3<T> operator /(Vector3<T> left, T right);
public static Vector3<T> operator *(T left, Vector3<T> right);
// "Friendly" Operators
public static Vector3<T> Plus(Vector3<T> value); // Doesn't exist for Vector3
public static Vector3<T> Negate(Vector3<T> value);
public static Vector3<T> Add(Vector3<T> left, Vector3<T> right);
public static Vector3<T> Subtract(Vector3<T> left, Vector3<T> right);
public static Vector3<T> Multiply(Vector3<T> left, Vector3<T> right);
public static Vector3<T> Divide(Vector3<T> left, Vector3<T> right);
public static Vector3<T> Multiply(Vector3<T> left, T right);
public static Vector3<T> Divide(Vector3<T> left, T right);
public static Vector3<T> Multiply(T left, Vector3<T> right);
// Static Methods
public static Vector3<T> Abs(Vector3<T> value);
public static Vector3<T> Clamp(Vector3<T> value, Vector3<T> min, Vector3<T> max);
public static T Distance(Vector3<T> left, Vector3<T> right);
public static T DistanceSquared(Vector3<T> left, Vector3<T> right);
public static Vector3 Cross(Vector3<T> left, Vector3<T> right);
public static T Dot(Vector3<T> left, Vector3<T> right);
public static Vector3<T> Lerp(Vector3<T> min, Vector<T> max, T amount);
public static Vector3<T> Min(Vector3<T> left, Vector3<T> right);
public static Vector3<T> Max(Vector3<T> left, Vector3<T> right);
public static Vector3<T> Normalize(Vector3<T> value);
public static Vector3<T> Reflect(Vector3<T> incident, Vector3<T> normal);
public static Vector3<T> SquareRoot(Vector3<T> value);
public static Vector3<T> Transform(Vector3<T> position, Matrix4x4<T> matrix);
public static Vector3<T> Transform(Vector3<T> position, Quaternion<T> rotation); // Rotate is a better name?
public static Vector3<T> TransformNormal(Vector3<T> normal, Matrix4x4<T> matrix);
// Methods
public readonly void CopyTo(T[] array);
public readonly void CopyTo(T[] array, int index);
public readonly void CopyTo(Span<T> destination); // Doesn't exist for Vector3
public override readonly bool Equals(object? obj);
public readonly bool Equals(Vector3<T> other);
public override readonly int GetHashCode();
public readonly T Length(); // Better as a property?
public readonly T LengthSquared(); // Better as a property?
public readonly override string ToString();
public readonly string ToString(string format);
public readonly string ToString(string format, IFormatProvider formatProvider);
}
public struct Vector4<T> : IEquatable<Vector4<T>>, IFormattable
where T : struct
{
// Fields
public T X { get; } // Should this have a setter, a Vector4 WithX(T value), or be a public field like Vector4
public T Y { get; } // Should this have a setter, a Vector4 WithY(T value), or be a public field like Vector4
public T Z { get; } // Should this have a setter, a Vector4 WithZ(T value), or be a public field like Vector4
public T W { get; } // Should this have a setter, a Vector4 WithW(T value), or be a public field like Vector4
// Constructors
public Vector4(T value);
public Vector4(T x, T y, T z, T w);
public Vector4(Vector2<T> value, T z, T, w);
public Vector4(Vector3<T> value, T, w);
public Vector4(T[] value); // Doesn't exist for Vector4
public Vector4(T[] value, int offset); // Doesn't exist for Vector4
public Vector4(ReadOnlySpan<T> value); // Doesn't exist for Vector4
// Static Properties
public static Vector4<T> One { get; }
public static Vector4<T> UnitX { get; }
public static Vector4<T> UnitY { get; }
public static Vector4<T> UnitZ { get; }
public static Vector4<T> UnitW { get; }
public static Vector4<T> Zero { get; }
// Operators
public static bool operator ==(Vector4<T> left, Vector4<T> right);
public static bool operator !=(Vector4<T> left, Vector4<T> right);
public static Vector4<T> operator +(Vector4<T> value); // Doesn't exist for Vector4
public static Vector4<T> operator -(Vector4<T> value);
public static Vector4<T> operator +(Vector4<T> left, Vector4<T> right);
public static Vector4<T> operator -(Vector4<T> left, Vector4<T> right);
public static Vector4<T> operator *(Vector4<T> left, Vector4<T> right);
public static Vector4<T> operator /(Vector4<T> left, Vector4<T> right);
public static Vector4<T> operator *(Vector4<T> left, T right);
public static Vector4<T> operator /(Vector4<T> left, T right);
public static Vector4<T> operator *(T left, Vector4<T> right);
// "Friendly" Operators
public static Vector4<T> Plus(Vector4<T> value); // Doesn't exist for Vector4
public static Vector4<T> Negate(Vector4<T> value);
public static Vector4<T> Add(Vector4<T> left, Vector4<T> right);
public static Vector4<T> Subtract(Vector4<T> left, Vector4<T> right);
public static Vector4<T> Multiply(Vector4<T> left, Vector4<T> right);
public static Vector4<T> Divide(Vector4<T> left, Vector4<T> right);
public static Vector4<T> Multiply(Vector4<T> left, T right);
public static Vector4<T> Divide(Vector4<T> left, T right);
public static Vector4<T> Multiply(T left, Vector4<T> right);
// Static Methods
public static Vector4<T> Abs(Vector4<T> value);
public static Vector4<T> Clamp(Vector4<T> value, Vector4<T> min, Vector4<T> max);
public static T Distance(Vector4<T> left, Vector4<T> right);
public static T DistanceSquared(Vector4<T> left, Vector4<T> right);
public static T Dot(Vector4<T> left, Vector4<T> right);
public static Vector4<T> Lerp(Vector4<T> min, Vector<T> max, T amount);
public static Vector4<T> Min(Vector4<T> left, Vector4<T> right);
public static Vector4<T> Max(Vector4<T> left, Vector4<T> right);
public static Vector4<T> Normalize(Vector4<T> value);
public static Vector4<T> SquareRoot(Vector4<T> value);
public static Vector4<T> Transform(Vector4<T> position, Matrix4x4<T> matrix);
public static Vector4<T> Transform(Vector4<T> position, Quaternion<T> rotation); // Rotate is a better name?
// Methods
public readonly void CopyTo(T[] array);
public readonly void CopyTo(T[] array, int index);
public readonly void CopyTo(Span<T> destination); // Doesn't exist for Vector4
public override readonly bool Equals(object? obj);
public readonly bool Equals(Vector4<T> other);
public override readonly int GetHashCode();
public readonly T Length(); // Better as a property?
public readonly T LengthSquared(); // Better as a property?
public readonly override string ToString();
public readonly string ToString(string format);
public readonly string ToString(string format, IFormatProvider formatProvider);
}
public struct Plane<T> : IEquatable<Plane<T>> //, IFormattable
{
// Fields
public T Distance { get; } // Should this have a setter, a T WithDistance(T value), or be a public field like Plan
public Vector3<T> Normal { get; } // Should this have a setter, a Vector3<T> WithNormal(Vector3<T> value), or be a public field like Plan
// Constructors
public Plane(T x, T y, T z, T distance);
public Plane(Vector3<T> normal, T distance);
public Plane(Vector4<T> value);
// Operators
public static bool operator ==(Plane<T> left, Plane<T> right);
public static bool operator !=(Plane<T> left, Plane<T> right);
// Static Methods
public static Plane<T> CreateFromVertices(Vector3<T> point1, Vector3<T> point2, Vector3<T> point3); // CreateFromPoints is a better name?
public static T Dot(Plane<T> left, Vector4<T> right); // DotProduct is a better name?
public static T DotCoordinate(Plane<T> left, Vector3<T> right);
public static T DotNormal(Plane<T> left, Vector3<T> right);
public static Plane<T> Normalize(Plane<T> value);
public static Plane<T> Transform(Plane<T> plane, Matrix4x4<T> matrix);
public static Plane<T> Transform(Plane<T> plane, Quaternion<T> matrix); // Rotate is a better name?
// Methods
public override readonly bool Equals(object? obj);
public readonly bool Equals(Plane<T> other);
public override readonly int GetHashCode();
public readonly override string ToString();
// public readonly string ToString(string format);
// public readonly string ToString(string format, IFormatProvider formatProvider);
}
public struct Quaternion<T> : IEquatable<Quaternion<T>> //, IFormattable
{
// Fields
public T X { get; } // Should this have a setter, a Quaternion<T> WithX(T value), or be a public field like Quaternion
public T Y { get; } // Should this have a setter, a Quaternion<T> WithY(T value), or be a public field like Quaternion
public T Z { get; } // Should this have a setter, a Quaternion<T> WithZ(T value), or be a public field like Quaternion
public T W { get; } // Should this have a setter, a Quaternion<T> WithW(T value), or be a public field like Quaternion
// Constructors
public Quaternion(T x, T y, T z, T w);
public Quaternion(Vector3<T> vector, T rotation);
// Static Properties
public static Quaternion<T> Identity { get; }
// Properties
public bool IsIdentity { get; }
// Operators
public static bool operator ==(Quaternion<T> left, Quaternion<T> right);
public static bool operator !=(Quaternion<T> left, Quaternion<T> right);
public static Quaternion<T> operator +(Quaternion<T> value); // Doesn't exist for Quaternion
public static Quaternion<T> operator -(Quaternion<T> value);
public static Quaternion<T> operator +(Quaternion<T> left, Quaternion<T> right);
public static Quaternion<T> operator -(Quaternion<T> left, Quaternion<T> right);
public static Quaternion<T> operator *(Quaternion<T> left, Quaternion<T> right);
public static Quaternion<T> operator /(Quaternion<T> left, Quaternion<T> right);
public static Quaternion<T> operator *(Quaternion<T> left, T right);
// "Friendly" Operators
public static Quaternion<T> Plus(Quaternion<T> value); // Doesn't exist for Quaternion
public static Quaternion<T> Negate(Quaternion<T> value);
public static Quaternion<T> Add(Quaternion<T>left, Quaternion<T>right);
public static Quaternion<T> Subtract(Quaternion<T>left, Quaternion<T>right);
public static Quaternion<T> Multiply(Quaternion<T>left, Quaternion<T>right);
public static Quaternion<T> Divide(Quaternion<T>left, Quaternion<T>right);
public static Quaternion<T> Multiply(Quaternion<T>left, T right);
// Static Methods
public static Quaternion<T> Concatenate(Quaternion<T>left, Quaternion<T>right);
public static Quaternion<T> Conjugate(Quaternion<T> value);
public static Quaternion<T> CreateFromAxisAngle(Vector3<T> axis, T angle); // CreateFromRotationAxis is abetter name?
public static Quaternion<T> CreateFromRotationMatrix(Matrix4x4 matrix);
public static Quaternion<T> CreateFromYawPitchRoll(T yaw, T pitch, T roll);
public T Dot(Quaternion<T> left, Quaternion<T> right); // DotProduct is a better name?
public Quaternion<T> Inverse(Quaternion<T> value);
public Quaternion<T> Lerp(Quaternion<T> min, Quaternion<T> max, T amount);
public Quaternion<T> Slerp(Quaternion<T> min, Quaternion<T> max, T amount);
public Quaternion<T> Normalize(Quaternion<T> value);
// Methods
public override readonly bool Equals(object? obj);
public readonly bool Equals(Quaternion<T> other);
public override readonly int GetHashCode();
public readonly T Length(); // Better as a property?
public readonly T LengthSquared(); // Better as a property?
public readonly override string ToString();
// public readonly string ToString(string format);
// public readonly string ToString(string format, IFormatProvider formatProvider);
}
public struct Matrix3x2<T> : IEquatable<Matrix3x2<T>> //, IFormattable
{
// Fields
public T M11 { get; } // Should this have a setter, a Matrix3x2<T> WithM11(T value), or be a public field like Matrix3x2
public T M12 { get; } // Should this have a setter, a Matrix3x2<T> WithM12(T value), or be a public field like Matrix3x2
public T M21 { get; } // Should this have a setter, a Matrix3x2<T> WithM21(T value), or be a public field like Matrix3x2
public T M22 { get; } // Should this have a setter, a Matrix3x2<T> WithM22(T value), or be a public field like Matrix3x2
public T M31 { get; } // Should this have a setter, a Matrix3x2<T> WithM31(T value), or be a public field like Matrix3x2
public T M32 { get; } // Should this have a setter, a Matrix3x2<T> WithM32(T value), or be a public field like Matrix3x2
// Constructors
public Matrix3x2(T m11, T m12, T m21, T m22, T m31, T m32);
// Static Properties
public static Quaternion<T> Identity { get; }
// Properties
public bool IsIdentity { get; }
public Vector2<T> Translation { get; } // Should this have a setter or a wither
// Operators
public static bool operator ==(Matrix3x2<T> left, Matrix3x2<T> right);
public static bool operator !=(Matrix3x2<T> left, Matrix3x2<T> right);
public static Matrix3x2<T> operator +(Matrix3x2<T> value); // Doesn't exist for Matrix3x2
public static Matrix3x2<T> operator -(Matrix3x2<T> value);
public static Matrix3x2<T> operator +(Matrix3x2<T> left, Matrix3x2<T> right);
public static Matrix3x2<T> operator -(Matrix3x2<T> left, Matrix3x2<T> right);
public static Matrix3x2<T> operator *(Matrix3x2<T> left, Matrix3x2<T> right);
public static Matrix3x2<T> operator *(Matrix3x2<T> left, T right);
// "Friendly" Operators
public static Matrix3x2<T> Plus(Matrix3x2<T> value); // Doesn't exist for Matrix3x2
public static Matrix3x2<T> Negate(Matrix3x2<T> value);
public static Matrix3x2<T> Add(Matrix3x2<T>left, Matrix3x2<T>right);
public static Matrix3x2<T> Subtract(Matrix3x2<T>left, Matrix3x2<T>right);
public static Matrix3x2<T> Multiply(Matrix3x2<T>left, Matrix3x2<T>right);
public static Matrix3x2<T> Multiply(Matrix3x2<T>left, T right);
// Static Methods
public static Matrix3x2<T> CreateRotation(T radians);
public static Matrix3x2<T> CreateRotation(T radians, Vector2<T> centerPoint);
public static Matrix3x2<T> CreateScale(T scale);
public static Matrix3x2<T> CreateScale(T scale, Vector2<T> centerPoint);
public static Matrix3x2<T> CreateScale(T scaleX, T scaleY);
public static Matrix3x2<T> CreateScale(T scaleX, T scaleY, Vector2<T> centerPoint);
public static Matrix3x2<T> CreateScale(Vector2<T> scale);
public static Matrix3x2<T> CreateScale(Vector2<T> scale, Vector2<T> centerPoint);
public static Matrix3x2<T> CreateSkew(T radiansX, T radiansY);
public static Matrix3x2<T> CreateSkew(T radiansX, T radiansY, Vector2<T> centerPoint);
public static Matrix3x2<T> CreateTranslation(T positionX, T positionY);
public static Matrix3x2<T> CreateTranslation(Vector2<T> position);
public static bool Invert(Matrix3x2<T> matrix, out Matrix3x2<T> result); // TryInvert is a better name?
public static Matrix3x2<T> Lerp(Matrix3x2<T> min, Matrix3x2<T> max, T amount);
// Methods
public override readonly bool Equals(object? obj);
public readonly bool Equals(Matrix3x2<T> other);
public readonly T GetDeterminant(); // Better as a property?
public override readonly int GetHashCode();
public readonly override string ToString();
// public readonly string ToString(string format);
// public readonly string ToString(string format, IFormatProvider formatProvider);
}
public struct Matrix4x4<T> : IEquatable<Matrix4x4<T>> //, IFormattable
{
// Fields
public T M11 { get; } // Should this have a setter, a Matrix4x4<T> WithM11(T value), or be a public field like Matrix4x4
public T M12 { get; } // Should this have a setter, a Matrix4x4<T> WithM12(T value), or be a public field like Matrix4x4
public T M13 { get; } // Should this have a setter, a Matrix4x4<T> WithM13(T value), or be a public field like Matrix4x4
public T M14 { get; } // Should this have a setter, a Matrix4x4<T> WithM14(T value), or be a public field like Matrix4x4
public T M21 { get; } // Should this have a setter, a Matrix4x4<T> WithM21(T value), or be a public field like Matrix4x4
public T M22 { get; } // Should this have a setter, a Matrix4x4<T> WithM22(T value), or be a public field like Matrix4x4
public T M23 { get; } // Should this have a setter, a Matrix4x4<T> WithM23(T value), or be a public field like Matrix4x4
public T M24 { get; } // Should this have a setter, a Matrix4x4<T> WithM24(T value), or be a public field like Matrix4x4
public T M31 { get; } // Should this have a setter, a Matrix4x4<T> WithM31(T value), or be a public field like Matrix4x4
public T M32 { get; } // Should this have a setter, a Matrix4x4<T> WithM32(T value), or be a public field like Matrix4x4
public T M33 { get; } // Should this have a setter, a Matrix4x4<T> WithM33(T value), or be a public field like Matrix4x4
public T M34 { get; } // Should this have a setter, a Matrix4x4<T> WithM34(T value), or be a public field like Matrix4x4
public T M41 { get; } // Should this have a setter, a Matrix4x4<T> WithM41(T value), or be a public field like Matrix4x4
public T M42 { get; } // Should this have a setter, a Matrix4x4<T> WithM42(T value), or be a public field like Matrix4x4
public T M43 { get; } // Should this have a setter, a Matrix4x4<T> WithM43(T value), or be a public field like Matrix4x4
public T M44 { get; } // Should this have a setter, a Matrix4x4<T> WithM44(T value), or be a public field like Matrix4x4
// Constructors
public Matrix4x4(Matrix3x2 value);
public Matrix4x4(T m11, T m12, T m13, T m14, T m21, T m22, T m23, T m24, T m31, T m32, T m33, T m34, T m41, T m42, T m43, T m44);
// Static Properties
public static Quaternion<T> Identity { get; }
// Properties
public bool IsIdentity { get; }
public Vector2<T> Translation { get; } // Should this have a setter or a wither
// Operators
public static bool operator ==(Matrix4x4<T> left, Matrix4x4<T> right);
public static bool operator !=(Matrix4x4<T> left, Matrix4x4<T> right);
public static Matrix4x4<T> operator +(Matrix4x4<T> value); // Doesn't exist for Matrix4x4
public static Matrix4x4<T> operator -(Matrix4x4<T> value);
public static Matrix4x4<T> operator +(Matrix4x4<T> left, Matrix4x4<T> right);
public static Matrix4x4<T> operator -(Matrix4x4<T> left, Matrix4x4<T> right);
public static Matrix4x4<T> operator *(Matrix4x4<T> left, Matrix4x4<T> right);
public static Matrix4x4<T> operator *(Matrix4x4<T> left, T right);
// "Friendly" Operators
public static Matrix4x4<T> Plus(Matrix4x4<T> value); // Doesn't exist for Matrix4x4
public static Matrix4x4<T> Negate(Matrix4x4<T> value);
public static Matrix4x4<T> Add(Matrix4x4<T>left, Matrix4x4<T>right);
public static Matrix4x4<T> Subtract(Matrix4x4<T>left, Matrix4x4<T>right);
public static Matrix4x4<T> Multiply(Matrix4x4<T>left, Matrix4x4<T>right);
public static Matrix4x4<T> Multiply(Matrix4x4<T>left, T right);
// Static Methods
public static Matrix4x4<T> CreateBillboard(Vector3<T> objectPosition, Vector3<T> cameraPosition, Vector3<T> cameraUpVector, Vector3<T> cameraForwardVector);
public static Matrix4x4<T> CreateConstrainedBillboard(Vector3<T> objectPosition, Vector3<T> cameraPosition, Vector3<T> rotationAxis, Vector3<T> cameraForwardVector, Vector3<T> objectForwardVector);
public static Matrix4x4<T> CreateFromAxisAngle(Vector3<T> axis, T angle);
public static Matrix4x4<T> CreateFromQuaternion(Quaternion quaternion);
public static Matrix4x4<T> CreateFromYawPitchRoll(T yaw, T pitch, T roll);
public static Matrix4x4<T> CreateLookAt(Vector3<T> cameraPosition, Vector3<T> cameraTarget, Vector3<T> cameraUpVector); // Ideally has LH and RH
public static Matrix4x4<T> CreateOrthographic(T width, T height, T nearPlane, T farPlane); // Ideally has LH and RH
public static Matrix4x4<T> CreateOrthographicOffCenter(T left, T right, T bottom, T top, T nearPlane, T farPlane); // Ideally has LH and RH
public static Matrix4x4<T> CreatePerspective(T width, T height, T nearPlaneDistance, T farPlaneDistance); // Ideally has LH and RH
public static Matrix4x4<T> CreatePerspectiveFieldOfView(T fieldOfView, T aspectRatio, T nearPlaneDistance, T farPlaneDistance); // Ideally has LH and RH
public static Matrix4x4<T> CreatePerspectiveOffCenter(T left, T right, T bottom, T top, T nearPlaneDistance, T farPlaneDistance); // Ideally has LH and RH
public static Matrix4x4<T> CreateReflection(Plane<T> value);
public static Matrix4x4<T> CreateRotationX(T radians);
public static Matrix4x4<T> CreateRotationX(T radians, Vector3<T> centerPoint);
public static Matrix4x4<T> CreateRotationY(T radians);
public static Matrix4x4<T> CreateRotationY(T radians, Vector3<T> centerPoint);
public static Matrix4x4<T> CreateRotationZ(T radians);
public static Matrix4x4<T> CreateRotationZ(T radians, Vector3<T> centerPoint);
public static Matrix4x4<T> CreateScale(T scale);
public static Matrix4x4<T> CreateScale(T scale, Vector3<T> centerPoint);
public static Matrix4x4<T> CreateScale(T scaleX, T scaleY, T scaleZ);
public static Matrix4x4<T> CreateScale(T scaleX, T scaleY, T scaleZ, Vector3<T> centerPoint);
public static Matrix4x4<T> CreateScale(Vector3<T> scale);
public static Matrix4x4<T> CreateScale(Vector3<T> scale, Vector3<T> centerPoint);
public static Matrix4x4<T> CreateShadow(Vector3<T> lightDirection, Plane<T> plane);
public static Matrix4x4<T> CreateTranslation(T positionX, T positionY, T positionZ);
public static Matrix4x4<T> CreateTranslation(Vector3<T> position);
public static Matrix4x4<T> CreateWorld(Vector3<T> position, Vector3<T> forward, Vector3<T> up);
public static bool Decompose(Matrix4x4<T> matrix, out Vector3<T> scale, out Quaternion rotation, out Vector3<T> translation); // TryDecompose is a better name?
public static bool Invert(Matrix4x4<T> matrix, out Matrix4x4<T> result); // TryInvert is a better name? Better to out determinant and return result?
public static Matrix4x4<T> Lerp(Matrix4x4<T> min, Matrix4x4<T> max, T amount);
public static Matrix4x4<T> Transform(Matrix4x4<T> value, Quaternion<T> rotation); // Rotate is a better name
public static Matrix4x4<T> Transpose(Matrix4x4<T> value);
// Methods
public override readonly bool Equals(object? obj);
public readonly bool Equals(Matrix4x4<T> other);
public readonly T GetDeterminant(); // Better as a property?
public override readonly int GetHashCode();
public readonly override string ToString();
// public readonly string ToString(string format);
// public readonly string ToString(string format, IFormatProvider formatProvider);
}
@tannergooding I probably missed this, do we support the marshaling of blittable generic types today? So this will work just fine in case of interop as the current numerics?
Yes, support for passing blittable generics was added in .NET Core 3.0.
Vector2<T>
Vector2
, so all APIs we added to Vector2<T>
we should also add to Vector2
Transform
to Rotate
because it makes it harder to go between Vector2
and Vector2<T>
Vector2
to avoid having to type the typeVector3<T>
, Vector4<T>
Vector2<T>
Plane<T>
D
to Distance
seems fineMatrix3x2<T>
Vector2<T>
Matrix4x4<T>
Vector2<T>
public struct Vector2<T> : IEquatable<Vector2<T>>, IFormattable
where T : struct
{
// Fields
public T X { get; } // Should this have a setter, a Vector2 WithX(T value), or be a public field like Vector2
public T Y { get; } // Should this have a setter, a Vector2 WithY(T value), or be a public field like Vector2
// Constructors
public Vector2(T value);
public Vector2(T x, T y);
public Vector2(T[] value); // Doesn't exist for Vector2
public Vector2(T[] value, int offset); // Doesn't exist for Vector2
public Vector2(ReadOnlySpan<T> value); // Doesn't exist for Vector2
// Static Properties
public static Vector2<T> One { get; }
public static Vector2<T> UnitX { get; }
public static Vector2<T> UnitY { get; }
public static Vector2<T> Zero { get; }
// Operators
public static bool operator ==(Vector2<T> left, Vector2<T> right);
public static bool operator !=(Vector2<T> left, Vector2<T> right);
public static Vector2<T> operator +(Vector2<T> value); // Doesn't exist for Vector2
public static Vector2<T> operator -(Vector2<T> value);
public static Vector2<T> operator +(Vector2<T> left, Vector2<T> right);
public static Vector2<T> operator -(Vector2<T> left, Vector2<T> right);
public static Vector2<T> operator *(Vector2<T> left, Vector2<T> right);
public static Vector2<T> operator /(Vector2<T> left, Vector2<T> right);
public static Vector2<T> operator *(Vector2<T> left, T right);
public static Vector2<T> operator /(Vector2<T> left, T right);
public static Vector2<T> operator *(T left, Vector2<T> right);
// "Friendly" Operators
public static Vector2<T> Plus(Vector2<T> value); // Doesn't exist for Vector2
public static Vector2<T> Negate(Vector2<T> value);
public static Vector2<T> Add(Vector2<T> left, Vector2<T> right);
public static Vector2<T> Subtract(Vector2<T> left, Vector2<T> right);
public static Vector2<T> Multiply(Vector2<T> left, Vector2<T> right);
public static Vector2<T> Divide(Vector2<T> left, Vector2<T> right);
public static Vector2<T> Multiply(Vector2<T> left, T right);
public static Vector2<T> Divide(Vector2<T> left, T right);
public static Vector2<T> Multiply(T left, Vector2<T> right);
// Static Methods
public static Vector2<T> Abs(Vector2<T> value);
public static Vector2<T> Clamp(Vector2<T> value, Vector2<T> min, Vector2<T> max);
public static T Distance(Vector2<T> left, Vector2<T> right);
public static T DistanceSquared(Vector2<T> left, Vector2<T> right);
public static T Dot(Vector2<T> left, Vector2<T> right);
public static Vector2<T> Lerp(Vector2<T> min, Vector<T> max, T amount);
public static Vector2<T> Min(Vector2<T> left, Vector2<T> right);
public static Vector2<T> Max(Vector2<T> left, Vector2<T> right);
public static Vector2<T> Normalize(Vector2<T> value);
public static Vector2<T> Reflect(Vector2<T> incident, Vector2<T> normal);
public static Vector2<T> SquareRoot(Vector2<T> value);
public static Vector2<T> Transform(Vector2<T> position, Matrix3x2<T> matrix);
public static Vector2<T> Transform(Vector2<T> position, Matrix4x4<T> matrix);
public static Vector2<T> Transform(Vector2<T> position, Quaternion<T> rotation); // Rotate is a better name?
public static Vector2<T> TransformNormal(Vector2<T> normal, Matrix3x2<T> matrix);
public static Vector2<T> TransformNormal(Vector2<T> normal, Matrix4x4<T> matrix);
// Methods
public readonly void CopyTo(T[] array);
public readonly void CopyTo(T[] array, int index);
public readonly void CopyTo(Span<T> destination); // Doesn't exist for Vector2
public override readonly bool Equals(object? obj);
public readonly bool Equals(Vector2<T> other);
public override readonly int GetHashCode();
public readonly T Length(); // Better as a property?
public readonly T LengthSquared(); // Better as a property?
public readonly override string ToString();
public readonly string ToString(string format);
public readonly string ToString(string format, IFormatProvider formatProvider);
}
public struct Vector3<T> : IEquatable<Vector3<T>>, IFormattable
where T : struct
{
// Fields
public T X { get; } // Should this have a setter, a Vector3 WithX(T value), or be a public field like Vector3
public T Y { get; } // Should this have a setter, a Vector3 WithY(T value), or be a public field like Vector3
public T Z { get; } // Should this have a setter, a Vector3 WithZ(T value), or be a public field like Vector3
// Constructors
public Vector3(T value);
public Vector3(T x, T y, T z);
public Vector3(Vector2<T> value, T z);
public Vector3(T[] value); // Doesn't exist for Vector3
public Vector3(T[] value, int offset); // Doesn't exist for Vector3
public Vector3(ReadOnlySpan<T> value); // Doesn't exist for Vector3
// Static Properties
public static Vector3<T> One { get; }
public static Vector3<T> UnitX { get; }
public static Vector3<T> UnitY { get; }
public static Vector3<T> UnitZ { get; }
public static Vector3<T> Zero { get; }
// Operators
public static bool operator ==(Vector3<T> left, Vector3<T> right);
public static bool operator !=(Vector3<T> left, Vector3<T> right);
public static Vector3<T> operator +(Vector3<T> value); // Doesn't exist for Vector3
public static Vector3<T> operator -(Vector3<T> value);
public static Vector3<T> operator +(Vector3<T> left, Vector3<T> right);
public static Vector3<T> operator -(Vector3<T> left, Vector3<T> right);
public static Vector3<T> operator *(Vector3<T> left, Vector3<T> right);
public static Vector3<T> operator /(Vector3<T> left, Vector3<T> right);
public static Vector3<T> operator *(Vector3<T> left, T right);
public static Vector3<T> operator /(Vector3<T> left, T right);
public static Vector3<T> operator *(T left, Vector3<T> right);
// "Friendly" Operators
public static Vector3<T> Plus(Vector3<T> value); // Doesn't exist for Vector3
public static Vector3<T> Negate(Vector3<T> value);
public static Vector3<T> Add(Vector3<T> left, Vector3<T> right);
public static Vector3<T> Subtract(Vector3<T> left, Vector3<T> right);
public static Vector3<T> Multiply(Vector3<T> left, Vector3<T> right);
public static Vector3<T> Divide(Vector3<T> left, Vector3<T> right);
public static Vector3<T> Multiply(Vector3<T> left, T right);
public static Vector3<T> Divide(Vector3<T> left, T right);
public static Vector3<T> Multiply(T left, Vector3<T> right);
// Static Methods
public static Vector3<T> Abs(Vector3<T> value);
public static Vector3<T> Clamp(Vector3<T> value, Vector3<T> min, Vector3<T> max);
public static T Distance(Vector3<T> left, Vector3<T> right);
public static T DistanceSquared(Vector3<T> left, Vector3<T> right);
public static Vector3 Cross(Vector3<T> left, Vector3<T> right);
public static T Dot(Vector3<T> left, Vector3<T> right);
public static Vector3<T> Lerp(Vector3<T> min, Vector<T> max, T amount);
public static Vector3<T> Min(Vector3<T> left, Vector3<T> right);
public static Vector3<T> Max(Vector3<T> left, Vector3<T> right);
public static Vector3<T> Normalize(Vector3<T> value);
public static Vector3<T> Reflect(Vector3<T> incident, Vector3<T> normal);
public static Vector3<T> SquareRoot(Vector3<T> value);
public static Vector3<T> Transform(Vector3<T> position, Matrix4x4<T> matrix);
public static Vector3<T> Transform(Vector3<T> position, Quaternion<T> rotation); // Rotate is a better name?
public static Vector3<T> TransformNormal(Vector3<T> normal, Matrix4x4<T> matrix);
// Methods
public readonly void CopyTo(T[] array);
public readonly void CopyTo(T[] array, int index);
public readonly void CopyTo(Span<T> destination); // Doesn't exist for Vector3
public override readonly bool Equals(object? obj);
public readonly bool Equals(Vector3<T> other);
public override readonly int GetHashCode();
public readonly T Length(); // Better as a property?
public readonly T LengthSquared(); // Better as a property?
public readonly override string ToString();
public readonly string ToString(string format);
public readonly string ToString(string format, IFormatProvider formatProvider);
}
public struct Vector4<T> : IEquatable<Vector4<T>>, IFormattable
where T : struct
{
// Fields
public T X { get; } // Should this have a setter, a Vector4 WithX(T value), or be a public field like Vector4
public T Y { get; } // Should this have a setter, a Vector4 WithY(T value), or be a public field like Vector4
public T Z { get; } // Should this have a setter, a Vector4 WithZ(T value), or be a public field like Vector4
public T W { get; } // Should this have a setter, a Vector4 WithW(T value), or be a public field like Vector4
// Constructors
public Vector4(T value);
public Vector4(T x, T y, T z, T w);
public Vector4(Vector2<T> value, T z, T, w);
public Vector4(Vector3<T> value, T, w);
public Vector4(T[] value); // Doesn't exist for Vector4
public Vector4(T[] value, int offset); // Doesn't exist for Vector4
public Vector4(ReadOnlySpan<T> value); // Doesn't exist for Vector4
// Static Properties
public static Vector4<T> One { get; }
public static Vector4<T> UnitX { get; }
public static Vector4<T> UnitY { get; }
public static Vector4<T> UnitZ { get; }
public static Vector4<T> UnitW { get; }
public static Vector4<T> Zero { get; }
// Operators
public static bool operator ==(Vector4<T> left, Vector4<T> right);
public static bool operator !=(Vector4<T> left, Vector4<T> right);
public static Vector4<T> operator +(Vector4<T> value); // Doesn't exist for Vector4
public static Vector4<T> operator -(Vector4<T> value);
public static Vector4<T> operator +(Vector4<T> left, Vector4<T> right);
public static Vector4<T> operator -(Vector4<T> left, Vector4<T> right);
public static Vector4<T> operator *(Vector4<T> left, Vector4<T> right);
public static Vector4<T> operator /(Vector4<T> left, Vector4<T> right);
public static Vector4<T> operator *(Vector4<T> left, T right);
public static Vector4<T> operator /(Vector4<T> left, T right);
public static Vector4<T> operator *(T left, Vector4<T> right);
// "Friendly" Operators
public static Vector4<T> Plus(Vector4<T> value); // Doesn't exist for Vector4
public static Vector4<T> Negate(Vector4<T> value);
public static Vector4<T> Add(Vector4<T> left, Vector4<T> right);
public static Vector4<T> Subtract(Vector4<T> left, Vector4<T> right);
public static Vector4<T> Multiply(Vector4<T> left, Vector4<T> right);
public static Vector4<T> Divide(Vector4<T> left, Vector4<T> right);
public static Vector4<T> Multiply(Vector4<T> left, T right);
public static Vector4<T> Divide(Vector4<T> left, T right);
public static Vector4<T> Multiply(T left, Vector4<T> right);
// Static Methods
public static Vector4<T> Abs(Vector4<T> value);
public static Vector4<T> Clamp(Vector4<T> value, Vector4<T> min, Vector4<T> max);
public static T Distance(Vector4<T> left, Vector4<T> right);
public static T DistanceSquared(Vector4<T> left, Vector4<T> right);
public static T Dot(Vector4<T> left, Vector4<T> right);
public static Vector4<T> Lerp(Vector4<T> min, Vector<T> max, T amount);
public static Vector4<T> Min(Vector4<T> left, Vector4<T> right);
public static Vector4<T> Max(Vector4<T> left, Vector4<T> right);
public static Vector4<T> Normalize(Vector4<T> value);
public static Vector4<T> SquareRoot(Vector4<T> value);
public static Vector4<T> Transform(Vector4<T> position, Matrix4x4<T> matrix);
public static Vector4<T> Transform(Vector4<T> position, Quaternion<T> rotation); // Rotate is a better name?
// Methods
public readonly void CopyTo(T[] array);
public readonly void CopyTo(T[] array, int index);
public readonly void CopyTo(Span<T> destination); // Doesn't exist for Vector4
public override readonly bool Equals(object? obj);
public readonly bool Equals(Vector4<T> other);
public override readonly int GetHashCode();
public readonly T Length(); // Better as a property?
public readonly T LengthSquared(); // Better as a property?
public readonly override string ToString();
public readonly string ToString(string format);
public readonly string ToString(string format, IFormatProvider formatProvider);
}
public struct Plane<T> : IEquatable<Plane<T>> //, IFormattable
{
// Fields
public T Distance { get; } // Should this have a setter, a T WithDistance(T value), or be a public field like Plan
public Vector3<T> Normal { get; } // Should this have a setter, a Vector3<T> WithNormal(Vector3<T> value), or be a public field like Plan
// Constructors
public Plane(T x, T y, T z, T distance);
public Plane(Vector3<T> normal, T distance);
public Plane(Vector4<T> value);
// Operators
public static bool operator ==(Plane<T> left, Plane<T> right);
public static bool operator !=(Plane<T> left, Plane<T> right);
// Static Methods
public static Plane<T> CreateFromVertices(Vector3<T> point1, Vector3<T> point2, Vector3<T> point3); // CreateFromPoints is a better name?
public static T Dot(Plane<T> left, Vector4<T> right); // DotProduct is a better name?
public static T DotCoordinate(Plane<T> left, Vector3<T> right);
public static T DotNormal(Plane<T> left, Vector3<T> right);
public static Plane<T> Normalize(Plane<T> value);
public static Plane<T> Transform(Plane<T> plane, Matrix4x4<T> matrix);
public static Plane<T> Transform(Plane<T> plane, Quaternion<T> matrix); // Rotate is a better name?
// Methods
public override readonly bool Equals(object? obj);
public readonly bool Equals(Plane<T> other);
public override readonly int GetHashCode();
public readonly override string ToString();
// public readonly string ToString(string format);
// public readonly string ToString(string format, IFormatProvider formatProvider);
}
public struct Quaternion<T> : IEquatable<Quaternion<T>> //, IFormattable
{
// Fields
public T X { get; } // Should this have a setter, a Quaternion<T> WithX(T value), or be a public field like Quaternion
public T Y { get; } // Should this have a setter, a Quaternion<T> WithY(T value), or be a public field like Quaternion
public T Z { get; } // Should this have a setter, a Quaternion<T> WithZ(T value), or be a public field like Quaternion
public T W { get; } // Should this have a setter, a Quaternion<T> WithW(T value), or be a public field like Quaternion
// Constructors
public Quaternion(T x, T y, T z, T w);
public Quaternion(Vector3<T> vector, T rotation);
// Static Properties
public static Quaternion<T> Identity { get; }
// Properties
public bool IsIdentity { get; }
// Operators
public static bool operator ==(Quaternion<T> left, Quaternion<T> right);
public static bool operator !=(Quaternion<T> left, Quaternion<T> right);
public static Quaternion<T> operator +(Quaternion<T> value); // Doesn't exist for Quaternion
public static Quaternion<T> operator -(Quaternion<T> value);
public static Quaternion<T> operator +(Quaternion<T> left, Quaternion<T> right);
public static Quaternion<T> operator -(Quaternion<T> left, Quaternion<T> right);
public static Quaternion<T> operator *(Quaternion<T> left, Quaternion<T> right);
public static Quaternion<T> operator /(Quaternion<T> left, Quaternion<T> right);
public static Quaternion<T> operator *(Quaternion<T> left, T right);
// "Friendly" Operators
public static Quaternion<T> Plus(Quaternion<T> value); // Doesn't exist for Quaternion
public static Quaternion<T> Negate(Quaternion<T> value);
public static Quaternion<T> Add(Quaternion<T>left, Quaternion<T>right);
public static Quaternion<T> Subtract(Quaternion<T>left, Quaternion<T>right);
public static Quaternion<T> Multiply(Quaternion<T>left, Quaternion<T>right);
public static Quaternion<T> Divide(Quaternion<T>left, Quaternion<T>right);
public static Quaternion<T> Multiply(Quaternion<T>left, T right);
// Static Methods
public static Quaternion<T> Concatenate(Quaternion<T>left, Quaternion<T>right);
public static Quaternion<T> Conjugate(Quaternion<T> value);
public static Quaternion<T> CreateFromAxisAngle(Vector3<T> axis, T angle); // CreateFromRotationAxis is abetter name?
public static Quaternion<T> CreateFromRotationMatrix(Matrix4x4 matrix);
public static Quaternion<T> CreateFromYawPitchRoll(T yaw, T pitch, T roll);
public T Dot(Quaternion<T> left, Quaternion<T> right); // DotProduct is a better name?
public Quaternion<T> Inverse(Quaternion<T> value);
public Quaternion<T> Lerp(Quaternion<T> min, Quaternion<T> max, T amount);
public Quaternion<T> Slerp(Quaternion<T> min, Quaternion<T> max, T amount);
public Quaternion<T> Normalize(Quaternion<T> value);
// Methods
public override readonly bool Equals(object? obj);
public readonly bool Equals(Quaternion<T> other);
public override readonly int GetHashCode();
public readonly T Length(); // Better as a property?
public readonly T LengthSquared(); // Better as a property?
public readonly override string ToString();
// public readonly string ToString(string format);
// public readonly string ToString(string format, IFormatProvider formatProvider);
}
public struct Matrix3x2<T> : IEquatable<Matrix3x2<T>> //, IFormattable
{
// Fields
public T M11 { get; } // Should this have a setter, a Matrix3x2<T> WithM11(T value), or be a public field like Matrix3x2
public T M12 { get; } // Should this have a setter, a Matrix3x2<T> WithM12(T value), or be a public field like Matrix3x2
public T M21 { get; } // Should this have a setter, a Matrix3x2<T> WithM21(T value), or be a public field like Matrix3x2
public T M22 { get; } // Should this have a setter, a Matrix3x2<T> WithM22(T value), or be a public field like Matrix3x2
public T M31 { get; } // Should this have a setter, a Matrix3x2<T> WithM31(T value), or be a public field like Matrix3x2
public T M32 { get; } // Should this have a setter, a Matrix3x2<T> WithM32(T value), or be a public field like Matrix3x2
// Constructors
public Matrix3x2(T m11, T m12, T m21, T m22, T m31, T m32);
// Static Properties
public static Quaternion<T> Identity { get; }
// Properties
public bool IsIdentity { get; }
public Vector2<T> Translation { get; } // Should this have a setter or a wither
// Operators
public static bool operator ==(Matrix3x2<T> left, Matrix3x2<T> right);
public static bool operator !=(Matrix3x2<T> left, Matrix3x2<T> right);
public static Matrix3x2<T> operator +(Matrix3x2<T> value); // Doesn't exist for Matrix3x2
public static Matrix3x2<T> operator -(Matrix3x2<T> value);
public static Matrix3x2<T> operator +(Matrix3x2<T> left, Matrix3x2<T> right);
public static Matrix3x2<T> operator -(Matrix3x2<T> left, Matrix3x2<T> right);
public static Matrix3x2<T> operator *(Matrix3x2<T> left, Matrix3x2<T> right);
public static Matrix3x2<T> operator *(Matrix3x2<T> left, T right);
// "Friendly" Operators
public static Matrix3x2<T> Plus(Matrix3x2<T> value); // Doesn't exist for Matrix3x2
public static Matrix3x2<T> Negate(Matrix3x2<T> value);
public static Matrix3x2<T> Add(Matrix3x2<T>left, Matrix3x2<T>right);
public static Matrix3x2<T> Subtract(Matrix3x2<T>left, Matrix3x2<T>right);
public static Matrix3x2<T> Multiply(Matrix3x2<T>left, Matrix3x2<T>right);
public static Matrix3x2<T> Multiply(Matrix3x2<T>left, T right);
// Static Methods
public static Matrix3x2<T> CreateRotation(T radians);
public static Matrix3x2<T> CreateRotation(T radians, Vector2<T> centerPoint);
public static Matrix3x2<T> CreateScale(T scale);
public static Matrix3x2<T> CreateScale(T scale, Vector2<T> centerPoint);
public static Matrix3x2<T> CreateScale(T scaleX, T scaleY);
public static Matrix3x2<T> CreateScale(T scaleX, T scaleY, Vector2<T> centerPoint);
public static Matrix3x2<T> CreateScale(Vector2<T> scale);
public static Matrix3x2<T> CreateScale(Vector2<T> scale, Vector2<T> centerPoint);
public static Matrix3x2<T> CreateSkew(T radiansX, T radiansY);
public static Matrix3x2<T> CreateSkew(T radiansX, T radiansY, Vector2<T> centerPoint);
public static Matrix3x2<T> CreateTranslation(T positionX, T positionY);
public static Matrix3x2<T> CreateTranslation(Vector2<T> position);
public static bool Invert(Matrix3x2<T> matrix, out Matrix3x2<T> result); // TryInvert is a better name?
public static Matrix3x2<T> Lerp(Matrix3x2<T> min, Matrix3x2<T> max, T amount);
// Methods
public override readonly bool Equals(object? obj);
public readonly bool Equals(Matrix3x2<T> other);
public readonly T GetDeterminant(); // Better as a property?
public override readonly int GetHashCode();
public readonly override string ToString();
// public readonly string ToString(string format);
// public readonly string ToString(string format, IFormatProvider formatProvider);
}
public struct Matrix4x4<T> : IEquatable<Matrix4x4<T>> //, IFormattable
{
// Fields
public T M11 { get; } // Should this have a setter, a Matrix4x4<T> WithM11(T value), or be a public field like Matrix4x4
public T M12 { get; } // Should this have a setter, a Matrix4x4<T> WithM12(T value), or be a public field like Matrix4x4
public T M13 { get; } // Should this have a setter, a Matrix4x4<T> WithM13(T value), or be a public field like Matrix4x4
public T M14 { get; } // Should this have a setter, a Matrix4x4<T> WithM14(T value), or be a public field like Matrix4x4
public T M21 { get; } // Should this have a setter, a Matrix4x4<T> WithM21(T value), or be a public field like Matrix4x4
public T M22 { get; } // Should this have a setter, a Matrix4x4<T> WithM22(T value), or be a public field like Matrix4x4
public T M23 { get; } // Should this have a setter, a Matrix4x4<T> WithM23(T value), or be a public field like Matrix4x4
public T M24 { get; } // Should this have a setter, a Matrix4x4<T> WithM24(T value), or be a public field like Matrix4x4
public T M31 { get; } // Should this have a setter, a Matrix4x4<T> WithM31(T value), or be a public field like Matrix4x4
public T M32 { get; } // Should this have a setter, a Matrix4x4<T> WithM32(T value), or be a public field like Matrix4x4
public T M33 { get; } // Should this have a setter, a Matrix4x4<T> WithM33(T value), or be a public field like Matrix4x4
public T M34 { get; } // Should this have a setter, a Matrix4x4<T> WithM34(T value), or be a public field like Matrix4x4
public T M41 { get; } // Should this have a setter, a Matrix4x4<T> WithM41(T value), or be a public field like Matrix4x4
public T M42 { get; } // Should this have a setter, a Matrix4x4<T> WithM42(T value), or be a public field like Matrix4x4
public T M43 { get; } // Should this have a setter, a Matrix4x4<T> WithM43(T value), or be a public field like Matrix4x4
public T M44 { get; } // Should this have a setter, a Matrix4x4<T> WithM44(T value), or be a public field like Matrix4x4
// Constructors
public Matrix4x4(Matrix3x2 value);
public Matrix4x4(T m11, T m12, T m13, T m14, T m21, T m22, T m23, T m24, T m31, T m32, T m33, T m34, T m41, T m42, T m43, T m44);
// Static Properties
public static Quaternion<T> Identity { get; }
// Properties
public bool IsIdentity { get; }
public Vector2<T> Translation { get; } // Should this have a setter or a wither
// Operators
public static bool operator ==(Matrix4x4<T> left, Matrix4x4<T> right);
public static bool operator !=(Matrix4x4<T> left, Matrix4x4<T> right);
public static Matrix4x4<T> operator +(Matrix4x4<T> value); // Doesn't exist for Matrix4x4
public static Matrix4x4<T> operator -(Matrix4x4<T> value);
public static Matrix4x4<T> operator +(Matrix4x4<T> left, Matrix4x4<T> right);
public static Matrix4x4<T> operator -(Matrix4x4<T> left, Matrix4x4<T> right);
public static Matrix4x4<T> operator *(Matrix4x4<T> left, Matrix4x4<T> right);
public static Matrix4x4<T> operator *(Matrix4x4<T> left, T right);
// "Friendly" Operators
public static Matrix4x4<T> Plus(Matrix4x4<T> value); // Doesn't exist for Matrix4x4
public static Matrix4x4<T> Negate(Matrix4x4<T> value);
public static Matrix4x4<T> Add(Matrix4x4<T>left, Matrix4x4<T>right);
public static Matrix4x4<T> Subtract(Matrix4x4<T>left, Matrix4x4<T>right);
public static Matrix4x4<T> Multiply(Matrix4x4<T>left, Matrix4x4<T>right);
public static Matrix4x4<T> Multiply(Matrix4x4<T>left, T right);
// Static Methods
public static Matrix4x4<T> CreateBillboard(Vector3<T> objectPosition, Vector3<T> cameraPosition, Vector3<T> cameraUpVector, Vector3<T> cameraForwardVector);
public static Matrix4x4<T> CreateConstrainedBillboard(Vector3<T> objectPosition, Vector3<T> cameraPosition, Vector3<T> rotationAxis, Vector3<T> cameraForwardVector, Vector3<T> objectForwardVector);
public static Matrix4x4<T> CreateFromAxisAngle(Vector3<T> axis, T angle);
public static Matrix4x4<T> CreateFromQuaternion(Quaternion quaternion);
public static Matrix4x4<T> CreateFromYawPitchRoll(T yaw, T pitch, T roll);
public static Matrix4x4<T> CreateLookAt(Vector3<T> cameraPosition, Vector3<T> cameraTarget, Vector3<T> cameraUpVector); // Ideally has LH and RH
public static Matrix4x4<T> CreateOrthographic(T width, T height, T nearPlane, T farPlane); // Ideally has LH and RH
public static Matrix4x4<T> CreateOrthographicOffCenter(T left, T right, T bottom, T top, T nearPlane, T farPlane); // Ideally has LH and RH
public static Matrix4x4<T> CreatePerspective(T width, T height, T nearPlaneDistance, T farPlaneDistance); // Ideally has LH and RH
public static Matrix4x4<T> CreatePerspectiveFieldOfView(T fieldOfView, T aspectRatio, T nearPlaneDistance, T farPlaneDistance); // Ideally has LH and RH
public static Matrix4x4<T> CreatePerspectiveOffCenter(T left, T right, T bottom, T top, T nearPlaneDistance, T farPlaneDistance); // Ideally has LH and RH
public static Matrix4x4<T> CreateReflection(Plane<T> value);
public static Matrix4x4<T> CreateRotationX(T radians);
public static Matrix4x4<T> CreateRotationX(T radians, Vector3<T> centerPoint);
public static Matrix4x4<T> CreateRotationY(T radians);
public static Matrix4x4<T> CreateRotationY(T radians, Vector3<T> centerPoint);
public static Matrix4x4<T> CreateRotationZ(T radians);
public static Matrix4x4<T> CreateRotationZ(T radians, Vector3<T> centerPoint);
public static Matrix4x4<T> CreateScale(T scale);
public static Matrix4x4<T> CreateScale(T scale, Vector3<T> centerPoint);
public static Matrix4x4<T> CreateScale(T scaleX, T scaleY, T scaleZ);
public static Matrix4x4<T> CreateScale(T scaleX, T scaleY, T scaleZ, Vector3<T> centerPoint);
public static Matrix4x4<T> CreateScale(Vector3<T> scale);
public static Matrix4x4<T> CreateScale(Vector3<T> scale, Vector3<T> centerPoint);
public static Matrix4x4<T> CreateShadow(Vector3<T> lightDirection, Plane<T> plane);
public static Matrix4x4<T> CreateTranslation(T positionX, T positionY, T positionZ);
public static Matrix4x4<T> CreateTranslation(Vector3<T> position);
public static Matrix4x4<T> CreateWorld(Vector3<T> position, Vector3<T> forward, Vector3<T> up);
public static bool Decompose(Matrix4x4<T> matrix, out Vector3<T> scale, out Quaternion rotation, out Vector3<T> translation); // TryDecompose is a better name?
public static bool Invert(Matrix4x4<T> matrix, out Matrix4x4<T> result); // TryInvert is a better name? Better to out determinant and return result?
public static Matrix4x4<T> Lerp(Matrix4x4<T> min, Matrix4x4<T> max, T amount);
public static Matrix4x4<T> Transform(Matrix4x4<T> value, Quaternion<T> rotation); // Rotate is a better name
public static Matrix4x4<T> Transpose(Matrix4x4<T> value);
// Methods
public override readonly bool Equals(object? obj);
public readonly bool Equals(Matrix4x4<T> other);
public readonly T GetDeterminant(); // Better as a property?
public override readonly int GetHashCode();
public readonly override string ToString();
// public readonly string ToString(string format);
// public readonly string ToString(string format, IFormatProvider formatProvider);
}
Can I take Vector2<T>
for the software impls?
Approved API is here: https://github.com/dotnet/runtime/issues/24168#issuecomment-642847557
Types are the following and should support float
and double
:
The initial PR should just focus on the software implementation. Hardware acceleration is being looked at and I will update with more details.
I'd like to take the software impl of Vector3
I'll have a software impl of Vector4 with a side of fries please (see also)
Thanks @HurricanKai and @Perksey.
I've marked those bits as assigned. As per the discussion on Discord, given the work size and that we don't want to get only a partial implementation in, the work will go into the generic-vector
branch of my fork: https://github.com/tannergooding/runtime/tree/generic-vector
Once everything is completed, it can then be PR'd altogether for a final review.
Once the first couple of types are in, I will see how easy it is to extend the SimdAsHWIntrinsic
support to support the new types.
On initial investigation, this should be just recognizing the new type for float
. It may require some minor changes to support double
code when AVX is not supported.
@eerhardt reminded me we have https://github.com/dotnet/runtimelab now, so I will set that up instead 😄
As discussed in Discord, John and I would like to claim Matrix4x4
Whatever happened to this? In many applications doubles are absolutely critical for accuracy. In the signal processing or RF world floats can affect phase drastically, and on modern 64 bit computers double math and float math are pretty close in performance. Why wasn't System.Numerics done as doubles originally? I mean that's why System.Math was done in doubles to begin with and MathF was added later. Basically this is unusable in any situation that requires accuracy, and has forced us to use alternative math libraries that use hardware.instrinsics. Also someone has already done this, so please get this included. I'd do it myself but for various company policy reasons I can't.
https://github.com/Weingartner/System.Numerics.DoubleVectors
Also doing it as Decimal would be welcome too, although that's probably pretty niche.
Lastly, is JIT smart enough in .net core to use AVX, AVX2, AVX256, and AVX512 instructions?
Whatever happened to this
It's a work in progress and hasn't been completed yet. I'd like to get it in for .NET 6, but we still need to see about scheduling and prioritization.
In the signal processing or RF world floats can affect phase drastically, and on modern 64 bit computers double math and float math are pretty close in performance
For single operations, double
and float
indeed take approximately the same number of cycles. For vectorized operations however, single-precision floats tends to be ~2x faster as each instruction can operate on 4/8 rather than 2/4 values at a time.
Why wasn't System.Numerics done as doubles originally
Most of the types in System.Numerics were oriented around graphics programming (things like XNA, MonoGame, etc) which tends to prefer single-precision floats. Many CPUs also correspondingly favor single-precision vectorized operations in the instructions they expose. That is, not all functionality is equally exposed between float
and double
.
Lastly, is JIT smart enough in .net core to use AVX, AVX2, AVX256, and AVX512 instructions?
Yes. Just as Vector2/3/4
are internally accelerated today, these new types will likewise be internally accelerated when possible. We also expose System.Runtime.Intrinsics
for cases where you want more explicit control over the codegen.
We do not support AVX512 today and there is no AVX256 ISA. 256-bit variants of the instructions as part of AVX and AVX2 and are supported that way.
I will move this along for the .NET 6 wave and co-ordinate PRs in runtimelab with @tannergooding. Assigning to myself
Whatever happened to this
It's a work in progress and hasn't been completed yet. I'd like to get it in for .NET 6, but we still need to see about scheduling and prioritization.
In the signal processing or RF world floats can affect phase drastically, and on modern 64 bit computers double math and float math are pretty close in performance
For single operations,
double
andfloat
indeed take approximately the same number of cycles. For vectorized operations however, single-precision floats tends to be ~2x faster as each instruction can operate on 4/8 rather than 2/4 values at a time.Why wasn't System.Numerics done as doubles originally
Most of the types in System.Numerics were oriented around graphics programming (things like XNA, MonoGame, etc) which tends to prefer single-precision floats. Many CPUs also correspondingly favor single-precision vectorized operations in the instructions they expose. That is, not all functionality is equally exposed between
float
anddouble
.Lastly, is JIT smart enough in .net core to use AVX, AVX2, AVX256, and AVX512 instructions?
Yes. Just as
Vector2/3/4
are internally accelerated today, these new types will likewise be internally accelerated when possible. We also exposeSystem.Runtime.Intrinsics
for cases where you want more explicit control over the codegen.We do not support AVX512 today and there is no AVX256 ISA. 256-bit variants of the instructions as part of AVX and AVX2 and are supported that way.
Thank you for all this information and additional context that makes a lot of sense
@pgovind and @tannergooding, is there any update on this for .NET6 given that the first previews are out already?
I'm having a use case where I'd like to work with sets of currency-related data, where I would like to perform parallelized operations on the elements of these sets. Think of arrays of decimal
s.
The operations I would like to perform are element-wise multiplication and element-wise summing of multiple arrays having the same length.
I thought to use Vector<decimal>
for this, only to find out that it will throw a NotSupportedException
....
This isn't being actively prioritized right now.
I've done quite a bit of cleanup in the JIT and so adding the acceleration for these types should be much more doable now, but it still needs some infrastructure work to make happen.
Ok, and is there still a chance to get it in? Can anything be done to prioritize it higher?
It would already help a bit if it wasn't hardware accelerated yet but if it at least was usable from a developer perspective (rather than having to build for loops or use LINQ's Zip method to achieve element-wise vector-scalar multiplication and element summing of multiple vectors).
Now for every method, ThrowHelper.ThrowForUnsupportedNumericsVectorBaseType<T>();
is called...
Edit: if I'm misunderstanding this and if I should be using a different approach for (parallel) element-wise operations on lists of decimal
, I'd be also curious to hear the feedback :)
See https://dotnetfiddle.net/DXpMUP for an example of why you could do element-wise operations on sequences of decimal
.
is there still a chance to get it in
It will happen eventually. When it gets in is largely up to my own free time. Even if a community member were to provide this, there needs to be availability to review it.
Can anything be done to prioritize it higher?
Not readily. This isn't something that falls into the "nice to have"/"general framework improvements" category and so it falls below other work on my plate.
Now for every method, ThrowHelper.ThrowForUnsupportedNumericsVectorBaseType
(); is called...
This is elided by the JIT since T
must be a struct
type.
See https://dotnetfiddle.net/DXpMUP for an example of why you could do element-wise operations on sequences of decimal.
These types are largely oriented around what can be hardware accelerated. We could conceivably support more with the new generic math proposal, but it isn't clear how much benefit that will have.
CC. @jeffhandley
When it gets in is largely up to my own free time.
Ok, I understand. Thank you for providing feedback in any case!
This is elided by the JIT since T must be a struct type.
Ok, but decimal
is a struct, too, and still it will throw a NotSupportedException
. I do see now that it comes from the Vector<T>
constructor though.
We could conceivably support more with the new generic math proposal
Likely you mean https://github.com/dotnet/runtime/issues/18244? (https://github.com/dotnet/csharplang/issues/4436 also is called "generic math")
https://github.com/dotnet/runtime/issues/18244 seems to focus on scalar types - I don't know enough about it to understand how that proposal will improve the Vector<T>
support for decimal
?
Ok, but decimal is a struct, too, and still it will throw a NotSupportedException
Yes, but we can't support any struct type. We can only support a limited subset, which is currently float
, double
, byte
, sbyte
, short
, ushort
, int
, uint
, long
, ulong
, nint
, and nuint
(the exact types supported can vary however).
decimal
is a large and slow type oriented around a specific use-case (largely currency
). It isn't suitable for use in some other spaces where concepts like NaN
, Infinity
or Negative Zero
are important.
Likely you mean #18244? (dotnet/csharplang#4436 also is called "generic math")
The latter. The former is one that I missed and have just closed 😄
We are tracking some more extensive work in supporting "generic math" via some interfaces, the rough draft design is tracked here: https://github.com/dotnet/designs/pull/205
This would theoretically allow Vector2<T> where T : INumber<T>
or similar, but given the orientation of Vector2
around graphics and perf, that might not be desirable.
decimal is a large and slow type oriented around a specific use-case (largely currency)
Yes, I agree, that is why I was wondering whether it was possible to support the missing builtin numeric types without hardware acceleration to make it at least "code-complete" (if the hardware acceleration support would be the issue).
I'd be willing to entertain supporting decimal
here, but I think it needs more thought, including how it would restrict or impact the ability to extend Vector2/3/4 with additional support in the future.
It would need to be a separate API proposal that discusses extending the types approved in this issue. You can find the new proposal template here: https://github.com/dotnet/runtime/issues/new?assignees=&labels=api-suggestion&template=02_api_proposal.md
https://github.com/dotnet/runtime/issues/36160 is an example of an issue that requested Vector<T>
be expanded too support nint
and nuint
The main concerns are how this impacts the lack of APIs like decimal.Sqrt
and how it might impact the ability to expose methods like Sin
, Cos
, or other "common" functionality exposed by Vector2/3/4
types: https://docs.microsoft.com/en-us/windows/win32/dxmath/ovw-xnamath-reference-functions-vector2.
The same concerns exist for the integral types such as int
or byte
.
Also, for reference decimal
isn't an industry standard type (unlike float
, or double
or half
), isn't supported by any of the ABI (application binary interface) specifications, and isn't actually a runtime built-in type.
It's actually a Microsoft specific type that is fully defined by the framework and has special support in C#, VB, and F#.
Ok, in that case the barrier feels a bit too high for me. Thank you for thinking along, though!
Wow, I love it! Although one rarely needs extremely precise vectors, I do think the System.Numerics
API needs to be more extensive. How about long
for vectors and matrices?
@FilipToth that would require a (predictably extensive) chat in API review to figure out what to do with things that just don’t work outside of floating points - like vector lengths and normalisation: should they throw? or return a really imprecise value?
How about long for vectors and matrices?
The same concerns as I raised for decimal
exist, but more-so since it doesn't carry a fractional part.
What's the behavior for standard operations like Length
or Sqrt
. What will be the behavior if we want to expose Sin
or Cos
in the future?
The type is generic and so having these in the future will be possible, but it certainly needs more though and design work to see if that's desirable.
@Perksey @tannergooding Good to know. Thank you for your clarification.
The type is generic and so having these in the future will be possible, but it certainly needs more thought and design work to see if that's desirable.
I agree, it would amazing to have that in the API. I feel maybe the methods that do require a decimal point but the vector is say a long
could just round it up.
Now that generic math is a thing, this issue seems like the perfect use case for it.
To that end I have been creating generic math versions here.
I have implemented Vector2\<T>, Vector3\<T>, Vector4\<T>, Matrix3x2\<T>, Matrix4x4\<T>, Plane\<T> and Quaternion\<T> together with the associated tests, all based on the existing non-generic float versions code.
Feedback welcome!
@sparkie108 1000000000% agree, though before coming up with an alternative API proposal we should probably look at which APIs are suitable for just floating point numbers and which APIs could work with any numeric type, as generic math would allow us to open these new types up to every single numeric type (but there are some of the methods which don't really make sense if you're working with integers)
Agreed a discussion is needed as to how theses types should be progressed now that Generic Math is a thing.
My own considered opinion, for what it's worth, is that these types are primary designed to support 2D and 3D graphical applications and that's what they should focus on. If you look at the methods, particalarly of the Matrix types, most are orientated towards graphics. Perhaps they should even be in System.Numerics.Graphics? The scalar types currently used for graphics are Half, Single and Double which can all be supported using the approved api and Generic Math as shown in my repo.
I can see the case for supplementary vector/matrix types that:
The ML world probably has some of this covered.
I suspect just adding support to these types for Complex and Decimal won't really meet anybody's needs.
Ideally the graphics types would be a 'subclass' of the more general types, but as they are structs I'm not sure how that is possible. Generic Math would certainly make it easier for the two sets of types to interact.
Whether integer support ever makes sense I'm unsure of, beyond a 2D pixel point which you could regard as a 2D vector. As soon as you try to invert a matrix of integers you risk getting floats.
@tannergooding, I would be very interested in your views.
This is no longer marked api-approved
or up-for-grabs
as there have been both new innovations and new potential conflicts that have come to light which warrant it getting re-designed and re-reviewed.
In particular, generic math now exists and may make much of this area simpler to design around/implement or such that it can be designed "better". Likewise, when the T
for these generic types are int
, there are potential conflicts with things such as C# list and index patterns and its highly possible one of the other domain specific should be used instead of Length
. https://github.com/dotnet/csharplang/discussions/5278 tracks the language providing an opt-out for this "issue", but it needs additional discussion/consideration by API review in either case.
So after 5 years of debate, back to the beginning. In the meantime, we're forced to do stuff like this.
Sometimes, the best solution is not the perfect solution. Sometimes the best solution is the one that arrives in time. How I wished to have System.Numerics.Vectors at the time I was using Net3.5
Yes, sometimes the best solution is not the perfect solution. But when there are practical and real world concerns that come up which will actively hurt or complicate the thing in question, its likewise worth the additional bake time to get it out right.
There are a lot of features that everyone is asking for across the ecosystem and this one in particular is one of the "big asks" and because it is a "big ask" it requires additional design and consideration, particularly if it is going to lay the foundations for future support and not simply get invalidated in another 3-5 years.
I've been actively pushing on getting this feature, among others in the numerics and SIMD related areas since I became the area owner and I am still committed to ensuring this happens.
In particular, we are not back to square 1 here, there is largely an open question around Length
. However, on top of that, there are a couple other "breaks" with regards to Vector2/3/4
that have consistently come up that are worth considering; in particularly explicitly calling out when something is LHS vs RHS based. These are the minimal open questions that API review needs to reconsider before this can actually move forward.
Beyond that, there is opportunity to correctly integrate this with generic math
for .NET 7. That isn't a requirement, but it is something worth considering given that this hasn't shipped yet. And finally, there is the overall need to ensure that this is performant and therefore actually usable in production apps. .NET 5 and .NET 6 laid a lot of foundational work to make that possible and to ensure we could trivially ensure Vector2/3/4<float>
and the other T
could be trivially accelerated.
I agree .NET could end up with a better solution if this was approached again with a clean sheet.
Generic math would make these types far more useful as the code consuming them could also be made generic, for example you could create LineSegment\<T> with line-based math with would work with both floats and doubles.
I did manage to get generic math to work with the current api with one exception, see sparkie108/generic-vectors-matrices#3. @tannergooding am I missing a trick here or is it a problem with current generic math api?
Is there anything we can do to help move this forward in .NET 7?
@tannergooding Hey, one question I had on the implementation of this. Looking at the code for float I don't see any of the SIMD logic like Avx.Add or Avx2 or SSE2, etc. How exactly does this work in the current implementation. Is JIT somehow smart enough to automatically insert the SIMD instructions where appropriate? Until the generic math comes into existence. I was thinking of just taking the float code that already exists, adding a D at the end of every method, and finding and replacing float with double.
Coming late to the party as I dived into this issue due to some raytracing experiments, which naturally use double and floats are just too small for the range of values causing visual distortions.
So basically the only way to guarantee that we can have some kind of stable accelerated API for this kind of purposes is to drop into C++, from what I understand from this discussion, as neither Systems.Numerics is going forward nor System.Runtime.Intrinsics provide the comfort of the previous one, and naturally it is still a big question how .NET 7 will look like in this regard.
So basically the only way to guarantee that we can have some kind of stable accelerated API for this kind of purposes is to drop into C++, from what I understand from this discussion, as neither Systems.Numerics is going forward nor System.Runtime.Intrinsics provide the comfort of the previous one, and naturally it is still a big question how .NET 7 will look like in this regard.
Could you elaborate on what parts above make you think this? System.Numerics
is not going away and is still being developed and moved forward. Likewise, System.Runtime.Intrinsics
is getting explicit improvements in .NET 7 to improve the xplat experience and make it more comfortable to use (most of the work is already done and in .NET 7 P1).
The main issues here are that exposing Vector2/3/4
I certainly could push this forward faster and ignore some of the big feedback points or design changes that have come up. But that also wouldn't make me a very good area owner here. Likewise, I do not want this sitting around for ever; it is a beneficial set of APIs to expose and I don't want it to get stuck in design limbo. I do expect this next design round will be the last as I'm not currently planning any other "major" changes that would be impactful enough to do warrant that and I've also gotten the overall JIT support here into a good place where accelerating these APIs is going to be much easier/straightforward.
which naturally use double and floats are just too small for the range of values causing visual distortions.
I expect this is more to do with implementation than to do with the precision range of float
. Consider that many GPUs still don't have double-precision
support and that Vulkan
, DirectX 12
, and many of the best ray tracing engines still use float
.
I would generally expect a render engine/framework to take into account the concept of a "floating-origin" to ensure that you never have to consider floating-point values large enough to cause inaccuracies and to "normalize" the scale so that the most commonly used values are between -1
and +1
(allowing ~2 billion uniquely representable single-precision floating-point values).
I confess I haven't read every single post, however I got the feeling that other stuff was kind of having higher priority on .NET roadmap and we have what we have.
Good to know that I was wrong and should probably read the whole thread with more care.
As for the float vs double, maybe some issues on blindly converting a C++ rendering sample into C#, replacing glm with System.Numeric (and downgrading double to float in the process), which is what prompt me to try to find out the current stat of affairs, thus landing here, maybe I should look more closely for arithmetic conversion bugs.
Thanks for the lengthy reply, naturally I prefer to stay in .NET land even for this kind of experiments and looking forward to what is coming.
As for the float vs double, maybe some issues on blindly converting a C++ rendering sample into C#, replacing glm with System.Numeric (and downgrading double to float in the process), which is what prompt me to try to find out the current stat of affairs, thus landing here, maybe I should look more closely for arithmetic conversion bugs.
It's likely not conversion bugs, but rather to do with how floating-point works under the covers.
float
is 32-bits and can represent approximately 4-billion unique values. However, the distribution is not linear and the distance between representable values differs depending on how big they are.
If you were to say that 1.0f
was a meter than it can accurately represent things at approx the "micrometer" level. Where-as at 1024.0
meters you can only represent things at approx the millimeter level. After 2^24 (approx 16.7 million) you can no longer even represent whole integers and only even numbers (and then only every 4th number at 2^25 and so on).
The biggest thing that double
typically enables is that you can represent whole integers up to 2^52
and so you are less likely to run into issues with a simple algorithm. However, you can still run into the same issues especially if you are working with "large scales" (like space games representing the solar system).
Due to how float
/double
are represented and because approx half of the representable values are between -1
and +1
, you generally want to "normalize" your inputs so that most values fall between -1
and +1
. You then likely also want to separate your world into cells or chunks and to change where the origin is as you move throughout the world (either moving the world around the camera, rather than the camera through the world; or changing the origin every 'x' cells so that you never move far enough away from it to start seeing issues).
@tannergooding Many thanks for the tips, even though it isn't really related to the ticket, much appreciated.
I've just found Silk.NET.Maths which seems to be quite complete and using generic maths.
I've just found Silk.NET.Maths which seems to be quite complete and using generic maths.
The project in general looks pretty sweet, thanks for posting it. Their work is quite impressive. But do the math operations you listed there actually get compiled to use SIMD efficiently? Like are they going to use avx instructions?
@serp777 see dotnet/Silk.NET#666 and #904
As for the float vs double, maybe some issues on blindly converting a C++ rendering sample into C#, replacing glm with System.Numeric (and downgrading double to float in the process), which is what prompt me to try to find out the current stat of affairs, thus landing here, maybe I should look more closely for arithmetic conversion bugs.
It's likely not conversion bugs, but rather to do with how floating-point works under the covers.
float
is 32-bits and can represent approximately 4-billion unique values. However, the distribution is not linear and the distance between representable values differs depending on how big they are.If you were to say that
1.0f
was a meter than it can accurately represent things at approx the "micrometer" level. Where-as at1024.0
meters you can only represent things at approx the millimeter level. After 2^24 (approx 16.7 million) you can no longer even represent whole integers and only even numbers (and then only every 4th number at 2^25 and so on).The biggest thing that
double
typically enables is that you can represent whole integers up to2^52
and so you are less likely to run into issues with a simple algorithm. However, you can still run into the same issues especially if you are working with "large scales" (like space games representing the solar system).Due to how
float
/double
are represented and because approx half of the representable values are between-1
and+1
, you generally want to "normalize" your inputs so that most values fall between-1
and+1
. You then likely also want to separate your world into cells or chunks and to change where the origin is as you move throughout the world (either moving the world around the camera, rather than the camera through the world; or changing the origin every 'x' cells so that you never move far enough away from it to start seeing issues).
Interesting, this makes me think about how kerbal space program (written in Unity) does their math. You've got very large numbers in the hundreds of millions or billions with precision at the 0.01 level. At the same time though all double math would likely be too expensive.
this makes me think about how kerbal space program (written in Unity) does their math.
Explained here: https://youtu.be/mXTxQko-JH0?t=259
Interesting, this makes me think about how kerbal space program (written in Unity) does their math. You've got very large numbers in the hundreds of millions or billions with precision at the 0.01 level. At the same time though all double math would likely be too expensive.
@serp777, yes they cover a few of the standard approaches to solving this in the video. You can see this in other games as well particularly those with modding support such as Minecraft (chunks), or Elder Scrolls (cells), etc. There are tons of papers covering the techniques and approaches that allow all of this to work, including at scale.
Its also worth noting that double
math isn't itself "expensive". That is float + float
and double + double
both execute in about 2-3 cycles (going back to at least 2016) and this also applies to most other operations that have hardware support. What makes float
faster is when you're using SIMD, as you can then do twice as many operations in the same instruction or when memory is a bottleneck since you can do the same number of operations while using half the memory.
The approved API is here: https://github.com/dotnet/runtime/issues/24168#issuecomment-642847557
Due to the size of the approved surface area, it is being split into multiple sections for people who want to help implement it. You can see https://github.com/dotnet/runtime/issues/24168#issuecomment-642894470 for more details
Vector2, Vector3, Vector4, Matrix3x2, Matrix4x4, Plane, Quaternion are currently implemented with single precission numbers. Theare are requests (above) and some miror implementations of System.Numerics.* can be found across Internet where double is supported.
These classes should support float and double precission and maybe in future more types. One of possile solution is to miror them as generics with support for both double and single precission numbers.
Rationale and Usage
This is request that developers ask about, one of usages is CAD software.
For example, to use Vector3 and Matrix4x4 with double precission we will be able to write:
Proposed API (mirrored from Vector2, Vector3, Vector4, Matrix3x2, Matrix4x4, Plane)
The following APIs are duplicates of the existing
float
based APIs, but withfloat
replaced withT
to allow forfloat
,double
, and in the futureSystem.Half
.File Vector2OfT.cs
File Vector2_IntrinsicsOfT.cs
File Vector3OfT.cs
File Vector3_IntrinsicsOfT.cs
File Vector4OfT.cs
File Vector4OfT_Intrinsics.cs
File Matrix3x2OfT.cs
File Matrix4x4ofT.cs
File PlaneOfT.cs
File QuaternionOfT.cs
class Vector2 extended with:
class Vector3 extended with:
class Vector4 extended with:
class Matrix3x2 extended with:
class Matrix4x4 extended with:
class Quaternion extended with:
class Plane extended with:
Original Text
From @acecebov on August 25, 2017 16:50
Add support System.Numerics.Vectors types with double precision: Vector2d, Vector3d, Vector4d, Matrix3x2d, Matrix4x4d, PlaneD, QuaternionD.
There are lots of scientific/gaming cases when we want to work with double precision and benefit of SIMD!
Copied from original issue: dotnet/coreclr#13591