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excessive
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cpml
Cirno's Perfect Math Library: Just about everything you need for 2D/3D games. Hopefully.
https://excessive.github.io/cpml/
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intersect: Fix cpml.intersect.segment_segment bug, fixes #90
#91
kromka-chleba
opened
2 months ago
0
cpml.intersect.segment_segment fails to find intersects for some segments
#90
kromka-chleba
opened
2 months ago
1
fix quat(quat(...)) always returning the identity quaternion under luajit
#89
snowkittykira
opened
1 year ago
0
new implementation for quat.from_direction, and new tests
#88
snowkittykira
closed
1 year ago
3
quat.from_direction returning un-normalized quaternions
#87
snowkittykira
opened
1 year ago
0
Zero documentation in LDOC (online docs) for modules/intersect.lua
#86
FatalistError
opened
1 year ago
0
FFI is not used for mat4
#85
pfirsich
opened
1 year ago
0
cpml.mat4.to_vec4s() and cpml.mat4.to_vec4s_cols() are reversed
#84
leonardus
opened
1 year ago
1
cpml.mat4.from_transform() computes the wrong rotation matrix.
#83
leonardus
opened
1 year ago
1
Feature request: Matrix decomposition
#82
leonardus
opened
1 year ago
0
(breaking) vec: Rework vec2.to_vec3; add vec3.to_xz
#81
idbrii
opened
2 years ago
2
(breaking) vec3: Rename angle_to -> angle_between
#80
idbrii
opened
2 years ago
6
backtick * in readme so it isn't interpreted as md
#79
vendethiel
closed
2 years ago
0
fix BVH
#78
rozenmad
closed
2 years ago
2
mat4 functions that take a matrix in to transform should not perform a backwards implicit mul
#77
shakesoda
opened
2 years ago
1
Add Vec3.angle_to
#76
xiejiangzhi
closed
2 years ago
1
Include offending type in precondition failure msg
#75
idbrii
closed
2 years ago
3
vec2: Fallback to math.atan
#74
idbrii
closed
2 years ago
0
Rename normalize -> normalized; Additionally return length from normalized
#73
idbrii
closed
2 years ago
4
Overhaul color: fix bugs, change to 0-1
#72
idbrii
closed
2 years ago
3
Switch build badge to github actions
#71
idbrii
closed
2 years ago
1
(minor) vec: Add more comments to clarify operations
#70
idbrii
closed
2 years ago
1
mat4: minor cleanup of globals and unused variables
#69
idbrii
closed
2 years ago
0
vec: Add nan checking functions
#68
idbrii
closed
2 years ago
0
Add statistics module
#67
DjSapsan
opened
2 years ago
3
Implement scale to mat4.from_transform method
#66
aki-cat
closed
2 years ago
2
Fix index nil error in private.round
#65
idbrii
closed
2 years ago
1
Why matrix multiply order was reversed?
#64
semyon422
closed
3 years ago
3
Minor fixes
#63
semyon422
closed
2 years ago
0
Run tests on gh actions
#62
idbrii
closed
3 years ago
1
Automate ldoc generation
#61
idbrii
closed
3 years ago
3
Travis is broken; Requires signup on travis-ci.com
#60
idbrii
closed
3 years ago
3
Fix angle_to to produce signed angle instead of incorrect results
#59
idbrii
closed
3 years ago
0
convert quat to matrix directly
#58
monolifed
closed
3 years ago
4
Euler angles [incomplete]
#57
mcclure
opened
4 years ago
4
Fix for issue #55 (quat():to_angle_axis() returns gibberish)
#56
mcclure
closed
4 years ago
2
quat.to_angle_axis and default quaternion
#55
Germanunkol
closed
4 years ago
9
Include BSD-2-clause text in LICENSE.md
#54
mcclure
closed
4 years ago
0
vec2.to_vec3(z) creates a vec3 with the given z (or 0)
#53
mcclure
closed
4 years ago
0
Simple methods for flipping a vector on exactly 1 axis
#52
mcclure
closed
4 years ago
1
extend(vec) and extend_bound(bound) for bounds
#51
mcclure
closed
4 years ago
0
:round(precision) methods for vec2, vec3, bound2, bound3
#50
mcclure
closed
4 years ago
3
Column version of to_vec4s (to_vec4s_cols)
#49
mcclure
closed
4 years ago
0
Consistency: mat4 multiply in wrong order
#48
mcclure
closed
4 years ago
0
Fix failing tests
#47
mcclure
closed
4 years ago
4
Make vec2(vec2(1,2)) and vec3(vec3(1,2,3)) consistent between lua/luajit
#46
mcclure
closed
4 years ago
0
to_string methods for bound2 and bound3
#45
mcclure
closed
4 years ago
0
Remove DO_THRESHOLD check from quat.pow
#44
mcclure
closed
4 years ago
1
DOT_THRESHOLD seems to break things
#43
mcclure
closed
4 years ago
1
fix bound2:contains()
#42
s-ol
closed
5 years ago
0
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