A Vector math library for 2D and 3D applications.
position.xwz = color.grb;
.1. Using the GLSL getter and setter syntax.
import 'package:vector_math/vector_math.dart';
void main() {
Vector3 x = Vector3.zero(); // Zero vector
Vector4 y = Vector4.all(4.0); // Vector with 4.0 in all lanes
x.zyx = y.xzz; // Sets z,y,x the values in x,z,z
}
2. Transforming a vector.
import 'dart:math';
import 'package:vector_math/vector_math.dart';
void main() {
// Rotation of PI/2 degrees around the Y axis followed by a
// translation of (5.0, 2.0, 3.0).
Matrix4 T = Matrix4.rotationY(PI * 0.5)..translate(5.0, 2.0, 3.0);
// A point.
Vector3 position = Vector3(1.0, 1.0, 1.0);
// Transform position by T.
T.transform3(position);
}
3. Invert a matrix
import 'dart:math';
import 'package:vector_math/vector_math.dart';
void main() {
// Rotation of 90 degrees around the Y axis followed by a
// translation of (5.0, 2.0, 3.0).
Matrix4 T = Matrix4.rotationY(PI * 0.5)..translate(5.0, 2.0, 3.0);
// Invert T.
T.invert();
// Invert just the rotation in T.
T.invertRotation();
}
4. Rotate a vector using a quaternion
import 'dart:math';
import 'package:vector_math/vector_math.dart';
void main() {
// The X axis.
Vector3 axis = Vector3(1.0, 0.0, 0.0);
// 90 degrees.
double angle = PI / 2.0;
// Quaternion encoding a 90 degree rotation along the X axis.
Quaternion q = Quaternion.axisAngle(axis, angle);
// A point.
Vector3 point = Vector3(1.0, 1.0, 1.0);
// Rotate point by q.
q.rotate(point);
}
5. Check if two axis aligned bounding boxes intersect
import 'package:vector_math/vector_math.dart';
void main() {
// Define the first box with a minimum and a maximum.
Aabb2 aabbOne = Aabb2.minMax(Vector2.zero(), Vector2(4.0, 4.0));
// Define the second box
Aabb2 aabbTwo = Aabb2.minMax(Vector2(5.0, 5.0), Vector2(6.0, 6.0));
// Extend the second box to contain a point
aabbTwo.hullPoint(Vector2(3.0, 3.0));
// Check if the two boxes intersect, returns true in this case.
bool intersect = aabbOne.intersectsWithAabb2(aabbTwo);
}
6. Check where a ray and a sphere intersect
import 'package:vector_math/vector_math.dart';
void main() {
// Define a ray starting at the origin and going into positive x-direction.
Ray ray = Ray.originDirection(Vector3.zero(), Vector3(1.0, 0.0, 0.0));
// Defines a sphere with the center (5.0 0.0 0.0) and a radius of 2.
Sphere sphere = Sphere.centerRadius(Vector3(5.0, 0.0, 0.0), 2.0);
// Checks if the ray intersect with the sphere and returns the distance of the
// intersection from the origin of the ray. Would return null if no intersection
// is found.
double distanceFromOrigin = ray.intersectsWithSphere(sphere);
// Evaluate the position of the intersection, in this case (3.0 0.0 0.0).
Vector3 position = ray.at(distanceFromOrigin);
}
7. Work with colors
import 'package:vector_math/vector_math.dart';
void main() {
// Access a build-in color, colors are stored in 4-dimensional vectors.
Vector4 red = Colors.red;
Vector4 gray = Vector4.zero();
// Convert the red color to a grayscaled color.
Colors.toGrayscale(red, gray);
// Parse a blue color from a hex string.
Vector4 blue = Vector4.zero();
Colors.fromHexString('#0000FF', blue);
// Convert the blue color from RGB to HSL.
Colors.rgbToHsl(blue, blue);
// Reduce the lightness of the color by 50%.
blue.z *= 0.5;
// Convert the HSL color back to RGB.
Colors.hslToRgb(blue, blue);
}
8. Use 64bit float precision (instead of 32bit)
// Use different import statement.
// Which is a drop-in replacement for 'package:vector_math/vector_math.dart'
import 'package:vector_math/vector_math_64.dart';
void main() {
// Types work the same, but using 64 bit storage.
Vector3 x = Vector3.zero();
Matrix4 m = Matrix4.identity();
}
To run the unit tests:
~/src/vector_math/> dart test
To automatically generate the latest version of vector_math_64
:
~/src/vector_math/> dart tool/generate_vector_math_64.dart