Latest stable release: http://lib.haxe.org/p/hxmath
API documentation: http://tbrosman.github.io/hxmath
A game-oriented math library for the Haxe language using abstracts instead of classes to allow for more expressive code while still using OpenFL's math types internally. Specifically, the 2D math abstracts use OpenFL types like flash.geom.Point and flash.geom.Matrix when HXMATH_USE_OPENFL_STRUCTURES
is defined at compile time.
2D math is stable/reasonably fast on Flash and C++. All structures and most operations have test coverage. There are additional features planned, but most of these are beyond the domain of the core math (hxmath.math) structures.
Just math, nothing else. Use with your libraries of choice without including ten tons of redundant infrastructure (memory management, etc).
Why write this:
a.subtract(b).dot(c.cross(d))
when you can write this:
(a - b) * (c % d)
(%
chosen due to operator precedence)
Abstracts allow consistency regardless of which implementation type is used.
Using OpenFL? Add -D HXMATH_USE_OPENFL_STRUCTURES
to your build parameters and you can use OpenFL math types seamlessly with hxmath.
For example, since openfl.geom.Point will be the inner type, you can cast to a Vector2 without copying:
var pointA = new flixel.util.FlxPoint(3.0, 2.0);
var pointACast:Vector2 = new Vector2(pointA.x, pointA.y);
var pointBCast:Vector2 = new flash.geom.Point(2.0, 1.0);
trace(pointACast * pointBCast);
Using Heaps? Adding -D HXMATH_USE_HEAPS_STRUCTURES
to your build parameters to use Heaps math types with hxmath instead.
Not using either? hxmath can run without them, falling back on its default inner types or define them manually by overriding hxmath.math.MathTypes
.
Both affine and linear structures:
More expressive than matrices with intuitive to/from notation. Example: say your character has an armFrame
and a bodyFrame
, with the armFrame
oriented at a 90 degree angle to the bodyFrame
and offset by 10 units up, 4 units right:
var armFrame = new Frame2(new Vector2(4.0, 10.0), 90);
To get a point defined in the armFrame
into the `bodyFrame you would write:
var bodyPoint = armFrame.transformFrom(armPoint);
Similarly, to get a point from the bodyFrame
to the armFrame
:
var armPoint = armFrame.transformTo(bodyPoint);
If the bodyFrame
is defined in the worldFrame
, to create a combined transformation from the armFrame
to worldFrame
:
// In the from direction: apply armFrame.from followed by bodyFrame.from
// (bodyFrame.matrix * armFrame.matrix)
// In the to direction: apply bodyFrame.to followed by armFrame.to
// (armFrame.inverse().matrix * bodyFrame.inverse().matrix) == (bodyFrame * armFrame).inverse().matrix
var armInWorldFrame = bodyFrame.concat(armFrame);
Operator overloads: All (linear) structures have the following operators: ==
, !=
, +
, -
, and unary -
.
.addWith
and .subtractWith
are available as functions for direct modification of the object. This is due to the fact you cannot overwrite +=
, -=
, etc directly and the generated implementations create new objects. For the *with
operations, no new object is created and the additional structure of the underlying object is preserved.clone
, copyTo
copyTo
is like clone, but without re-allocating.copyToShape
and copyFromShape
allow you to copy to/from shape-compatible types without writing custom conversion functions.
Array access (read/write) for linear structures
lerp
Frame2
instances).The product *
operator is overloaded for multiple right-hand types: matrix * matrix
will multiply two matrices, whereas matrix * vector
will transform a vector. For vectors, the dot product is defined as vector * vector
.
The cross product between two Vector3 structures is defined using %
, e.g. Vector3.xAxis % Vector3.yAxis == Vector3.zAxis
.
All matrix indices are column-major and start at 0. For example, m10 is the element in the 2nd column of the 1st row.
All matrix functions are row-major (left-to-right, top-to-bottom) so that when called the syntax mirrors the layout of the matrix.