inmath 1.0.3

Inochi2D Math Library (fork of gl3n)

To use this package, run the following command in your project's root directory:

Manual usage
Put the following dependency into your project's dependences section:

Inochi2D Math

inmath is a fork of gl3n meant for use within Inochi2D, containing modifications specific to Inochi2D. inmath provides all the math you need to work with OpenGL. Currently inmath supports:

  • linear algebra
  • vectors
  • matrices
  • quaternions
  • geometry
  • axis aligned bounding boxes
  • planes
  • frustum (use it with care, not a 100% tested)
  • interpolation
  • linear interpolation (lerp)
  • spherical linear interpolation (slerp)
  • hermite interpolation
  • catmull rom interpolation
  • colors - hsv to rgb and rgb to hsv conversion
  • nearly all GLSL defined functions (according to spec 4.1)
  • the power of D, e.g. dynamic swizzling, templated types (vectors, matrices, quaternions), impressive constructors and more!

inmath is slightly different from gl3n in the following ways

  • No unexpected side effects
  • No unexpected casts
  • Vector multiplication is not dot product.
    • Multiplying vectors does pair-wise multiplication instead.
  • inmath uses camelCase for the naming of things
  • inmath simplifies parts of gl3n by removing excessive use of aliases.


inmath, like gl3n is MIT licensed, which allows you to use it everywhere you want it.


You can use inmath in your project via the dub package database.


vec4 v4 = vec4(1.0f, vec3(2.0f, 3.0f, 4.0f));
vec4 v4_2 = vec4(1.0f, vec4(1.0f, 2.0f, 3.0f, 4.0f).xyz); // "dynamic" swizzling with opDispatch
vec4 v4_3 = v4_2.xxyz; // opDispatch returns a static array which you can pass directly to the ctor of a vector!

vec3 v3 = my_3dvec.rgb;
vec3 foo = // not useful but possible!

mat4 m4fv = mat4.translation(-0.5f, -0.54f, 0.42f).rotateX(PI).rotateZ(PI/2);
glUniformMatrix4fv(location, 1, GL_TRUE, m4fv.ptr); // yes they are row major!

alias Matrix!(double, 4, 4) mat4d;
mat4d projection;
glGetDoublev(GL_PROJECTION_MATRIX, projection.ptr);

mat3 inv_view = view.rotation;
mat3 inv_view = mat3(view);

mat4 m4 = mat4(vec4(1.0f, 2.0f, 3.0f, 4.0f), 5.0f, 6.0f, 7.0f, 8.0f, vec4(...) ...); 
    void strafeLeft(float delta) { // A
        vec3 vcross = cross(up, forward).normalized;
        _position = _position +;

    void strafeRight(float delta) { // D
        vec3 vcross = cross(up, forward).normalized;
        _position = _position -;
  • David Herberth
  • Inochi2D Project
1.0.3 2022-May-20
1.0.2 2022-May-16
1.0.1 2022-May-15
1.0.0 2022-May-14
~main 2022-May-20
Show all 5 versions
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