# inmath 1.2.1

Games math library for D

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:

## InMath

InMath, forked from gl3n, is a mathematics library for D providing math functions useful for multimedia software.

InMath provides all the math you need to work with OpenGL and Metal.

• Linear algebra
• Vectors
• Matrices
• Metal-compatible orthographic and projection matrix functions! (`perspective01`, `orthographic01`)
• Quaternions
• Rectangles
• AABBs
• Planes,
• Frustrums
• Interpolation
• Linear interpolation (`lerp`)
• Spherical linear interpolation (`slerp`)
• Hermite interpolation
• Catmull rom interpolation
• Cubic interpolation
• Dampening
• Basic distance based dampening (`dampen`)
• Dampened Harmonic Oscillator (`smoothDamp`)
• Noise
• OpenSimplex2
• Colors
• HSV<->RGB conversion
• Hexstring to RGB(A) conversion
• RGBA32<->RGBAF conversion
• No unexpected side effects
• No unexpected casts
• Vector multiplication is not dot product.
• InMath uses camelCase for the naming of things
• InMath simplifies parts of gl3n by removing excessive use of aliases.
• InMath is usable without the GC!

## Installation

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

## Examples

``````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 = v4.xyzzzwzyyxw.xyz // 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 + vcross.dot(delta);
}

void strafeRight(float delta) { // D
vec3 vcross = cross(up, forward).normalized;
_position = _position - vcross.dot(delta);
}
``````
Authors:
• David Herberth
• Inochi2D Project
Dependencies:
silly
Versions:
 1.2.1 2024-Jun-08 1.2.0 2024-Jun-08 1.1.1 2024-May-19 1.1.0 2024-May-16 1.0.8 2024-May-16