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math.gl

Class wrappers for gl-matrix

  • 1.0.0-alpha.8
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math.gl | Docs

Array-based ES6 math classes built on the amazing gl-matrix and THREE.js math libraries.

Overview

math.gl is a JavaScript math library primarily intended to support WebGL applications. It is a generic library but was developed as a companion for luma.gl and deck.gl.

math.gl contains a set of classes (Matrix4 etc) to complement the procedural interface of gl-matrix. It also imports a limited subset of the standard gl-matrix functions (to keep bundle size down), these can be used in parallel with the classes.

Who is this for?

JavaScript WebGL programmers who:

  • Need a great JavaScript math library for basic computional geometry purposes.
  • like the functionality offered by the gl-matrix library
  • need tree-shaking support
  • want to use object orientated math programming style (ability to chain operations).
  • want optional extra error checking
  • do not need to support old (pre-IE10) browsers.

Features

  • Array-based

    • All math objects can be used directly with any Javascript function that expects array arguments. No need to call toArray or similar.
  • Error checking to assist in debugging.

    • Can be disabled when performance is critical.
  • WebGL-friendly

    • Matrices: while all accessors, toString() etc are row-major. Matrices are organized internally in the layout expected by WebGL (an array of contiguous floats in column-major order),
    • toArray and fromArray functions take optional offsets allowing copying directly to and from vertex attribute arrays.
    • GLSL math functions (radians, sin etc) made available in JavaScript and work both on scalars and vectors / math objects.

Design Notes

  • Math objects are Arrays - All math objects are subclasses of the built-in JavaScript Array class, which means that class instances can be used wherever an array is expected. I.e. these classes are not wrappers of Arrays, they are Arrays, just with additional methods.

  • Focuses on needs of WebGL based applications and basic computational geometry, which includes 4x4 matrices, 2, 3 and 4 dimensional vectors and quaternions. May grow to include other classes, but is not intended to become a general math library.

History

  • Started out as a set of object oriented wrappers for the procedural gl-matrix library.

Roadmap

  • Additional classes and functions. This library might grow beyond just providing gl-matrix wrappers if additional classes are deemed valuable for the target user group.

Documentation

The gl-matrix docs are a good start.

API differences with gl-matrix

The class API is intentionally designed to remain intuitively similar to the wrapped gl-matrix procedures, usually just removing the first one or two parameters from each function (the out argument and the first input arguments, both are implictly set to this), and exposes the remaining arguments in the same order as the gl-matrix api.

Only in a few cases where gl-matrix methods take a long list arguments (e.g. mat4.perspective, mat4.ortho etc) or return multiple values (e.g. quat.getAxisRotation) do methods provide a modified API that is more natural for modern ES6 applications to use, e.g. using named parameters, or collecting all results in one returned object.

Also, for transforming vectors with matrices, the transformVector* methods are offered in the matrix classes, instead of on the vector classes. They also (optionally) auto allocate the result vectors.

Caveats

A technical caveat is that JavaScript Array subclassing, which is fundamental to the design of this library, is only supported on "evergreen" browsers, such as Chrome, Safari, Firefox, Edge etc, i.e. no Internet Explorer < 10 (details).

If this is not acceptable, math.gl is not the right choice for you. As a fallback, you can always use gl-matrix directly.

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Package last updated on 09 Oct 2017

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