Primitive math utilities to be used by the remaining of the library. Math imports nothing, everything else imports it. There is a slight hierarchy to the sub-packages found in math.
Sample serves as a group of definitions for defining a mapping from one numeric value to another. Another term for this is "function" or "mapping" but golang already took both of those keywords so I settled on "sample". Code throughout polyform uses the definitions like sample.FloatToVec2
to indicate this method maps a float to a Vector 2 value.
There are also some general utility functions for building common mappings between two domains of numbers.
- Compose - Takes an array of sample functions and feeds the output value from one function into the input value to the next function before finally returning the final value.
- ComposeFloat
- ComposeVec2
- ComposeVec3
- LinearMapping - Remaps some float value between A and B to sample a line in N-Dimensional space linearly.
- LinearFloatMapping
- LinearVector2Mapping
- LinearVector3Mapping
- Trig
- Sin - Maps a float value to a sin wave with some specified amplitude and frequency.
- Cos - Maps a float value to a sin wave with some specified amplitude and frequency.
Curves builds off of the sample package. The one restriction it makes is that the input domain is restricted to float values between 0 and 1. This is where more common animation curves reside.
Different noise algorithms commonly used in procedural generation.
SDF implementations of different geometry primitives, along with common math functions. Basically slowly picking through Inigo Quilez's Distfunction article as I need them in my different projects.
Math around Translation / Rotation / Scale Matrices