Terathon Math Library
This is a C++ math library containing classes for vectors, matrices, quaternions, and elements of projective geometric algebra. The specific classes are the following:
- Vector2D – A 2D vector (x, y) that extends to four dimensions as (x, y, 0, 0).
- Vector3D – A 3D vector (x, y, z) that extends to four dimensions as (x, y, z, 0).
- Vector4D – A 4D vector (x, y, z, w).
- Point2D – A 2D point (x, y) that extends to four dimensions as (x, y, 0, 1).
- Point3D – A 3D point (x, y, z) that extends to four dimensions as (x, y, z, 1).
- Matrix2D – A 2×2 matrix.
- Matrix3D – A 3×3 matrix.
- Matrix4D – A 4×4 matrix.
- Transform4D – A 4×4 matrix with fourth row always (0, 0, 0, 1).
- Quaternion – A conventional quaternion xi + yj + zk + w.
- Bivector3D – A 3D bivector x e23 + y e31 + z e12.
- Line3D – A 3D line vx e41 + vy e42 + vz e43 + mx e23 + my e31 + mz e12.
- Plane3D – A 3D plane x e234 + y e314 + z e124 + w e321.
- Round3D – A 3D round point x e1 + y e2 + z e3 + w e4 + u e5.
- Dipole3D – A 3D dipole dvx e41 + dvy e42 + dvz e43 + dmx e23 + dmy e31 + dmz e12 + dpx e15 + dpy e25 + dpz e35 + dpw e45.
- Circle3D – A 3D circle cgx e423 + cgy e431 + cgz e412 + cgw e321 + cvx e415 + cvy e425 + cvz e435 + cmx e235 + cmy e315 + cmz e125.
- Sphere3D – A 3D sphere u e1234 + x e4235 + y e4315 + z e4125 + w e3215.
- Motor3D – A 3D motion operator rx e41 + ry e42 + rz e43 + rw 𝟙 + ux e23 + uy e31 + uz e12 + uw.
- Flector3D - A 3D reflection operator sx e1 + sy e2 + sz e3 + sw e4 + hx e234 + hy e314 + hz e124 + hw e321.
Component Swizzling
Vector components can be swizzled using shading-language syntax. As an example, the following expressions are all valid for a Vector3D
object v
:
v.x
– The x component ofv
.v.xy
– A 2D vector having the x and y components ofv
.v.yzx
– A 3D vector having the components ofv
in the order (y, z, x).
Support for repeated components in a swizzle can be enabled by defining TERATHON_SWIZZLE_REPEAT
. This is disabled by default because the large number of additional swizzling possibilities increases compile times substantially. Swizzles with repeated components are always const
so that it's not possible to assign to them.
Rows, columns, and submatrices can be extracted from matrix objects using a similar syntax. As an example, the following expressions are all valid for a Matrix3D
object m
:
m.m12
– The (1,2) entry ofm
.m.row0
– The first row ofm
.m.col1
– The second column ofm
.m.matrix2D
– The upper-left 2×2 submatrix ofm
.m.transpose
– The transpose ofm
.
All of the above are generally free operations, with no copying, when their results are consumed by an expression. For more information, see Eric Lengyel's 2018 GDC talk Linear Algebra Upgraded.
Geometric Algebra
The ^
operator is overloaded for cases in which the wedge or antiwedge product can be applied between vectors, bivectors, points, lines, and planes. (Note that ^
has lower precedence than just about everything else, so parentheses will be necessary.)
The library does not provide operators that directly calculate the geometric product and antiproduct because they would tend to generate inefficient code and produce intermediate results having unnecessary types when something like the sandwich product Q ⟇ p ⟇ ~Q appears in an expression. Instead, there are Transform()
functions that take some object p for the first parameter and the motor Q with which to transform it for the second parameter.
See Eric Lengyel's Projective Geometric Algebra website for more information about operations among these types.
API Documentation
There is API documentation embedded in the header files. The formatted equivalent can be found in the C4 Engine documentation.
Licensing
Separate proprietary licenses are available from Terathon Software. Please send an email with details about your particular use case if you are interested.