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Math library for game programming in python.

Project description

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This is a math library written in python for 2D/3D game development which is also compatible with pypy. I made it while I was learning more about the math used in graphics development and for personal use in OpenGL related projects.
It’s still a work in progress.

Dependencies:

It uses six to allow support between python2.x and python3.x.

Install:

To install the library just do

pip install gem

It will install the dependicies automatically.

Documentation and Examples:

The examples on how to use the library and more info are maintained on the github wiki:

Wiki Link

Supported features:

NxN Matrices:
  • Transpose

  • Scale

  • NxN Matrix Multiplication

  • NxN Matrix * N Dimensions Vector Multiplication

  • 4x4 Perspective Projection Matrix

  • lookAt 4x4 Matrix

  • Translation (3x3, 4x4)

  • Rotation (2x2, 3x3, 4x4)

  • Shear (2x2, 3x3, 4x4)

  • Project

  • Unproject

  • Orthographic Projection

  • Perspective Projection

  • lookAt 4x4 matrix

  • Determinant 2x2, 3x3, 4x4

  • Inverse 2x2, 3x3, 4x4

N Dimensions Vectors:
  • Dot Product

  • Cross Product (3D, No 7D as of now)

  • 2D get angle of vector

  • 2D -90 degree rotation

  • 2D +90 degree rotation

  • Refraction

  • Reflection

  • Negate

  • Normalize

  • Linear Interpolation

  • Max Vector/Scalar

  • Min Vector/Scalar

  • Clamp

  • Transform

  • Barycentric

  • isInSameDirection test

  • isInOppositeDirection test

  • 3D Vector swizzling, similar to GLSL

  • 3D Vector idenitities

Quaternions:
  • Normalize

  • Dot Product

  • Rotation

  • Conjugate

  • Inverse

  • Negate

  • Rotate X, Y, Z

  • Arbitary Axis Rotation

  • From angle Rotation

  • To Rotation Matrix (4x4)

  • From Rotation Matrix (4x4)

  • Cross Product

  • Vector3D, Scalar Multiplication

  • Logarithm

  • Exponential

  • Power

  • Liner Interpolation (LERP)

  • Spherical Interpolation (SLERP)

  • Spherical Interpoliaton No Invert

  • Quaternion Splines (SQUAD)

Plane:
  • Define using

    • 3 Vectors

    • Point and Normal

    • Manual input

  • Dot Product

  • Normalize

  • Best fit normal and D value

  • Distance from plane to a point

  • Point location

  • Output

  • Flip

Ray:
  • Rotate using Matrix

  • Rotate using Quaternions

  • Translate

  • Output

Legendre Polynomial (Experimental, not complete):
  • For spherical harmonics

  • (l - m)PML(x) = x(2l - 1)PML-1(x

  • Irradiance maps

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