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Plane scaling

Hi, I was searching documentation on how implement geometry of planes in 3D and 
I've found your project. A problem I've found is in aritmethic of planes. I saw 
that you scales a plane by multiplying the four coefficients by a given value, 
but if a plane is given by:

ax + by + cz + d = 0, we can see that

Value*(ax + by + cz + d) = ax + by + cz + d = 0

May you tell me what is the sense of this operation?

Thanks by your atention.




Original issue reported on code.google.com by [email protected] on 21 Dec 2010 at 9:43

Color3.ToString() uses invalid format string

What steps will reproduce the problem?
1. create a project using slimmath
2. create a Color3 instance: Color3 exampleColor;
3. call exampleColor.ToString()

What is the expected output? What do you see instead?

expected: "Red:0.0 Green:0.0 Blue:0.0"
got: FormatException 
Exception.Message (german original): Der Index, basierend auf 0 (null), muss 
größer als oder gleich Null sein, und kleiner als die Größe der 
Argumentenliste.

rough translation: The zero based index must be greater than or equal zero, and 
less than the number of items in the argument list.

What version of the product are you using? On what operating system?
FileVersion: 1.0.0.0

Please provide any additional information below.


Original issue reported on code.google.com by [email protected] on 12 Jan 2011 at 6:17

Missing Half/Half2/Half3/Half4 classes

Used intensively whenever you need to deal with half floating point texture.

Classes are in SlimDX but not in SlimMath.

The code is an extract from SlimDX while using the following paper to implement 
the conversion : http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf

Original issue reported on code.google.com by [email protected] on 28 Nov 2010 at 11:15

Attachments:

Perp unary operator in Vector2D

What steps will reproduce the problem?
1. Perp unary operator missing
2. Enhancement
3.

Please provide any additional information below.

The Perp operator is missing. It could be useful in some geometry algorithms.
Here is what I'm referring to:

        public static Vector2 Perp(Vector2 vector2)
        {
            return new Vector2(-vector2.Y, vector2.X);
        }

It returns a vector perpendicular to the input one.
If it was implemented, it could also be used to implement the "PerpDot" product 
or 2D cross product.

Also, are there any plans to implement a double precision Math library?

Original issue reported on code.google.com by [email protected] on 4 Nov 2010 at 9:13

We need a GJK implementation

We need someone who has knowledge on the GJK algorithm to make an 
implementation of it in SlimMath. This will be very useful in the 
BoundingFrustum class and for several other collision facilities. Even a naive 
implementation would be great to at least start with.

Original issue reported on code.google.com by [email protected] on 19 Feb 2011 at 4:31

Integer Vector

What steps will reproduce the problem?
1. Looked for integer Vector
2. ???
3. No Profit

What is the expected output? What do you see instead?
Integer vector. Like a normal vector but more integery.

What version of the product are you using? On what operating system?
Trunk, VS 2010

Please provide any additional information below.
foo[v.x, v.y]

Original issue reported on code.google.com by [email protected] on 29 Jun 2010 at 3:18

Missing constructor in Plane

Hi josh!

I'm back here :)

Plane class is missing the following constructor that is sometimes useful and 
is part of SlimDX.Plane

/// <summary>
/// Initializes a new instance of the <see cref="T:SlimMath.Plane" /> class.
/// </summary>
/// <param name="point">Any point that lies along the plane.</param>
/// <param name="normal">The normal vector to the plane.</param>
public Plane(Vector3 point, Vector3 normal)
{
    this.Normal = normal;
    this.D = -Vector3.Dot(normal, point);
}



Original issue reported on code.google.com by [email protected] on 28 Nov 2010 at 11:13

Attachments:

Matrix.Multiply(ref Matrix, ref Matrix, out Matrix) overlap

Hi,
During all operation of multiplication i've noticed that i'm getting some 
overlapping result if i
send the same matrix as ref and out, XNA does not overlapping, probably before 
assign of result you should
assing temp float values and after that store them to final result;

Ex:
Matrix left = Matrix.Identity;
Matrix right = Matrix.Scaling(1.0f,1.0f,1.0f);
Matrix.Multiple(ref left, ref right, out right);

In this case right is overlapped.
This happens with all ref passed parameters.

Thanks


Original issue reported on code.google.com by [email protected] on 21 Jun 2011 at 12:54

RayIntersectsPlane

It seemed the function 

bool RayIntersectsPlane(ref Ray ray, ref Plane plane, out float distance)

in Collision.cs is incorrect.


It should be

...
distance = (-plane.D - position) / direction; 
...

Please check it And thank for great work.  :)

Original issue reported on code.google.com by [email protected] on 9 Mar 2011 at 9:02

Incorrect parameter order in Collision.cs line 1409

This line reads:

ClosestPointOnTriangleToPoint(ref sphere.Center, ref vertex1, ref vertex2, ref 
vertex3, out point);

should instead read:

ClosestPointOnTriangleToPoint(ref vertex1, ref vertex2, ref vertex3, ref 
sphere.Center, out point);

Original issue reported on code.google.com by [email protected] on 17 Feb 2013 at 10:23

Is this project still running ?

What steps will reproduce the problem?
1.
2.
3.

What is the expected output? What do you see instead?


What version of the product are you using? On what operating system?


Please provide any additional information below.


Original issue reported on code.google.com by [email protected] on 2 Jul 2012 at 11:48

Quaternion.SquadSetup

The Quaternion.SquadSetup method fails the new VS2010 test. The test is 
performed against MDX 1.1 which in turn uses D3DX. Some of the values tend to 
be close to the expected values while others can be pretty far off.

Someone with more knowledge on this method should take a peek.

Original issue reported on code.google.com by [email protected] on 5 Jul 2010 at 4:37

Half type incomplete and incorrect.

The current Half type is incomplete, many operations defined on other number 
types are not defined for the Half type. It's also incorrect in places for 
example == should return false if both arguments are NaN.

Included is a patch for a more complete Half type, operations on it return 
floats in a similar way to how operations on Int16 return Int32. It is an 
immutable type in the same way that all basic number types are immutable, this 
is a breaking change as it means removing the setter for RawValue. It also 
includes basic Math methods Abs, Max, Min and Sign.

Original issue reported on code.google.com by Frassle on 25 Feb 2011 at 7:50

Attachments:

Refraction Functions

See corresponding SlimDX issue: 
http://code.google.com/p/slimdx/issues/detail?id=688

Original issue reported on code.google.com by Mike.Popoloski on 31 Aug 2010 at 3:35

Append 'Create' the the static methods on the Matrix, Quaternion, etc

Should we append the word 'Create' to the static methods of the Matrix, 
Quaternion, etc. that create specific types. For example:

Instead of Matrix.Scaling we could have Matrix.CreateScaling. This more closely 
matches Xna's style.

This would clearly mark the methods that create specifics types of matrices and 
it will also alphabetize all of those types of methods together.

Just need some input before I start making those kind of changes.

Original issue reported on code.google.com by [email protected] on 29 Jun 2010 at 11:22

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