mcc 7fa1785469 Fix failing tests; this involves changing 2 bad tests and 1 bad behavior:
- vec2 to_polar/from_cartesian tests were testing for equality rather than using an epsilon.
- bound2.contains had two tests that were plain wrong.
- While I'm fixing the bounds test, bound2.contains and bound3.contains probably ought to test their own min and max values for inclusion.
- The implementation of mat4.look_at appears to be wrong. The final column was being set to 0,0,0,1 which comparing against other implementations does not seem to be correct. My replacement code is modeled on the method used in mat4x4_look_at() in linmath.h in GLFW, which says it's a reimplementation on the method from gluLookAt(). With this change the test passes as originally written.
2019-11-29 17:16:20 -05:00
2015-09-11 07:59:05 -07:00
2016-07-24 05:27:55 -03:00
2015-09-11 07:59:05 -07:00
2016-02-17 20:23:39 -08:00
2019-11-01 01:02:03 +01:00
2018-01-27 00:47:05 -05:00
2016-09-16 02:21:37 -07:00

Cirno's Perfect Math Library

Build Status Coverage Status

Various useful bits of game math. 3D line intersections, ray casting, vectors, matrices, quaternions, etc.

Intended to be used with LuaJIT and LÖVE (this is the backbone of LÖVE3D).

Online documentation can be found here or you can generate them yourself using ldoc -c doc/config.ld -o index .

Installation

Clone the repository and require it, or if you prefer luarocks: $ luarocks install --server=http://luarocks.org/dev cpml. Add --tree=whatever for a local install.

Description
No description provided
Readme 637 KiB
Languages
Lua 100%