snow-math
$ gem install snow-math [-- [--use-float | -F] [--use-fast-math | -FM] [--debug | -D]]
Intro
snow-math is a small, fairly simple library of 3D math routines implemented in C with Ruby bindings. It's intended for use with OpenGL and such. Currently, it provides six 3D math types:
- Snow::Vec2
- Snow::Vec3
- Snow::Vec4
- Snow::Quat
- Snow::Mat3
- Snow::Mat4
Most of their functionality is implemented in the C bindings, particularly anything that should be moderately performant.
By default, snow-math uses 64-bit native floats as its underlying type. So, a
Vec3 is literally a doube[3]
(or a vec3_t
in C). If you want it to use
32-bit floats, simply pass the --use-float
option to gem when installing it.
This will cause the bindings to be compiled using floats instead of doubles.
Like so:
$ gem install snow-math -- --use-float
If you prefer shorter command-line options, -F
is a synonym for --use-float
.
All options:
--use-float
or-F
-- Compiles the extension using 32-bit floats instead of 64-bit doubles. This is only really useful if you're concerned about reducing memory usage by math types or don't want the additional precision. You can specify you want doubles by passing--use-double
or-NF
, which is essentially a no-op unless it follows a previous argument specifying enabling the use of floats. It is not possible to compile the gem for both types.--debug
or-D
-- Compiles the extension with debugging symbols. If you want to explicitly indicate that you want a release built (meaning optimization and such), you can pass--release
or-ND
--use-fast-math
or-FM
-- When not compiled for debugging, the extension is built with-ffast-math
enabled. This may mean that the math code is not entirely IEEE-compliant but may produce slightly faster code. That said, this is generally not a huge benefit and IEEE-compliance is often better than negligible performance improvements in areas that aren't a bottleneck. If you would like to explicitly disable it, you may also pass--no-fast-math
or-NFM
.
Usage
In your Ruby scripts, you just need to require 'snow-math'
and all of the
library will be pulled in with the exception of Fiddle::Pointer
support.
To include the Fiddle support, you'll also need to require 'snow-math/ptr'
.
This is to avoid dragging the entirety of Fiddle into your code when you're not
using it.
Notes
Outputs
Keep in mind that for any function provides an output argument, that argument is optional. If output is non-nil, the function must write the result of its operation to the output object, assuming the object is a compatible output.
When nil, functions will always return a new object. Providing an output argument can be helpful when you want to avoid some unnecessary allocations and know that's a performance bottleneck (use a profiler before doing this).
Combined with the array types, you can either maintain a pool of 3D math objects or use it to avoid cache misses.
In all cases where an output is provided, output may be the the object the
function is called on. So, for example, vec.negate(vec)
is perfectly valid.
The SnowPalm code is designed to handle this and will not accidentally trash
itself because the input and output refer to the same location in memory.
Thread Safety
Act as though no object is thread-safe. That is, if an object is being modified on one thread, it should not be read from or written to on another. One thread at a time. If possible, don't share objects between threads. The best case scenario is you are passing serializable messages to threads rather than giving objects directly to other threads. That said, as long as only one thread is interacting with a given object at a time, you should be fine. To reiterate that with an example, if you have two threads and they both allocate their own Vec3 object, you're fine. If you have two threads and they're both using the same Vec3 object, you are playing with fire.
Typed arrays, like Vec3Array and so on, require a little more explanation. When accessing elements of a typed array, the array returns an object that accesses the array's memory. The object does not have its own buffer to play with. As such, arrays and the elements of arrays are both not thread-safe and you should not modify an array or its elements from multiple threads at the same time. Also, never attempt to fetch an element from an array on multiple threads at a time, as the underlying object cache of the array is being modified even if you aren't altering any array elements.
If you need to pass an array's element to another thread but don't care about it modifying the underlying array data, simply #copy, #clone, or #dup the fetched object and pass ownership of the copy to the other thread -- or pass the object via a deserializable message so that you're not even trying to pass objects directly to threads.
When in doubt, don't use threads. When you have to use threads and are still in doubt, use a messaging system to pass data between threads, like ZeroMQ, rather than passing objects directly to threads. Safety first.
(Further note: all snow-math types work with Marshal.load and Marshal.dump, so make use of that where it's practical and smart to do so.)
Shared by All Types
All types share the following functions. These are not included in the class bodies below except where their behaviour is notably different.
fetch(index)
andstore(index, value)
- To get and set values at the given component indices. For typed arrays, index is an array index. These do bounds-checking. They are always aliased as[]
and[]=
respectively. Typically, there are also simpler XYZW components for vectors and quaternions. These behave a little differently for typed arrays, which you can read about in their section below.address
- Returns the memory address of the object's first component.size
- Returns the size in bytes of the object in memory, not counting any overhead introduced by Ruby. This varies depending on whether the gem was built using floats or doubles. For typed arrays, this is the size of all elements combined. So, a 16-length Mat4Array using doubles is 2048 bytes in size, whereas a single Vec3 is 24 bytes.length
- Returns the length in components of the object (3 for Vec3, 4 for Vec4 and Quat, and 16 for Mat4). The result of this function should be obvious for each type.map(&block)
andmap
- In the first form, yields each component of an object to the block and returns an object of the same type with the results. In the second form, returns an Enumerator.Provided by the Snow::ArraySupport module.
map!(&block)
andmap!
- Same as the above, but operates on self rather than creating a new object.Provided by the Snow::ArraySupport module.
each(&object)
andeach
- Does what you think it does. Second form returns an Enumerator.Provided by the Snow::ArraySupport module.
to_a
- Returns an array of all components in the given object.Provided by the Snow::ArraySupport module.
to_ptr
- You have torequire 'snow-math/ptr'
for this. Returns a newFiddle::Pointer
pointing to the object's address.Provided by the Snow::FiddlePointerSupport module.
to_s
- Converts the object to a string that looks more or less like"{ fetch(0), fetch(1), ..., fetch(length - 1) }"
.inspect
- does what you think it does. This is provided under the Snow::InspectSupport module.
Swizzling
Vectors and quaternions generate swizzle methods on first use. So, by calling
some_vector.zyx
, the some_vector's class, will generate a swizzle function
that returns a new Vec3 with components Z, Y, and X of the original vector, in
that order. The components you can use for swizzling on each type are fairly
obvious but are as follows:
Vec2
Components: X and Y.
Swizzling two components returns a Vec2.
Swizzling three components returns a Vec3.
Swizzling four components returns a Vec4.Vec3
Components: X, Y, and Z.
Swizzling two components returns a Vec2.
Swizzling three components returns a Vec3.
Swizzling four components returns a Vec4.Vec4
Components: X, Y, Z, and W.
Swizzling two components returns a Vec2.
Swizzling three components returns a Vec3.
Swizzling four components returns a Vec4.Quat
Components: X, Y, Z, and W.
Swizzling two components returns a Vec2.
Swizzling three components returns a Vec3.
Swizzling four components returns a Quat.
Swizzling is provided by the Snow::SwizzleSupport module. If you find yourself using swizzling heavily and the generated methods aren't peformant enough, it might be worth your time to explicitly define the ones you use the most to ensure they're not wasting too many cycles for you.
License
snow-math, like most of my gems, is licensed under a simplified BSD license. And like most of my gems, I will say as usual that if this is a problem for you, please contact me. The license is reproduced here:
Copyright (c) 2013, Noel Raymond Cower <[email protected]>.
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
1. Redistributions of source code must retain the above copyright notice, this
list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
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