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release 5.1, remove modules for swizzle operators
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README.md

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@@ -11,8 +11,8 @@ Or for separate modules
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```
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libraryDependencies += Seq(
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"com.github.Kright.ScalaGameMath" %% "math" % "0.5.0",
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"com.github.Kright.ScalaGameMath" %% "physics3d" % "0.5.0",
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"com.github.Kright.ScalaGameMath" %% "math" % "0.5.1",
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"com.github.Kright.ScalaGameMath" %% "physics3d" % "0.5.1",
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)
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```
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@@ -36,16 +36,15 @@ For other variants see [https://jitpack.io/#Kright/ScalaGameMath](https://jitpac
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* Force3d, Impulse3d, Velocity3d, Acceleration3d (combined linear and angular)
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* Joint3d with Spring3d, AngularSpring3d, Friction, AngularFriction3d, OrientationSpring3d
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* BodySystem for handling system of bodies with joints between them
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* **swizzle**: swizzle operators for vectors
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* **solvers**: helper for solving differential equations with Euler or Runge-Kutta methods
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* **symbolic**: simple implementation for AST like `(1.0 + ("y" * "x"))`
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* **ga**: experimental support for geometric algebra (GA) and plane-based geometric algebra (PGA).
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See [https://bivector.net](https://bivector.net) for more details. Suitable for any dimensions
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* **pga3d**: experimental library for 3d PGA with generated code and some common cases (Pga3dPlane, Pga3dPoint,
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Pga3dBivector, etc).
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There is a huge amount of similars methods (for each pair of classes for each type of multiplication). Because of
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* **pga3d**: efficient library for 3d PGA with generated code and some common cases (Pga3dPlane, Pga3dPoint,
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Pga3dQuaternion, Pga3dBivector, etc).
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There is a huge amount of similar methods (for each pair of classes for each type of multiplication). Because of
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generated methods for each case it's possible to know at compile time that, for example, dot product of two bivectors
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is a scalar.
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is a scalar or geometric product of two planes is a motor.
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* **pga3dCodeGen**: hand-made code generator for library above. It does operations in symbolic form, and searches the
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most narrow subclass of multivector for result.
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@@ -69,21 +68,6 @@ q *= q2 // q := q * q2, inplace, no objects created
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q *> q2 // q2 := q * q2, inplace, no objects created
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```
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Library had module with [swizzle operators](https://en.wikipedia.org/wiki/Swizzling_(computer_graphics)):
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```scala
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import com.github.kright.math.{Vector3d, Vector4d}
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val v = Vector4d(1, 2, 3, 4)
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v.yx = v.xy
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// v == (2, 1, 3, 4)
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v.xy = v.yx
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// v == (1, 2, 3, 4)
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v = Vector3d(1, 2, 3).xyzz
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// v == (1, 2, 3, 3)
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```
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Library doesn't have any external dependencies.
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### Physics
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This part is still under development.
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### PGA
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I'm inspired by https://bivector.net/PGADYN.html
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I want to rewrite physics equations in PGA. Work in progress.
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I rewrote physics equations in PGA, looks like PGA is a better way for describing physics.
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### Tests
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build.sbt

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ThisBuild / version := "0.5.1-SNAPSHOT"
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ThisBuild / version := "0.5.1"
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ThisBuild / scalaVersion := "3.6.2"
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@@ -24,7 +24,6 @@ lazy val root = (project in file("."))
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math,
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physics3d,
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solvers,
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swizzle,
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symbolic,
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util,
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vector,
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solvers % "test",
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)
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lazy val swizzle = (project in file("swizzle"))
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.settings(scalatestSettings *).dependsOn(vector)
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lazy val solvers = (project in file("solvers"))
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lazy val physics3d = (project in file("physics3d"))

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