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Releases: Kright/ScalaGameMath

0.8.0

07 Sep 10:17

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  • Breaking change: rename Pga3dTrivector to Pga3dProjectivePoint, new name is more consistent with Pga3dPoint and Pga3dVector
  • Fix some bugs in Inertia classes, add more tests

0.7.4

01 Jun 16:30

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Add scala js support
Add examples
Minor code improvements

0.7.3

19 Apr 21:08

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  • add kotlin-friendly names of operators
  • add AABB, edge and triangle
  • refactor code a bit
  • add classes for friction and method for computing spring force

0.7.2 Implement inertia classes

26 Mar 18:41

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  • Implement inertia classes for different cases.
  • Add Cholesky matrix decomposition for efficient inversion.
  • Improve tests

v0.7.1

15 Mar 17:00

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Now new changes, just fixed jitpack

v0.7.0 Add pga3dPhysics module

13 Mar 22:52

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Has a lot of breaking changes.

Add module pga3dPhysics:

  1. Different representations for Inertia - as diagonal, moved diagonal, as summable tensor and as cached for faster computations.
  2. Helpful classes for physics - Pga3dForque, Pga3dBodyState, Pga3dPhysicsBody
  3. Different solvers. The most interesting are explicit Runge-Kutta method of 4th order and implicit method of Gauss-Legendre (4th order too).

Add module for matrices, implement matrix diagonalization. Used for inertia tensor diagonalization.

Profile code a bit, add FastRange class, which is much more efficient for iterating between small values, for examle from 0 until 4 in matrix code.

Add macro for packing case classes with double fields into double array and for unpacking them back.

v0.6.0

30 Jan 18:32

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Breaking changes:

  • rename Pga3dPoint => Pga3dTrivector
  • rename Pga3dPointNormalized => Pga3dPoint
  • rename methods, i.e. .asMotorUnsafe => .toMotorUnsafe

Add small fix to allow using with java 8

Improve pga3d, remove swizzle module

12 Jan 14:00

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v0.5.1

release 5.1, remove modules for swizzle operators

pga3d refactoring

26 Dec 20:36

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Refactor pga3d module, update scala and sbt versions.

now all pga3d classes have prefix Pga3d, for example Pga3dVector.
In addition, Point and Vector are stored as dual representation with w,x,y,z coordinates. They have getters for real values of wyz, wxz, wxy and xyz.

Because of this conversion some bugs theoretically are possible, but I hope that I have found all of them.

v0.4.8

18 Aug 14:32

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  • fixed bug in Quaternion and Bivector log functions
  • add Motor.id and Quaternion.id