Math Library

MichaelFisher1997 edited this page Jan 5, 2026 · 1 revision

Math Library

Core mathematical primitives for 3D graphics and physics.


Overview

The math library (libs/zig-math/) provides essential types:

  • Vec3 - 3D vector
  • Mat4 - 4x4 transformation matrix
  • AABB - Axis-aligned bounding box
  • Frustum - View frustum for culling
  • Ray - Ray casting and voxel traversal

Vec3

3D vector for positions, directions, and velocities.

Structure

pubconstVec3=struct {
x: f32,
y: f32,
z: f32,
};

Constants

ConstantValueDescription
zero(0, 0, 0)Origin
one(1, 1, 1)Unit scale
up(0, 1, 0)+Y direction
down(0, -1, 0)-Y direction
forward(0, 0, -1)-Z (into screen)
back(0, 0, 1)+Z direction
right(1, 0, 0)+X direction
left(-1, 0, 0)-X direction

Operations

MethodDescription
add(other)Component-wise addition
sub(other)Component-wise subtraction
scale(scalar)Uniform scaling
dot(other)Dot product (scalar)
cross(other)Cross product (perpendicular Vec3)
length()Euclidean magnitude
lengthSquared()Squared magnitude (faster)
normalize()Unit vector
negate()Flip all components
lerp(other, t)Linear interpolation
distance(other)Distance between points
toArray()Convert to [3]f32

Mat4

4x4 transformation matrix for view, projection, and model transforms.

Structure

pubconstMat4=externstruct {
data: [4][4]f32, // Column-major order
};

Note: Uses extern struct for GPU compatibility.

Constants

ConstantDescription
identityIdentity matrix (no transform)
zeroZero matrix

Projection Methods

MethodDescription
perspective(fov, aspect, near, far)Standard perspective
perspectiveReverseZ(fov, aspect, near, far)Reverse-Z (better precision)
orthographic(l, r, b, t, near, far)Orthographic for UI

View Methods

MethodDescription
lookAt(eye, target, worldUp)View matrix from camera position

Transform Methods

MethodDescription
translate(offset)Translation matrix
scale(s)Non-uniform scale
rotateX(angle)X-axis rotation
rotateY(angle)Y-axis rotation
rotateZ(angle)Z-axis rotation

Utility Methods

MethodDescription
multiply(a, b)Matrix multiplication
inverse()Compute inverse (cofactor method)
transformPoint(v)Apply to point (with perspective divide)
transformDirection(v)Apply to direction (ignores translation)
ptr()Raw pointer for GPU upload

AABB

Axis-Aligned Bounding Box for collision and culling.

Structure

pubconstAABB=struct {
min: Vec3, // Minimum cornermax: Vec3, // Maximum corner
};

Construction

MethodDescription
init(min, max)From corner points
fromCenterSize(center, size)From center and dimensions

Query Methods

MethodDescription
center()Get center point
size()Get dimensions
contains(point)Point containment test
intersects(other)AABB-AABB intersection

Manipulation

MethodDescription
expand(amount)Grow in all directions
translate(offset)Move box

Frustum

View frustum for visibility culling.

Plane Structure

pubconstPlane=struct {
normal: Vec3, // Plane normaldistance: f32, // Distance from origin
};
MethodDescription
signedDistance(point)Positive = front, negative = behind
normalize()Normalize plane equation

Frustum Structure

pubconstFrustum=struct {
planes: [6]Plane, // left, right, bottom, top, near, far
};

Extraction

Frustum extracted from View-Projection matrix using Gribb/Hartmann method:

// Left plane: row4 + row1planes[0] =Plane.init(
Vec3.init(m[0][3] +m[0][0], m[1][3] +m[1][0], m[2][3] +m[2][0]),
m[3][3] +m[3][0],
).normalize();

Culling Methods

MethodDescription
containsPoint(point)Point inside all 6 planes
intersectsSphere(center, radius)Sphere-frustum test
intersectsAABB(aabb)Primary culling method
intersectsChunk(cx, cz)Specialized chunk test
intersectsChunkRelative(...)Camera-relative chunk test

AABB-Frustum Algorithm

For each plane:

  1. Find AABB's "positive vertex" (furthest in normal direction)
  2. If positive vertex is behind plane, AABB is outside

Ray

Ray casting and voxel traversal.

Structures

pubconstRay=struct {
origin: Vec3,
direction: Vec3, // Normalized
};
pubconstRayHit=struct {
t: f32, // Distance to hitnormal: Vec3, // Surface normal
};
pubconstVoxelHit=struct {
x: i32, y: i32, z: i32, // Block coordinatesface: Face, // Which face was hitdistance: f32,
};

Ray-AABB Intersection (Slab Method)

pubfnintersectAABB(ray, aabb) ?RayHit {
// For each axis, compute entry (t1) and exit (t2)// Track max_entry and min_exit// If max_entry > min_exit, ray misses// Returns hit distance and surface normal
}

DDA Voxel Traversal

The castThroughVoxels function implements Digital Differential Analyzer (DDA):

Algorithm:
1. Start at origin voxel
2. For each axis, calculate:
- step: direction (+1 or -1)
- tDelta: distance between boundaries
- tMax: distance to next boundary
3. Loop until max_distance:
- Check current voxel for solid block
- Step along axis with smallest tMax
- Update tMax for that axis
- Track which face was crossed

This is the standard algorithm for Minecraft-style block targeting.


Usage Examples

View-Projection Matrix

constview=Mat4.lookAt(camera_pos, target, Vec3.up);
constproj=Mat4.perspectiveReverseZ(fov, aspect, near, far);
constview_proj=Mat4.multiply(proj, view);

Frustum Culling

constfrustum=Frustum.fromViewProjection(view_proj);
for (chunks) |chunk| {
constaabb=AABB.fromCenterSize(chunk.center, chunk.size);
if (frustum.intersectsAABB(aabb)) {
chunk.render();
}
}

Block Targeting

constray=Ray{
.origin=camera.position,
.direction=camera.forward,
};
if (ray.castThroughVoxels(world, 5.0)) |hit| {
highlight_block(hit.x, hit.y, hit.z);
target_face=hit.face;
}

See Also


Source: libs/zig-math/, src/engine/math/ | Last updated: January 2026

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
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}
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})();
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try {
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Skip to content

Math Library

MichaelFisher1997 edited this page Jan 5, 2026 · 1 revision

Math Library

Core mathematical primitives for 3D graphics and physics.


Overview

The math library (libs/zig-math/) provides essential types:

  • Vec3 - 3D vector
  • Mat4 - 4x4 transformation matrix
  • AABB - Axis-aligned bounding box
  • Frustum - View frustum for culling
  • Ray - Ray casting and voxel traversal

Vec3

3D vector for positions, directions, and velocities.

Structure

pubconstVec3=struct {
x: f32,
y: f32,
z: f32,
};

Constants

ConstantValueDescription
zero(0, 0, 0)Origin
one(1, 1, 1)Unit scale
up(0, 1, 0)+Y direction
down(0, -1, 0)-Y direction
forward(0, 0, -1)-Z (into screen)
back(0, 0, 1)+Z direction
right(1, 0, 0)+X direction
left(-1, 0, 0)-X direction

Operations

MethodDescription
add(other)Component-wise addition
sub(other)Component-wise subtraction
scale(scalar)Uniform scaling
dot(other)Dot product (scalar)
cross(other)Cross product (perpendicular Vec3)
length()Euclidean magnitude
lengthSquared()Squared magnitude (faster)
normalize()Unit vector
negate()Flip all components
lerp(other, t)Linear interpolation
distance(other)Distance between points
toArray()Convert to [3]f32

Mat4

4x4 transformation matrix for view, projection, and model transforms.

Structure

pubconstMat4=externstruct {
data: [4][4]f32, // Column-major order
};

Note: Uses extern struct for GPU compatibility.

Constants

ConstantDescription
identityIdentity matrix (no transform)
zeroZero matrix

Projection Methods

MethodDescription
perspective(fov, aspect, near, far)Standard perspective
perspectiveReverseZ(fov, aspect, near, far)Reverse-Z (better precision)
orthographic(l, r, b, t, near, far)Orthographic for UI

View Methods

MethodDescription
lookAt(eye, target, worldUp)View matrix from camera position

Transform Methods

MethodDescription
translate(offset)Translation matrix
scale(s)Non-uniform scale
rotateX(angle)X-axis rotation
rotateY(angle)Y-axis rotation
rotateZ(angle)Z-axis rotation

Utility Methods

MethodDescription
multiply(a, b)Matrix multiplication
inverse()Compute inverse (cofactor method)
transformPoint(v)Apply to point (with perspective divide)
transformDirection(v)Apply to direction (ignores translation)
ptr()Raw pointer for GPU upload

AABB

Axis-Aligned Bounding Box for collision and culling.

Structure

pubconstAABB=struct {
min: Vec3, // Minimum cornermax: Vec3, // Maximum corner
};

Construction

MethodDescription
init(min, max)From corner points
fromCenterSize(center, size)From center and dimensions

Query Methods

MethodDescription
center()Get center point
size()Get dimensions
contains(point)Point containment test
intersects(other)AABB-AABB intersection

Manipulation

MethodDescription
expand(amount)Grow in all directions
translate(offset)Move box

Frustum

View frustum for visibility culling.

Plane Structure

pubconstPlane=struct {
normal: Vec3, // Plane normaldistance: f32, // Distance from origin
};
MethodDescription
signedDistance(point)Positive = front, negative = behind
normalize()Normalize plane equation

Frustum Structure

pubconstFrustum=struct {
planes: [6]Plane, // left, right, bottom, top, near, far
};

Extraction

Frustum extracted from View-Projection matrix using Gribb/Hartmann method:

// Left plane: row4 + row1planes[0] =Plane.init(
Vec3.init(m[0][3] +m[0][0], m[1][3] +m[1][0], m[2][3] +m[2][0]),
m[3][3] +m[3][0],
).normalize();

Culling Methods

MethodDescription
containsPoint(point)Point inside all 6 planes
intersectsSphere(center, radius)Sphere-frustum test
intersectsAABB(aabb)Primary culling method
intersectsChunk(cx, cz)Specialized chunk test
intersectsChunkRelative(...)Camera-relative chunk test

AABB-Frustum Algorithm

For each plane:

  1. Find AABB's "positive vertex" (furthest in normal direction)
  2. If positive vertex is behind plane, AABB is outside

Ray

Ray casting and voxel traversal.

Structures

pubconstRay=struct {
origin: Vec3,
direction: Vec3, // Normalized
};
pubconstRayHit=struct {
t: f32, // Distance to hitnormal: Vec3, // Surface normal
};
pubconstVoxelHit=struct {
x: i32, y: i32, z: i32, // Block coordinatesface: Face, // Which face was hitdistance: f32,
};

Ray-AABB Intersection (Slab Method)

pubfnintersectAABB(ray, aabb) ?RayHit {
// For each axis, compute entry (t1) and exit (t2)// Track max_entry and min_exit// If max_entry > min_exit, ray misses// Returns hit distance and surface normal
}

DDA Voxel Traversal

The castThroughVoxels function implements Digital Differential Analyzer (DDA):

Algorithm:
1. Start at origin voxel
2. For each axis, calculate:
- step: direction (+1 or -1)
- tDelta: distance between boundaries
- tMax: distance to next boundary
3. Loop until max_distance:
- Check current voxel for solid block
- Step along axis with smallest tMax
- Update tMax for that axis
- Track which face was crossed

This is the standard algorithm for Minecraft-style block targeting.


Usage Examples

View-Projection Matrix

constview=Mat4.lookAt(camera_pos, target, Vec3.up);
constproj=Mat4.perspectiveReverseZ(fov, aspect, near, far);
constview_proj=Mat4.multiply(proj, view);

Frustum Culling

constfrustum=Frustum.fromViewProjection(view_proj);
for (chunks) |chunk| {
constaabb=AABB.fromCenterSize(chunk.center, chunk.size);
if (frustum.intersectsAABB(aabb)) {
chunk.render();
}
}

Block Targeting

constray=Ray{
.origin=camera.position,
.direction=camera.forward,
};
if (ray.castThroughVoxels(world, 5.0)) |hit| {
highlight_block(hit.x, hit.y, hit.z);
target_face=hit.face;
}

See Also


Source: libs/zig-math/, src/engine/math/ | Last updated: January 2026

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Math Library

MichaelFisher1997 edited this page Jan 5, 2026 · 1 revision

Math Library

Core mathematical primitives for 3D graphics and physics.


Overview

The math library (libs/zig-math/) provides essential types:

  • Vec3 - 3D vector
  • Mat4 - 4x4 transformation matrix
  • AABB - Axis-aligned bounding box
  • Frustum - View frustum for culling
  • Ray - Ray casting and voxel traversal

Vec3

3D vector for positions, directions, and velocities.

Structure

pubconstVec3=struct {
x: f32,
y: f32,
z: f32,
};

Constants

ConstantValueDescription
zero(0, 0, 0)Origin
one(1, 1, 1)Unit scale
up(0, 1, 0)+Y direction
down(0, -1, 0)-Y direction
forward(0, 0, -1)-Z (into screen)
back(0, 0, 1)+Z direction
right(1, 0, 0)+X direction
left(-1, 0, 0)-X direction

Operations

MethodDescription
add(other)Component-wise addition
sub(other)Component-wise subtraction
scale(scalar)Uniform scaling
dot(other)Dot product (scalar)
cross(other)Cross product (perpendicular Vec3)
length()Euclidean magnitude
lengthSquared()Squared magnitude (faster)
normalize()Unit vector
negate()Flip all components
lerp(other, t)Linear interpolation
distance(other)Distance between points
toArray()Convert to [3]f32

Mat4

4x4 transformation matrix for view, projection, and model transforms.

Structure

pubconstMat4=externstruct {
data: [4][4]f32, // Column-major order
};

Note: Uses extern struct for GPU compatibility.

Constants

ConstantDescription
identityIdentity matrix (no transform)
zeroZero matrix

Projection Methods

MethodDescription
perspective(fov, aspect, near, far)Standard perspective
perspectiveReverseZ(fov, aspect, near, far)Reverse-Z (better precision)
orthographic(l, r, b, t, near, far)Orthographic for UI

View Methods

MethodDescription
lookAt(eye, target, worldUp)View matrix from camera position

Transform Methods

MethodDescription
translate(offset)Translation matrix
scale(s)Non-uniform scale
rotateX(angle)X-axis rotation
rotateY(angle)Y-axis rotation
rotateZ(angle)Z-axis rotation

Utility Methods

MethodDescription
multiply(a, b)Matrix multiplication
inverse()Compute inverse (cofactor method)
transformPoint(v)Apply to point (with perspective divide)
transformDirection(v)Apply to direction (ignores translation)
ptr()Raw pointer for GPU upload

AABB

Axis-Aligned Bounding Box for collision and culling.

Structure

pubconstAABB=struct {
min: Vec3, // Minimum cornermax: Vec3, // Maximum corner
};

Construction

MethodDescription
init(min, max)From corner points
fromCenterSize(center, size)From center and dimensions

Query Methods

MethodDescription
center()Get center point
size()Get dimensions
contains(point)Point containment test
intersects(other)AABB-AABB intersection

Manipulation

MethodDescription
expand(amount)Grow in all directions
translate(offset)Move box

Frustum

View frustum for visibility culling.

Plane Structure

pubconstPlane=struct {
normal: Vec3, // Plane normaldistance: f32, // Distance from origin
};
MethodDescription
signedDistance(point)Positive = front, negative = behind
normalize()Normalize plane equation

Frustum Structure

pubconstFrustum=struct {
planes: [6]Plane, // left, right, bottom, top, near, far
};

Extraction

Frustum extracted from View-Projection matrix using Gribb/Hartmann method:

// Left plane: row4 + row1planes[0] =Plane.init(
Vec3.init(m[0][3] +m[0][0], m[1][3] +m[1][0], m[2][3] +m[2][0]),
m[3][3] +m[3][0],
).normalize();

Culling Methods

MethodDescription
containsPoint(point)Point inside all 6 planes
intersectsSphere(center, radius)Sphere-frustum test
intersectsAABB(aabb)Primary culling method
intersectsChunk(cx, cz)Specialized chunk test
intersectsChunkRelative(...)Camera-relative chunk test

AABB-Frustum Algorithm

For each plane:

  1. Find AABB's "positive vertex" (furthest in normal direction)
  2. If positive vertex is behind plane, AABB is outside

Ray

Ray casting and voxel traversal.

Structures

pubconstRay=struct {
origin: Vec3,
direction: Vec3, // Normalized
};
pubconstRayHit=struct {
t: f32, // Distance to hitnormal: Vec3, // Surface normal
};
pubconstVoxelHit=struct {
x: i32, y: i32, z: i32, // Block coordinatesface: Face, // Which face was hitdistance: f32,
};

Ray-AABB Intersection (Slab Method)

pubfnintersectAABB(ray, aabb) ?RayHit {
// For each axis, compute entry (t1) and exit (t2)// Track max_entry and min_exit// If max_entry > min_exit, ray misses// Returns hit distance and surface normal
}

DDA Voxel Traversal

The castThroughVoxels function implements Digital Differential Analyzer (DDA):

Algorithm:
1. Start at origin voxel
2. For each axis, calculate:
- step: direction (+1 or -1)
- tDelta: distance between boundaries
- tMax: distance to next boundary
3. Loop until max_distance:
- Check current voxel for solid block
- Step along axis with smallest tMax
- Update tMax for that axis
- Track which face was crossed

This is the standard algorithm for Minecraft-style block targeting.


Usage Examples

View-Projection Matrix

constview=Mat4.lookAt(camera_pos, target, Vec3.up);
constproj=Mat4.perspectiveReverseZ(fov, aspect, near, far);
constview_proj=Mat4.multiply(proj, view);

Frustum Culling

constfrustum=Frustum.fromViewProjection(view_proj);
for (chunks) |chunk| {
constaabb=AABB.fromCenterSize(chunk.center, chunk.size);
if (frustum.intersectsAABB(aabb)) {
chunk.render();
}
}

Block Targeting

constray=Ray{
.origin=camera.position,
.direction=camera.forward,
};
if (ray.castThroughVoxels(world, 5.0)) |hit| {
highlight_block(hit.x, hit.y, hit.z);
target_face=hit.face;
}

See Also


Source: libs/zig-math/, src/engine/math/ | Last updated: January 2026

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Math Library

MichaelFisher1997 edited this page Jan 5, 2026 · 1 revision

Math Library

Core mathematical primitives for 3D graphics and physics.


Overview

The math library (libs/zig-math/) provides essential types:

  • Vec3 - 3D vector
  • Mat4 - 4x4 transformation matrix
  • AABB - Axis-aligned bounding box
  • Frustum - View frustum for culling
  • Ray - Ray casting and voxel traversal

Vec3

3D vector for positions, directions, and velocities.

Structure

pubconstVec3=struct {
x: f32,
y: f32,
z: f32,
};

Constants

ConstantValueDescription
zero(0, 0, 0)Origin
one(1, 1, 1)Unit scale
up(0, 1, 0)+Y direction
down(0, -1, 0)-Y direction
forward(0, 0, -1)-Z (into screen)
back(0, 0, 1)+Z direction
right(1, 0, 0)+X direction
left(-1, 0, 0)-X direction

Operations

MethodDescription
add(other)Component-wise addition
sub(other)Component-wise subtraction
scale(scalar)Uniform scaling
dot(other)Dot product (scalar)
cross(other)Cross product (perpendicular Vec3)
length()Euclidean magnitude
lengthSquared()Squared magnitude (faster)
normalize()Unit vector
negate()Flip all components
lerp(other, t)Linear interpolation
distance(other)Distance between points
toArray()Convert to [3]f32

Mat4

4x4 transformation matrix for view, projection, and model transforms.

Structure

pubconstMat4=externstruct {
data: [4][4]f32, // Column-major order
};

Note: Uses extern struct for GPU compatibility.

Constants

ConstantDescription
identityIdentity matrix (no transform)
zeroZero matrix

Projection Methods

MethodDescription
perspective(fov, aspect, near, far)Standard perspective
perspectiveReverseZ(fov, aspect, near, far)Reverse-Z (better precision)
orthographic(l, r, b, t, near, far)Orthographic for UI

View Methods

MethodDescription
lookAt(eye, target, worldUp)View matrix from camera position

Transform Methods

MethodDescription
translate(offset)Translation matrix
scale(s)Non-uniform scale
rotateX(angle)X-axis rotation
rotateY(angle)Y-axis rotation
rotateZ(angle)Z-axis rotation

Utility Methods

MethodDescription
multiply(a, b)Matrix multiplication
inverse()Compute inverse (cofactor method)
transformPoint(v)Apply to point (with perspective divide)
transformDirection(v)Apply to direction (ignores translation)
ptr()Raw pointer for GPU upload

AABB

Axis-Aligned Bounding Box for collision and culling.

Structure

pubconstAABB=struct {
min: Vec3, // Minimum cornermax: Vec3, // Maximum corner
};

Construction

MethodDescription
init(min, max)From corner points
fromCenterSize(center, size)From center and dimensions

Query Methods

MethodDescription
center()Get center point
size()Get dimensions
contains(point)Point containment test
intersects(other)AABB-AABB intersection

Manipulation

MethodDescription
expand(amount)Grow in all directions
translate(offset)Move box

Frustum

View frustum for visibility culling.

Plane Structure

pubconstPlane=struct {
normal: Vec3, // Plane normaldistance: f32, // Distance from origin
};
MethodDescription
signedDistance(point)Positive = front, negative = behind
normalize()Normalize plane equation

Frustum Structure

pubconstFrustum=struct {
planes: [6]Plane, // left, right, bottom, top, near, far
};

Extraction

Frustum extracted from View-Projection matrix using Gribb/Hartmann method:

// Left plane: row4 + row1planes[0] =Plane.init(
Vec3.init(m[0][3] +m[0][0], m[1][3] +m[1][0], m[2][3] +m[2][0]),
m[3][3] +m[3][0],
).normalize();

Culling Methods

MethodDescription
containsPoint(point)Point inside all 6 planes
intersectsSphere(center, radius)Sphere-frustum test
intersectsAABB(aabb)Primary culling method
intersectsChunk(cx, cz)Specialized chunk test
intersectsChunkRelative(...)Camera-relative chunk test

AABB-Frustum Algorithm

For each plane:

  1. Find AABB's "positive vertex" (furthest in normal direction)
  2. If positive vertex is behind plane, AABB is outside

Ray

Ray casting and voxel traversal.

Structures

pubconstRay=struct {
origin: Vec3,
direction: Vec3, // Normalized
};
pubconstRayHit=struct {
t: f32, // Distance to hitnormal: Vec3, // Surface normal
};
pubconstVoxelHit=struct {
x: i32, y: i32, z: i32, // Block coordinatesface: Face, // Which face was hitdistance: f32,
};

Ray-AABB Intersection (Slab Method)

pubfnintersectAABB(ray, aabb) ?RayHit {
// For each axis, compute entry (t1) and exit (t2)// Track max_entry and min_exit// If max_entry > min_exit, ray misses// Returns hit distance and surface normal
}

DDA Voxel Traversal

The castThroughVoxels function implements Digital Differential Analyzer (DDA):

Algorithm:
1. Start at origin voxel
2. For each axis, calculate:
- step: direction (+1 or -1)
- tDelta: distance between boundaries
- tMax: distance to next boundary
3. Loop until max_distance:
- Check current voxel for solid block
- Step along axis with smallest tMax
- Update tMax for that axis
- Track which face was crossed

This is the standard algorithm for Minecraft-style block targeting.


Usage Examples

View-Projection Matrix

constview=Mat4.lookAt(camera_pos, target, Vec3.up);
constproj=Mat4.perspectiveReverseZ(fov, aspect, near, far);
constview_proj=Mat4.multiply(proj, view);

Frustum Culling

constfrustum=Frustum.fromViewProjection(view_proj);
for (chunks) |chunk| {
constaabb=AABB.fromCenterSize(chunk.center, chunk.size);
if (frustum.intersectsAABB(aabb)) {
chunk.render();
}
}

Block Targeting

constray=Ray{
.origin=camera.position,
.direction=camera.forward,
};
if (ray.castThroughVoxels(world, 5.0)) |hit| {
highlight_block(hit.x, hit.y, hit.z);
target_face=hit.face;
}

See Also


Source: libs/zig-math/, src/engine/math/ | Last updated: January 2026

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Math Library

MichaelFisher1997 edited this page Jan 5, 2026 · 1 revision

Math Library

Core mathematical primitives for 3D graphics and physics.


Overview

The math library (libs/zig-math/) provides essential types:

  • Vec3 - 3D vector
  • Mat4 - 4x4 transformation matrix
  • AABB - Axis-aligned bounding box
  • Frustum - View frustum for culling
  • Ray - Ray casting and voxel traversal

Vec3

3D vector for positions, directions, and velocities.

Structure

pubconstVec3=struct {
x: f32,
y: f32,
z: f32,
};

Constants

ConstantValueDescription
zero(0, 0, 0)Origin
one(1, 1, 1)Unit scale
up(0, 1, 0)+Y direction
down(0, -1, 0)-Y direction
forward(0, 0, -1)-Z (into screen)
back(0, 0, 1)+Z direction
right(1, 0, 0)+X direction
left(-1, 0, 0)-X direction

Operations

MethodDescription
add(other)Component-wise addition
sub(other)Component-wise subtraction
scale(scalar)Uniform scaling
dot(other)Dot product (scalar)
cross(other)Cross product (perpendicular Vec3)
length()Euclidean magnitude
lengthSquared()Squared magnitude (faster)
normalize()Unit vector
negate()Flip all components
lerp(other, t)Linear interpolation
distance(other)Distance between points
toArray()Convert to [3]f32

Mat4

4x4 transformation matrix for view, projection, and model transforms.

Structure

pubconstMat4=externstruct {
data: [4][4]f32, // Column-major order
};

Note: Uses extern struct for GPU compatibility.

Constants

ConstantDescription
identityIdentity matrix (no transform)
zeroZero matrix

Projection Methods

MethodDescription
perspective(fov, aspect, near, far)Standard perspective
perspectiveReverseZ(fov, aspect, near, far)Reverse-Z (better precision)
orthographic(l, r, b, t, near, far)Orthographic for UI

View Methods

MethodDescription
lookAt(eye, target, worldUp)View matrix from camera position

Transform Methods

MethodDescription
translate(offset)Translation matrix
scale(s)Non-uniform scale
rotateX(angle)X-axis rotation
rotateY(angle)Y-axis rotation
rotateZ(angle)Z-axis rotation

Utility Methods

MethodDescription
multiply(a, b)Matrix multiplication
inverse()Compute inverse (cofactor method)
transformPoint(v)Apply to point (with perspective divide)
transformDirection(v)Apply to direction (ignores translation)
ptr()Raw pointer for GPU upload

AABB

Axis-Aligned Bounding Box for collision and culling.

Structure

pubconstAABB=struct {
min: Vec3, // Minimum cornermax: Vec3, // Maximum corner
};

Construction

MethodDescription
init(min, max)From corner points
fromCenterSize(center, size)From center and dimensions

Query Methods

MethodDescription
center()Get center point
size()Get dimensions
contains(point)Point containment test
intersects(other)AABB-AABB intersection

Manipulation

MethodDescription
expand(amount)Grow in all directions
translate(offset)Move box

Frustum

View frustum for visibility culling.

Plane Structure

pubconstPlane=struct {
normal: Vec3, // Plane normaldistance: f32, // Distance from origin
};
MethodDescription
signedDistance(point)Positive = front, negative = behind
normalize()Normalize plane equation

Frustum Structure

pubconstFrustum=struct {
planes: [6]Plane, // left, right, bottom, top, near, far
};

Extraction

Frustum extracted from View-Projection matrix using Gribb/Hartmann method:

// Left plane: row4 + row1planes[0] =Plane.init(
Vec3.init(m[0][3] +m[0][0], m[1][3] +m[1][0], m[2][3] +m[2][0]),
m[3][3] +m[3][0],
).normalize();

Culling Methods

MethodDescription
containsPoint(point)Point inside all 6 planes
intersectsSphere(center, radius)Sphere-frustum test
intersectsAABB(aabb)Primary culling method
intersectsChunk(cx, cz)Specialized chunk test
intersectsChunkRelative(...)Camera-relative chunk test

AABB-Frustum Algorithm

For each plane:

  1. Find AABB's "positive vertex" (furthest in normal direction)
  2. If positive vertex is behind plane, AABB is outside

Ray

Ray casting and voxel traversal.

Structures

pubconstRay=struct {
origin: Vec3,
direction: Vec3, // Normalized
};
pubconstRayHit=struct {
t: f32, // Distance to hitnormal: Vec3, // Surface normal
};
pubconstVoxelHit=struct {
x: i32, y: i32, z: i32, // Block coordinatesface: Face, // Which face was hitdistance: f32,
};

Ray-AABB Intersection (Slab Method)

pubfnintersectAABB(ray, aabb) ?RayHit {
// For each axis, compute entry (t1) and exit (t2)// Track max_entry and min_exit// If max_entry > min_exit, ray misses// Returns hit distance and surface normal
}

DDA Voxel Traversal

The castThroughVoxels function implements Digital Differential Analyzer (DDA):

Algorithm:
1. Start at origin voxel
2. For each axis, calculate:
- step: direction (+1 or -1)
- tDelta: distance between boundaries
- tMax: distance to next boundary
3. Loop until max_distance:
- Check current voxel for solid block
- Step along axis with smallest tMax
- Update tMax for that axis
- Track which face was crossed

This is the standard algorithm for Minecraft-style block targeting.


Usage Examples

View-Projection Matrix

constview=Mat4.lookAt(camera_pos, target, Vec3.up);
constproj=Mat4.perspectiveReverseZ(fov, aspect, near, far);
constview_proj=Mat4.multiply(proj, view);

Frustum Culling

constfrustum=Frustum.fromViewProjection(view_proj);
for (chunks) |chunk| {
constaabb=AABB.fromCenterSize(chunk.center, chunk.size);
if (frustum.intersectsAABB(aabb)) {
chunk.render();
}
}

Block Targeting

constray=Ray{
.origin=camera.position,
.direction=camera.forward,
};
if (ray.castThroughVoxels(world, 5.0)) |hit| {
highlight_block(hit.x, hit.y, hit.z);
target_face=hit.face;
}

See Also


Source: libs/zig-math/, src/engine/math/ | Last updated: January 2026

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Math Library

MichaelFisher1997 edited this page Jan 5, 2026 · 1 revision

Math Library

Core mathematical primitives for 3D graphics and physics.


Overview

The math library (libs/zig-math/) provides essential types:

  • Vec3 - 3D vector
  • Mat4 - 4x4 transformation matrix
  • AABB - Axis-aligned bounding box
  • Frustum - View frustum for culling
  • Ray - Ray casting and voxel traversal

Vec3

3D vector for positions, directions, and velocities.

Structure

pubconstVec3=struct {
x: f32,
y: f32,
z: f32,
};

Constants

ConstantValueDescription
zero(0, 0, 0)Origin
one(1, 1, 1)Unit scale
up(0, 1, 0)+Y direction
down(0, -1, 0)-Y direction
forward(0, 0, -1)-Z (into screen)
back(0, 0, 1)+Z direction
right(1, 0, 0)+X direction
left(-1, 0, 0)-X direction

Operations

MethodDescription
add(other)Component-wise addition
sub(other)Component-wise subtraction
scale(scalar)Uniform scaling
dot(other)Dot product (scalar)
cross(other)Cross product (perpendicular Vec3)
length()Euclidean magnitude
lengthSquared()Squared magnitude (faster)
normalize()Unit vector
negate()Flip all components
lerp(other, t)Linear interpolation
distance(other)Distance between points
toArray()Convert to [3]f32

Mat4

4x4 transformation matrix for view, projection, and model transforms.

Structure

pubconstMat4=externstruct {
data: [4][4]f32, // Column-major order
};

Note: Uses extern struct for GPU compatibility.

Constants

ConstantDescription
identityIdentity matrix (no transform)
zeroZero matrix

Projection Methods

MethodDescription
perspective(fov, aspect, near, far)Standard perspective
perspectiveReverseZ(fov, aspect, near, far)Reverse-Z (better precision)
orthographic(l, r, b, t, near, far)Orthographic for UI

View Methods

MethodDescription
lookAt(eye, target, worldUp)View matrix from camera position

Transform Methods

MethodDescription
translate(offset)Translation matrix
scale(s)Non-uniform scale
rotateX(angle)X-axis rotation
rotateY(angle)Y-axis rotation
rotateZ(angle)Z-axis rotation

Utility Methods

MethodDescription
multiply(a, b)Matrix multiplication
inverse()Compute inverse (cofactor method)
transformPoint(v)Apply to point (with perspective divide)
transformDirection(v)Apply to direction (ignores translation)
ptr()Raw pointer for GPU upload

AABB

Axis-Aligned Bounding Box for collision and culling.

Structure

pubconstAABB=struct {
min: Vec3, // Minimum cornermax: Vec3, // Maximum corner
};

Construction

MethodDescription
init(min, max)From corner points
fromCenterSize(center, size)From center and dimensions

Query Methods

MethodDescription
center()Get center point
size()Get dimensions
contains(point)Point containment test
intersects(other)AABB-AABB intersection

Manipulation

MethodDescription
expand(amount)Grow in all directions
translate(offset)Move box

Frustum

View frustum for visibility culling.

Plane Structure

pubconstPlane=struct {
normal: Vec3, // Plane normaldistance: f32, // Distance from origin
};
MethodDescription
signedDistance(point)Positive = front, negative = behind
normalize()Normalize plane equation

Frustum Structure

pubconstFrustum=struct {
planes: [6]Plane, // left, right, bottom, top, near, far
};

Extraction

Frustum extracted from View-Projection matrix using Gribb/Hartmann method:

// Left plane: row4 + row1planes[0] =Plane.init(
Vec3.init(m[0][3] +m[0][0], m[1][3] +m[1][0], m[2][3] +m[2][0]),
m[3][3] +m[3][0],
).normalize();

Culling Methods

MethodDescription
containsPoint(point)Point inside all 6 planes
intersectsSphere(center, radius)Sphere-frustum test
intersectsAABB(aabb)Primary culling method
intersectsChunk(cx, cz)Specialized chunk test
intersectsChunkRelative(...)Camera-relative chunk test

AABB-Frustum Algorithm

For each plane:

  1. Find AABB's "positive vertex" (furthest in normal direction)
  2. If positive vertex is behind plane, AABB is outside

Ray

Ray casting and voxel traversal.

Structures

pubconstRay=struct {
origin: Vec3,
direction: Vec3, // Normalized
};
pubconstRayHit=struct {
t: f32, // Distance to hitnormal: Vec3, // Surface normal
};
pubconstVoxelHit=struct {
x: i32, y: i32, z: i32, // Block coordinatesface: Face, // Which face was hitdistance: f32,
};

Ray-AABB Intersection (Slab Method)

pubfnintersectAABB(ray, aabb) ?RayHit {
// For each axis, compute entry (t1) and exit (t2)// Track max_entry and min_exit// If max_entry > min_exit, ray misses// Returns hit distance and surface normal
}

DDA Voxel Traversal

The castThroughVoxels function implements Digital Differential Analyzer (DDA):

Algorithm:
1. Start at origin voxel
2. For each axis, calculate:
- step: direction (+1 or -1)
- tDelta: distance between boundaries
- tMax: distance to next boundary
3. Loop until max_distance:
- Check current voxel for solid block
- Step along axis with smallest tMax
- Update tMax for that axis
- Track which face was crossed

This is the standard algorithm for Minecraft-style block targeting.


Usage Examples

View-Projection Matrix

constview=Mat4.lookAt(camera_pos, target, Vec3.up);
constproj=Mat4.perspectiveReverseZ(fov, aspect, near, far);
constview_proj=Mat4.multiply(proj, view);

Frustum Culling

constfrustum=Frustum.fromViewProjection(view_proj);
for (chunks) |chunk| {
constaabb=AABB.fromCenterSize(chunk.center, chunk.size);
if (frustum.intersectsAABB(aabb)) {
chunk.render();
}
}

Block Targeting

constray=Ray{
.origin=camera.position,
.direction=camera.forward,
};
if (ray.castThroughVoxels(world, 5.0)) |hit| {
highlight_block(hit.x, hit.y, hit.z);
target_face=hit.face;
}

See Also


Source: libs/zig-math/, src/engine/math/ | Last updated: January 2026

Clone this wiki locally

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Skip to content

Math Library

MichaelFisher1997 edited this page Jan 5, 2026 · 1 revision

Math Library

Core mathematical primitives for 3D graphics and physics.


Overview

The math library (libs/zig-math/) provides essential types:

  • Vec3 - 3D vector
  • Mat4 - 4x4 transformation matrix
  • AABB - Axis-aligned bounding box
  • Frustum - View frustum for culling
  • Ray - Ray casting and voxel traversal

Vec3

3D vector for positions, directions, and velocities.

Structure

pubconstVec3=struct {
x: f32,
y: f32,
z: f32,
};

Constants

ConstantValueDescription
zero(0, 0, 0)Origin
one(1, 1, 1)Unit scale
up(0, 1, 0)+Y direction
down(0, -1, 0)-Y direction
forward(0, 0, -1)-Z (into screen)
back(0, 0, 1)+Z direction
right(1, 0, 0)+X direction
left(-1, 0, 0)-X direction

Operations

MethodDescription
add(other)Component-wise addition
sub(other)Component-wise subtraction
scale(scalar)Uniform scaling
dot(other)Dot product (scalar)
cross(other)Cross product (perpendicular Vec3)
length()Euclidean magnitude
lengthSquared()Squared magnitude (faster)
normalize()Unit vector
negate()Flip all components
lerp(other, t)Linear interpolation
distance(other)Distance between points
toArray()Convert to [3]f32

Mat4

4x4 transformation matrix for view, projection, and model transforms.

Structure

pubconstMat4=externstruct {
data: [4][4]f32, // Column-major order
};

Note: Uses extern struct for GPU compatibility.

Constants

ConstantDescription
identityIdentity matrix (no transform)
zeroZero matrix

Projection Methods

MethodDescription
perspective(fov, aspect, near, far)Standard perspective
perspectiveReverseZ(fov, aspect, near, far)Reverse-Z (better precision)
orthographic(l, r, b, t, near, far)Orthographic for UI

View Methods

MethodDescription
lookAt(eye, target, worldUp)View matrix from camera position

Transform Methods

MethodDescription
translate(offset)Translation matrix
scale(s)Non-uniform scale
rotateX(angle)X-axis rotation
rotateY(angle)Y-axis rotation
rotateZ(angle)Z-axis rotation

Utility Methods

MethodDescription
multiply(a, b)Matrix multiplication
inverse()Compute inverse (cofactor method)
transformPoint(v)Apply to point (with perspective divide)
transformDirection(v)Apply to direction (ignores translation)
ptr()Raw pointer for GPU upload

AABB

Axis-Aligned Bounding Box for collision and culling.

Structure

pubconstAABB=struct {
min: Vec3, // Minimum cornermax: Vec3, // Maximum corner
};

Construction

MethodDescription
init(min, max)From corner points
fromCenterSize(center, size)From center and dimensions

Query Methods

MethodDescription
center()Get center point
size()Get dimensions
contains(point)Point containment test
intersects(other)AABB-AABB intersection

Manipulation

MethodDescription
expand(amount)Grow in all directions
translate(offset)Move box

Frustum

View frustum for visibility culling.

Plane Structure

pubconstPlane=struct {
normal: Vec3, // Plane normaldistance: f32, // Distance from origin
};
MethodDescription
signedDistance(point)Positive = front, negative = behind
normalize()Normalize plane equation

Frustum Structure

pubconstFrustum=struct {
planes: [6]Plane, // left, right, bottom, top, near, far
};

Extraction

Frustum extracted from View-Projection matrix using Gribb/Hartmann method:

// Left plane: row4 + row1planes[0] =Plane.init(
Vec3.init(m[0][3] +m[0][0], m[1][3] +m[1][0], m[2][3] +m[2][0]),
m[3][3] +m[3][0],
).normalize();

Culling Methods

MethodDescription
containsPoint(point)Point inside all 6 planes
intersectsSphere(center, radius)Sphere-frustum test
intersectsAABB(aabb)Primary culling method
intersectsChunk(cx, cz)Specialized chunk test
intersectsChunkRelative(...)Camera-relative chunk test

AABB-Frustum Algorithm

For each plane:

  1. Find AABB's "positive vertex" (furthest in normal direction)
  2. If positive vertex is behind plane, AABB is outside

Ray

Ray casting and voxel traversal.

Structures

pubconstRay=struct {
origin: Vec3,
direction: Vec3, // Normalized
};
pubconstRayHit=struct {
t: f32, // Distance to hitnormal: Vec3, // Surface normal
};
pubconstVoxelHit=struct {
x: i32, y: i32, z: i32, // Block coordinatesface: Face, // Which face was hitdistance: f32,
};

Ray-AABB Intersection (Slab Method)

pubfnintersectAABB(ray, aabb) ?RayHit {
// For each axis, compute entry (t1) and exit (t2)// Track max_entry and min_exit// If max_entry > min_exit, ray misses// Returns hit distance and surface normal
}

DDA Voxel Traversal

The castThroughVoxels function implements Digital Differential Analyzer (DDA):

Algorithm:
1. Start at origin voxel
2. For each axis, calculate:
- step: direction (+1 or -1)
- tDelta: distance between boundaries
- tMax: distance to next boundary
3. Loop until max_distance:
- Check current voxel for solid block
- Step along axis with smallest tMax
- Update tMax for that axis
- Track which face was crossed

This is the standard algorithm for Minecraft-style block targeting.


Usage Examples

View-Projection Matrix

constview=Mat4.lookAt(camera_pos, target, Vec3.up);
constproj=Mat4.perspectiveReverseZ(fov, aspect, near, far);
constview_proj=Mat4.multiply(proj, view);

Frustum Culling

constfrustum=Frustum.fromViewProjection(view_proj);
for (chunks) |chunk| {
constaabb=AABB.fromCenterSize(chunk.center, chunk.size);
if (frustum.intersectsAABB(aabb)) {
chunk.render();
}
}

Block Targeting

constray=Ray{
.origin=camera.position,
.direction=camera.forward,
};
if (ray.castThroughVoxels(world, 5.0)) |hit| {
highlight_block(hit.x, hit.y, hit.z);
target_face=hit.face;
}

See Also


Source: libs/zig-math/, src/engine/math/ | Last updated: January 2026

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Math Library

MichaelFisher1997 edited this page Jan 5, 2026 · 1 revision

Math Library

Core mathematical primitives for 3D graphics and physics.


Overview

The math library (libs/zig-math/) provides essential types:

  • Vec3 - 3D vector
  • Mat4 - 4x4 transformation matrix
  • AABB - Axis-aligned bounding box
  • Frustum - View frustum for culling
  • Ray - Ray casting and voxel traversal

Vec3

3D vector for positions, directions, and velocities.

Structure

pubconstVec3=struct {
x: f32,
y: f32,
z: f32,
};

Constants

ConstantValueDescription
zero(0, 0, 0)Origin
one(1, 1, 1)Unit scale
up(0, 1, 0)+Y direction
down(0, -1, 0)-Y direction
forward(0, 0, -1)-Z (into screen)
back(0, 0, 1)+Z direction
right(1, 0, 0)+X direction
left(-1, 0, 0)-X direction

Operations

MethodDescription
add(other)Component-wise addition
sub(other)Component-wise subtraction
scale(scalar)Uniform scaling
dot(other)Dot product (scalar)
cross(other)Cross product (perpendicular Vec3)
length()Euclidean magnitude
lengthSquared()Squared magnitude (faster)
normalize()Unit vector
negate()Flip all components
lerp(other, t)Linear interpolation
distance(other)Distance between points
toArray()Convert to [3]f32

Mat4

4x4 transformation matrix for view, projection, and model transforms.

Structure

pubconstMat4=externstruct {
data: [4][4]f32, // Column-major order
};

Note: Uses extern struct for GPU compatibility.

Constants

ConstantDescription
identityIdentity matrix (no transform)
zeroZero matrix

Projection Methods

MethodDescription
perspective(fov, aspect, near, far)Standard perspective
perspectiveReverseZ(fov, aspect, near, far)Reverse-Z (better precision)
orthographic(l, r, b, t, near, far)Orthographic for UI

View Methods

MethodDescription
lookAt(eye, target, worldUp)View matrix from camera position

Transform Methods

MethodDescription
translate(offset)Translation matrix
scale(s)Non-uniform scale
rotateX(angle)X-axis rotation
rotateY(angle)Y-axis rotation
rotateZ(angle)Z-axis rotation

Utility Methods

MethodDescription
multiply(a, b)Matrix multiplication
inverse()Compute inverse (cofactor method)
transformPoint(v)Apply to point (with perspective divide)
transformDirection(v)Apply to direction (ignores translation)
ptr()Raw pointer for GPU upload

AABB

Axis-Aligned Bounding Box for collision and culling.

Structure

pubconstAABB=struct {
min: Vec3, // Minimum cornermax: Vec3, // Maximum corner
};

Construction

MethodDescription
init(min, max)From corner points
fromCenterSize(center, size)From center and dimensions

Query Methods

MethodDescription
center()Get center point
size()Get dimensions
contains(point)Point containment test
intersects(other)AABB-AABB intersection

Manipulation

MethodDescription
expand(amount)Grow in all directions
translate(offset)Move box

Frustum

View frustum for visibility culling.

Plane Structure

pubconstPlane=struct {
normal: Vec3, // Plane normaldistance: f32, // Distance from origin
};
MethodDescription
signedDistance(point)Positive = front, negative = behind
normalize()Normalize plane equation

Frustum Structure

pubconstFrustum=struct {
planes: [6]Plane, // left, right, bottom, top, near, far
};

Extraction

Frustum extracted from View-Projection matrix using Gribb/Hartmann method:

// Left plane: row4 + row1planes[0] =Plane.init(
Vec3.init(m[0][3] +m[0][0], m[1][3] +m[1][0], m[2][3] +m[2][0]),
m[3][3] +m[3][0],
).normalize();

Culling Methods

MethodDescription
containsPoint(point)Point inside all 6 planes
intersectsSphere(center, radius)Sphere-frustum test
intersectsAABB(aabb)Primary culling method
intersectsChunk(cx, cz)Specialized chunk test
intersectsChunkRelative(...)Camera-relative chunk test

AABB-Frustum Algorithm

For each plane:

  1. Find AABB's "positive vertex" (furthest in normal direction)
  2. If positive vertex is behind plane, AABB is outside

Ray

Ray casting and voxel traversal.

Structures

pubconstRay=struct {
origin: Vec3,
direction: Vec3, // Normalized
};
pubconstRayHit=struct {
t: f32, // Distance to hitnormal: Vec3, // Surface normal
};
pubconstVoxelHit=struct {
x: i32, y: i32, z: i32, // Block coordinatesface: Face, // Which face was hitdistance: f32,
};

Ray-AABB Intersection (Slab Method)

pubfnintersectAABB(ray, aabb) ?RayHit {
// For each axis, compute entry (t1) and exit (t2)// Track max_entry and min_exit// If max_entry > min_exit, ray misses// Returns hit distance and surface normal
}

DDA Voxel Traversal

The castThroughVoxels function implements Digital Differential Analyzer (DDA):

Algorithm:
1. Start at origin voxel
2. For each axis, calculate:
- step: direction (+1 or -1)
- tDelta: distance between boundaries
- tMax: distance to next boundary
3. Loop until max_distance:
- Check current voxel for solid block
- Step along axis with smallest tMax
- Update tMax for that axis
- Track which face was crossed

This is the standard algorithm for Minecraft-style block targeting.


Usage Examples

View-Projection Matrix

constview=Mat4.lookAt(camera_pos, target, Vec3.up);
constproj=Mat4.perspectiveReverseZ(fov, aspect, near, far);
constview_proj=Mat4.multiply(proj, view);

Frustum Culling

constfrustum=Frustum.fromViewProjection(view_proj);
for (chunks) |chunk| {
constaabb=AABB.fromCenterSize(chunk.center, chunk.size);
if (frustum.intersectsAABB(aabb)) {
chunk.render();
}
}

Block Targeting

constray=Ray{
.origin=camera.position,
.direction=camera.forward,
};
if (ray.castThroughVoxels(world, 5.0)) |hit| {
highlight_block(hit.x, hit.y, hit.z);
target_face=hit.face;
}

See Also


Source: libs/zig-math/, src/engine/math/ | Last updated: January 2026

Clone this wiki locally