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math

math is a collection of math helpers for graphics and simulations.

  • High performance: allocation-free, monomorphic, benchmarked
  • Tiny: mean and lean, tree-shakable, only pay for what you use
  • Portable: interops with WebGL, WebGPU, Wasm, your favourite renderer, more.
  • Data-oriented: data-in, data-out functions over caller-owned data, without owning the data lifecycle.
> npm install math@canary

What's inside

Import Description Contents
math Vectors, quaternions, euler angles & matrices vec2 vec3 vec4 euler quat quat2 mat2 mat2d mat3 mat4 spherical polar EPSILON round equals fade lerp clamp repeat remap remapClamp DEGREES_TO_RADIANS RADIANS_TO_DEGREES degreesToRadians radiansToDegrees wrapAngle deltaAngle
math/shapes Shape primitives & spatial queries box2 box3 obb3 plane3 sphere circle segment2 polygon2 triangle2 triangle3 raycast3 frustum
math/geometry Geometric algorithms circumcircle decomposePolygon2Quick decomposePolygon2Quality triangulatePolygon2 quickhull2 quickhull3
math/time Easing & spring animation easing spring spring2 spring3 spring4
math/random Seeded random number generators isaac32 isaac64 mulberry32 random
math/noise Perlin, simplex & worley noise, plus fractal helpers perlin2d perlin3d simplex2d simplex3d simplex4d worley2d worley3d fbm ridged billow domainWarp2 domainWarp3 curl2 curl3
math/color Color & colorspace utilities color colorspace hsl

Quick Start

import { type Vec3, vec3 } from 'math';

// math types are plain arrays — the constructors just return literals:
const a: Vec3 = [1, 2, 3]; // a plain-array literal
const b = vec3.fromValues(1, 2, 3); // the same as `a`
const out = vec3.create(); // returns [0, 0, 0]

// functions write into their first argument, so nothing is allocated:
vec3.add(out, a, b); // out = [2, 4, 6]
vec3.normalize(out, out); // aliasing an argument is fine

The library is grouped by domain behind subpath entrypoints. All APIs are highly tree-shakeable, only pay for what you use:

import { mat4, quat, vec3 } from 'math'; // core: vectors, quats, matrices
import { simplex3d } from 'math/noise'; // perlin / simplex noise
import { mulberry32 } from 'math/random'; // seeded rng
import { easing, spring } from 'math/time'; // easings & springs
// also: math/color, math/geometry, math/shapes — import only what you use

Examples


Look At

Fibonacci Sphere

Contains Point

Convex Hull 3D

Convex Hull 2D

Polygon2 Decomposition

Polygon2 Triangulation

Circumcircle

Flow Field

Color Wheel

Ridged Noise Voxel Terrain

Simplex 4D Looping Noise

Simplex 2D Noise Terrain

Quaternion Slerp

Spring

Easing

Documentation

  • API.md — every export with its signature and a one-line description, grouped by module. Flat and greppable, so it's easy to search or hand to an AI coding assistant.
  • Online API docs — the full typedoc reference, with search and cross-links.
  • What's inside — jump straight to a module or namespace.

Acknowledgements:

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