# Changelog for geomancy ## 0.4.0.0 A generally safe upgrade, but quite a bit of changes across the board. - Added double-precision `DVec2`, `DVec3` (with `Packed`), `DVec4`, `DMat4` and `DQuaternion`. Includes SSE2/NEON kernels for `DMat4` products and `DMat4 !* DVec4`. - Added `DTransform` (with `DTransform.Tree`), `Vulkan.DProjection` and `Vulkan.DView`. Compose in double and convert with `fromTransform`/`toTransform` to keep precision far from the origin. - Added `DPoint2`, `DPoint3`, `DPoint3P` and `DPoint4`. `Point`'s `AffineSpace`, `qd`, `distance` and `lerp` now work over any scalar, not just `Float`. - Added 64-bit integer vectors `I64Vec2`, `I64Vec3` (with `Packed`), `I64Vec4`, `U64Vec2`, `U64Vec3` (with `Packed`), `U64Vec4`. - Added `fromVecN`/`toVecN`, `fromMat4`/`toMat4` and `fromQuaternion`/`toQuaternion` for single-precision conversions. - Added `HasField` instances for the lanes of every vector type, for `v.x`, `v.y`, `v.z`, `v.w` with `OverloadedRecordDot`. * `Packed` vectors have them too, and a `Point` forwards each lane to the vector it wraps. * Optimized code is the same as with `withVecN`: one unpack, and only the lanes used get read. - Added rewrite rules that fuse `Vec4` and `DVec4` producers into their consumers. * Intermediate vectors in expressions like `dot (a + b) c`, `lerp t a b` or `(a + b) * c - d` are no longer allocated. * Folds over such expressions got 20-30% faster. * When the rules fire, only the lanes the consumer uses are evaluated, so a fused expression may avoid forcing an undefined lane. - Added `HasField` swizzles for every vector family, in `Geomancy.Swizzle..Shuffle`, `.Down` and `.Up` (families: `Vec`, `DVec`, `IVec`, `UVec`, `I64Vec`, `U64Vec`). * `Shuffle` keeps the size (`v.zyx`, and the identity `v.xyz`), `Down` narrows (`v.xy` of a `Vec4`), `Up` widens (`v.xyxy` of a `Vec2`). * The instances are orphans. `import Geomancy.Swizzle ()` brings all of them, or import just the modules you need, like `import Geomancy.Swizzle.Vec.Down ()`. * Chains like `v.wzyx.zyx.yx.y` compile to a single lane read. - Added `Extend` swizzles that widen a vector with constant lanes, in `Geomancy.Swizzle..Extend`. * The source lanes stay in order and get `0` or `1` appended: `flatPos.xy01`, `pos.xyz1`, `uv.xy0`. * Masks compose from extending and narrowing: `white.xyz0.wyz` is `(0, y, z)`. - Changed `Geomancy.Swizzle` labels to use the `HasField` swizzles, so `v .@ #xzy` works for every family. - Modified Quaternion rotation to use a unit shortcut. * The contract was already "use normalized" quaternions for rotations. * Float got a modest speedup, Double is twice-ish as fast. Both are faster than Linear. - Added `Eq` for `Mat4`, `DMat4`, `Transform` and `DTransform`. Elements are compared pointwise with IEEE semantics, like the derived `Eq` of `Vec3`: `0 == -0` and a matrix containing `NaN` is not equal to itself. - Changed `Eq` and `Ord` for `Vec4` from bytewise to pointwise, matching `Vec3`. * `Ord` is now lexicographic over x, y, z, w. Previously it compared the raw bytes, which is not a numeric order. * `Map`/`Set` keyed by `Vec4` will order differently, and keys differing only in the sign of zero now collapse. + Keys containing `NaN` are no longer found by lookups, since `Ord` is no longer total for them. + Basically, don't use floats for keys. - Fixed `abs` for `IVec3` and `IVec4`, which returned the vector unchanged. - Fixed `Block` layout for `IVec3.Packed`, whose `alignment140` and `sizeOf140` were swapped in 0.3.1.0 (now 16 and 12). - Fixed `peek` for `Vec4` and `Mat4` returning the wrong element under optimization. * `Data.Vector.Storable` indexing runs `peek` with a shared `realWorld#` token, which let GHC merge the buffer allocations of neighbouring reads, so every read in a strict context got the last element. * `peek` now loads on the caller's token and builds the value in a private buffer. * `Vec4` `peek` and `poke` are about twice as fast, since the 16-byte copies they replace were done bytewise. - Changed `Vec4` and `Mat4` storage from aligned pinned to regular unpinned byte arrays, like the new `DVec4` and `DMat4`. * SIMD kernels now use unaligned loads and stores. * Code reaching into the exported constructors must not take `byteArrayContents#` or pass the array to `safe` foreign calls, since the GC may now move it. ## 0.3.1.0 - Fixed Block.sizeOf40 for Packed 3-vectors (was 16, now 12). ## 0.3.0.1 - Added Lift instances for data. Opt-out by disabling the `th-lift` flag. - Added Serialise instances for data. Opt-out by disabling the `serialise` flag. ## 0.3.0.0 > `[0]` releases without row/col-major, handedness, and counter/clockwise confusion. This release brings sanity and consistency around the transform stack. - `Transform`s have proper *col-major* definitions. - Operation ordering follows the GLSL convention. * The composition order is `(p <> v <> m <> ...)` (from global to local). Reverse your transforms to adjust. * The application order is `m !* v` (with the operators becoming infixr 5, just under the `<>`). It will do `Mᵀ * v` inside for SIMD reasons and to match what GLSL does for its `M * v` ops. - `Geomancy.Vulkan.Projection` is right-handed, BUT produces *reverse-depth* range ([1; 0], In 3D infinite-Z converges to 0). * Replace your depth tests with `OP_GREATER` and clear to `0.0` - get better precision for your migration troubles. - `Geomancy.Vulkan.View` is *right-handed*, with +Z being forward. * The intended up vector is still `vec3 0 (-1) 0` -- +Y down. Silly as it sounds, this matches the XY plane of the window with XY plane in front of a "first person" camera. - Axis rotations (using `rotateQ`) will appear clockwise when looking along the axis. - Angle rotations follow Tait-Bryan angles (heading/elevation/bank or yaw/pitch/roll) in the y-x-z frame. * `rotateZ (time * rate)` will follow the clock hands in 2D scenes and roll in 3D. * `rotateX` will follow the sun from sunrise to sunset, pitching UP / increasing elevation. * `rotateY` will turn you right, increasing yaw / heading eastwards. - You're of course free to define your own transforms, just copy the modules and tune to your liking. Just make sure that you use matching row/column constructors and the math layer will do the rest, fast. - Added `webcolor-labels` instances for UVec3/Vec3/Vec4. ## 0.2.6.0 * `Geomancy.Gl.Block` extract to `gl-block` package as `Graphics.Gl.Block`. * Added `convert` function to vector modules to facilitate type-changing operations like rounding. * Added `Ix` instances for integral vectors. * Added `dot` for integral vectors. ## 0.2.5.0 * Added Geomancy.Gl.Block to derive packed/std140/std430 layouts generically. Originally a part of the unpublished `glow` package in the `codex` project by Edward Kmett. Add `ptrdiff-0` to your stack resolvers. ## 0.2.4.2 * Support ARM/aarch64 SIMD. ## 0.2.4.1 * Support simple-affine-space-0.2 ## 0.2.4.0 A bunch of experimental code to see what sticks. + Added `simple-affine-space` instances. * The classes are re-exported from `Geomancy`, bringing stuff like `dot` and `normalize`. + Added `mono-traversable` instances and `Geomancy.Elementwise` wrapper. + Added `Point` wrapper and `PointN` aliases. + Added `Geomancy.Interpolate` with generic linear, quadratic and cubic functions. - ⚠️ `VecN.lerp` has wrong (flipped) order of vector arguments. This is fixed in `linear`. + Added `Geomancy.Swizzle` overloaded labels. + Added `Geomancy.Gl.Funs` with kinda-GLSL math functions, appropriately overloaded. ## 0.2.3.0 - Vec4 moved to ByteArray#. - Mat4 !* Vec4 is now SIMD too. ## 0.2.2.4 + Add Transform trees. ## 0.2.2.3 + Add IVec and UVec 32-bit integer vectors. ## 0.2.2.2 + Fixed using Transform.apply with projection inverses. ## 0.2.2.1 + Add Vec2. + Add pattern synonyms to `Geomancy` re-exports. + Add Fractional instances. + Add conversions from tuples and lower-dimension vecs. ## 0.2.2.0 + Add pattern synonym alternatives to `withVecN`. + Add Mat4 converstion from `Linear.M44`. - Hide `toList` and `toListTrans`. + Add `toList2d` and publish its element-order wrappers. ## 0.2.1.0 Transform rewrite * Change perspective FoV to radians. + Add `infinitePerspective`. + Add `Transform.inverse`. - Hide `mat4`, `withMat4`. ## 0.2.0.0 Mat4 rewrite + Add `rowMajor`, `withRowMajor`, `toListRowMajor`. + Add `colMajor`, `withColMajor`, `toListColMajor`. + Add `Mat4.inverse`. * Expose `matrixProduct`. + Add `scalarMultiply`. + Add `Mat4.(!*)` to use with `Vec4`. * Extract transformations to `Geomancy.Transform` and use column notation. + Add `Transform.(!.)` and `apply` to use with `Vec3`. * Rename `scale` to `scale3`. + Add uniform `scale`. + Add `scaleXY` for flat meshes. * Rename `mkTransformation` to `dirPos`. + Add `rotateQ` via `dirPos` with empty translation. + Add `Vec3.Packed` newtype without extra padding. ## 0.1.3.0 * Update tests + Add `zipWith` * Rename `elementwise` to `pointwise` * Rename `colMajor` to `toList` * Rename `rowMajor` to `toListTrans` ## 0.1.2.1 + Add Mat4 multiplication test via `linear` + Add `elementwise`, `colMajor`, `rowMajor` ## 0.1.2.0 * Move projections and views to Vulkan namespace. ## 0.1.1.2 * Fix bug in quaternion rotationBetween. ## 0.1.1.1 * Add lookAtUp and rotationBetween.