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math

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Updated 10-16 08:07

About this skill

math

Write data-oriented TypeScript on top of the npm math package: plain data, free functions, no classes, no allocation in hot paths.

Types

Every type is a plain fixed-length tuple of numbers — no classes, no wrappers, and not a typed array:

  • Vec2 [x, y], Vec3 [x, y, z], Vec4 [x, y, z, w]
  • Quat [x, y, z, w], Quat2 [x, y, z, w, x2, y2, z2, w2]
  • Euler [x, y, z, order?], radians, order defaulting to 'xyz'
  • Mat2 (4), Mat2d (6), Mat3 (9), Mat4 (16) — contiguous and column-major, with Mat4 translation in m[12], m[13], m[14]
  • Polar [r, theta], Spherical [r, theta, phi]

Style

  • Functions over data. Export function declarations that take typed data and operate on it. Never classes for data, never closures that hold state. The one exception is a small fixed set of classes implementing a single structural type — a collector handed to a query to receive its hits, say — where the call site is polymorphic and a stable hidden class keeps it fast.
  • out first, return out for composite results: fn(out: Vec3, a: Vec3, b: Vec3): Vec3. Scalars and booleans return directly.
  • Use result objects and out params over returning new objects. When a result doesn't fit a vector, define a result type with a createXResult() factory beside it; report failure with a boolean or status enum rather than out | null.
  • Assume the caller aliases — the same array may arrive as both out and an input, as in vec3.normalize(v, v) or vec3.cross(a, a, b). Read every input component into a local before the first write to out, so a write can't clobber an input still needed.
  • Caller-owned state. Long-lived state is plain data the caller allocates and owns. Functions receive it, mutate it in place, and return it. The library never owns the data lifecycle, so allocation happens once, ownership is explicit, and the object keeps one stable shape. Naming and file layout are up to the codebase. One common shape:
export function createWorld(capacity: number) {
    return { capacity, count: 0, positions: new Float32Array(capacity * 3) };
}
export type World = ReturnType<typeof createWorld>;

export function stepWorld(world: World, delta: number): World { /* mutate, return world */ }
export function getWorldPosition(out: Vec3, world: World, i: number): Vec3 { /* write out, return it */ }
  • Monomorphic state. Build the object with the same keys in the same order every time. No optional fields, no keys added later.
  • Allocate at creation, never per call. Preallocate flat or typed arrays to capacity. When full, return a count, sentinel, or status rather than growing inside a hot loop.
  • Compose math primitives (vec3, mat4, quat, and the math/shapes, math/geometry, math/noise, math/random, math/time subpaths).
  • Hoist invariants out of loops

Gotchas

  • Module-level scratch is named _owner_purpose. Grow-once buffers carry an explicit size counter rather than push/pop/length = 0.
  • Module-level scratch variables are not reentrant. Pass caller-owned workspace for recursive, nested, or worker code.
  • One epsilon does not fit every operation or scale. Choose each tolerance and say why.
  • Define behavior for empty input, zero-length vectors, degenerate geometry, NaN, and exact boundary contact.
  • Compare squared distances; reach for squaredLength / squaredDistance over their square-rooted pairs.
  • Integers in the range [-2^30, 2^30) are stored in the pointer itself (V8 Smi), with no heap object. Use them for indices, handles, packed IDs, bitmasks, and counts.
  • Where possible avoid plain array element kind transitions (small integers, doubles, array with holes). Especially avoid unnecessary SMI or PACKED_DOUBLE to holey transitions when holey arrays are not desired.
  • Keep hot-path storage consistent. Mixing plain arrays and typed arrays in the same math function can make element accesses polymorphic and reduce optimization. The tuple types help enforce this consistency. Casting a Float32Array to Vec3 doesn't change its runtime storage. Marshal at boundaries when needed to keep the hot path monomorphic.
  • Don't assume a typed array is faster. A packed plain array is already unboxed and can still grow. Typed arrays buy footprint, a fixed layout, and zero-copy interop with workers, Wasm, and the GPU; they cost a capacity fixed up front and, for Float32Array, a narrowing conversion on every write. Choose one for interop or memory, not on a hunch about speed.
  • In a library, annotate module-level factory calls /* @__PURE__ */ so a consumer's bundler can drop the scratch when the function is tree-shaken out. Application code does not need it.

Deliver the implementation with its assumptions, complexity, edge cases, and focused tests.

Working with other libs

Marshal in, compute, marshal out — and allocate on neither crossing. Keep the scratch math types at module scope, fill them from the other library's values, run the algorithm as plain math calls, then write the results back. The seam is a few lines at each end of a function; everything between them is flat data.

  • Marshal with whatever writes into memory you already own. For flat buffers — an instanced attribute, a packed particle array — that's vec3.fromBuffer(out, buffer, i * 3) and vec3.toBuffer(buffer, v, i * 3) (also on vec2, vec4, quat), or buffer.set(m, i * 16) for a whole matrix, since TypedArray.set takes any array-like.
  • State that crosses a worker, Wasm, or GPU boundary lives in a typed array from the start. A plain-array Vec3 can't be transferred or shared, so back the long-lived data with Float32Array / SharedArrayBuffer at creation and marshal at the edges.

three.js

Marshal between Three objects and reusable math tuples at the boundary. Pass a target to toArray to avoid allocation.

import { quat, vec3, type Vec3 } from 'math';
import type { Object3D } from 'three';

const _step_position = vec3.create();
const _step_rotation = quat.create();

function step(object: Object3D, velocity: Vec3, delta: number): void {
    object.position.toArray(_step_position);
    object.quaternion.toArray(_step_rotation);
    vec3.scaleAndAdd(_step_position, _step_position, velocity, delta);
    quat.rotateY(_step_rotation, _step_rotation, delta);
    object.position.fromArray(_step_position);
    object.quaternion.fromArray(_step_rotation);
}