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- {
- "name": "com.unity.mathematics",
- "displayName": "Mathematics",
- "version": "1.3.1",
- "unity": "2018.3",
- "description": "Unity's C# SIMD math library providing vector types and math functions with a shader like syntax.",
- "keywords": [
- "unity"
- ],
- "dependencies": {},
- "_upm": {
- "changelog": "### Added\n* Added `math.square` to compute the square (x * x).\n* Added `math.orthonormal_basis` to compute an orthonormal basis from a single unit length vector.\n* Added `math.sign` for int, int2, int3 and int4.\n* Added `math.chgsign` for float, float2, float3, and float4.\n* Added `math.Euler` to convert a quaternion to Euler angles.\n* Added `math.angle` to compute the angle between two unit quaternions.\n* Added `math.rotation` to extract a quaternion rotation from a float3x3 (that may have scale).\n* Added `math.mulScale` to scale columns of a float3x3 with scaling coefficients in a float3.\n* Added `math.scaleMul` to scale rows of a float3x3 with scaling coefficients in a float3.\n* Added `AffineTransform` type.\n* Added `PI2`, `PIHALF`, `TAU`, `TODEGREES` and `TORADIANS` constants.\n\n### Changed\n* `asfloat(uint)`, `asuint(float)`, `asint(float)` and other related methods are now faster in mono without Burst. Other methods which use these will see a performance improvement.\n* Modified `quaternion.nlerp` to be branchless.\n* More descriptive parameter names for many methods in `math` class.\n* Made `Il2CppEagerStaticClassConstructionAttribute` internal to avoid conflicts with other definitions outside of the package."
- },
- "upmCi": {
- "footprint": "ca53801e81ed8dbcd95b8e5b73fef97c015692d7"
- },
- "documentationUrl": "https://docs.unity3d.com/Packages/com.unity.mathematics@1.3/manual/index.html",
- "repository": {
- "url": "https://github.com/Unity-Technologies/Unity.Mathematics.git",
- "type": "git",
- "revision": "c4f37031a75eb8afb8dfaf5d68fbcce226c70749"
- },
- "_fingerprint": "0cc332b9879082676002a97378a6d3d6296282a3"
- }
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