forked from BilalY/Rasagar
30 lines
1.2 KiB
Markdown
30 lines
1.2 KiB
Markdown
# Getting started
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To use Unity Mathematics, add `using Unity.Mathematics` to your code:
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```C#
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using static Unity.Mathematics.math;
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namespace MyNamespace
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{
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using Unity.Mathematics;
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...
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var v1 = float3(1,2,3);
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var v2 = float3(4,5,6);
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v1 = normalize(v1);
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v2 = normalize(v2);
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var v3 = dot(v1, v2);
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...
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}
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```
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## Naming convention
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In C# `int` and `float` are built-in types. The Burst compiler extends this set of built-in types to also include vectors, matrices, and quaternions. These types are built-in because the Burst compiler already has implementations of these types, and so can use them to generate better code than for custom types.
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To signify that these types are built-in their type names are in all lower case. The operators on these built-in types in [`Unity.Mathematics.math`](xref:Unity.Mathematics.math) are intrinsics and are always in lower case.
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There are no plans to extend the set of intrinsic types beyond the current set of vectors (`typeN`), matrices (`typeNxN`) and quaternions (`quaternion`).
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This convention has the added benefit of making the library highly compatible with shader code and makes porting or sharing code between the two almost frictionless.
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