Agent Skillsgoogle/filament › filament-math

filament-math

GitHub

规范Filament引擎中的数学原语与命名约定,指导使用filament::math命名空间内的向量、矩阵和四元数类型,禁止引入外部数学库。

tools/ai/agents/skills/filament_math/SKILL.md google/filament

Trigger Scenarios

进行坐标变换 执行向量数学运算 设置投影矩阵

Install

npx skills add google/filament --skill filament-math -g -y
More Options

Non-standard path

npx skills add https://github.com/google/filament/tree/main/tools/ai/agents/skills/filament_math -g -y

Use without installing

npx skills use google/filament@filament-math

指定 Agent (Claude Code)

npx skills add google/filament --skill filament-math -a claude-code -g -y

安装 repo 全部 skill

npx skills add google/filament --all -g -y

预览 repo 内 skill

npx skills add google/filament --list

SKILL.md

Frontmatter
{
    "name": "filament-math",
    "description": "Enforce correct mathematical primitives and naming conventions in Filament code. Use this skill when performing coordinate transformations, vector math, or projection setups."
}

Filament Mathematical Primitives and Naming Conventions

Filament provides its own set of math primitives optimized for graphics. Avoid importing external library formats (like GLM, Eigen, or raw DirectX math structures) unless explicitly requested.

1. Approved Math Types

All math constructs must reside in the filament::math namespace:

  • Vectors:
    • math::float2 (2D float vectors)
    • math::float3 (3D float vectors)
    • math::float4 (4D float vectors)
    • math::half3 / math::half4 (half-precision float vectors)
    • math::int2 / math::int3 / math::int4 (integer vectors)
  • Matrices:
    • math::mat3f (3x3 float matrix)
    • math::mat4f (4x4 float matrix)
  • Rotations:
    • math::quatf (quaternion rotation)

2. Naming and Manipulations

  • Use standard operators (+, -, *, /) between math components.
  • Avoid raw float pointers or C-style array indices. Use the built-in constructors or indexing operators:
    // Correct
    math::float3 position(0.0f, 1.0f, 2.0f);
    float x = position.x; // or position[0]
    
  • When transforming vectors via matrices, ensure proper dimensional multiplication order:
    math::mat4f transform = ...;
    math::float4 homogeneousVec(position, 1.0f);
    math::float4 transformed = transform * homogeneousVec;
    

Version History

  • d8b4a37 Current 2026-08-20 07:30

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Metadata

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Version
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Hash
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Indexed
2026-08-20 07:30

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