tools/ai/agents/skills/filament_math/SKILL.md
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.
All math constructs must reside in the filament::math namespace:
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)math::mat3f (3x3 float matrix)math::mat4f (4x4 float matrix)math::quatf (quaternion rotation)+, -, *, /) between math components.// Correct
math::float3 position(0.0f, 1.0f, 2.0f);
float x = position.x; // or position[0]
math::mat4f transform = ...;
math::float4 homogeneousVec(position, 1.0f);
math::float4 transformed = transform * homogeneousVec;