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Filament Math

google/filament-math

> Enforce correct mathematical primitives and naming conventions in Filament code. Use this skill when performing coordinate transformations, vector math, or projection setups.

400 tokens
context cost
the whole folder, loaded on every use
1
files
instructions only
0
copies elsewhere
how many repositories repackaged it
20318
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/google/filament --skill filament-math

The instruction itself

3 sections, as written by the author

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;

How to use it

Copy the folder

Take google/filament-math from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.