minemap-math-foundations

Provide vector, matrix, quaternion, and coordinate utilities for MineMap 3D positioning.

3|Updated Mar 20, 2026
One-click install
npx skills add https://github.com/ming1zhou88/minemap-skills --skill minemap-math-foundations
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: minemap-math-foundations
Source: https://github.com/ming1zhou88/minemap-skills/tree/main/skills/minemap-math-foundations
Command: npx skills add https://github.com/ming1zhou88/minemap-skills --skill minemap-math-foundations

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

MineMap's math foundations provide consistent, high-quality types and constructors for vectors, matrices, quaternions, and coordinate representations, enabling reliable 3D computations and transforms across the engine.

Core Features & Use Cases

  • Structured types: Vector2/3/4, Matrix3/4, Quaternion, HeadingPitchRoll, Cartographic, and angle/radian conversions.
  • Consistent usage across APIs: Clear semantics and constructors that align with MineMap core APIs.
  • Demo-oriented patterns: Guidance that matches engine versions and common 3D workflows for positioning, orientation, and transforms.

Quick Start

Construct a Vector3 using Vector3.fromDegrees and a HeadingPitchRoll using HeadingPitchRoll.fromDegrees to set an initial position and orientation.

Frequently Asked Questions about minemap-math-foundations

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I convert HeadingPitchRoll from degrees for MineMap 3D camera orientation?

Use HeadingPitchRoll.fromDegrees to set an initial orientation in MineMap 3D. It converts degree angles into radians to provide robust camera control parameters alongside Vector3 positioning.

What is the best way to handle Vector3 and Matrix4 transforms in MineMap?

MineMap math foundations provide structured Vector3 and Matrix4 types with explicit constructors. These primitives ensure reliable 3D computations and consistent transforms across engine APIs.

Can I use Cartographic coordinates for 3D positioning in MineMap without manual radian conversion?

Yes, the Cartographic type includes angle and radian conversion helpers. You can construct geographic positions directly using Vector3.fromDegrees, avoiding manual radian calculations for positioning.

When do I need Quaternion utilities for MineMap 3D workflows?

Quaternion utilities are needed for 3D orientation and rotation transforms in MineMap. They provide robust mathematical foundations for camera control and object manipulation without gimbal lock.

Does MineMap require explicit constructors for Vector2 and Matrix3 types?

Yes, MineMap math foundations require explicit and consistent constructors for Vector2 and Matrix3 types. This ensures clear semantics and aligns with core engine APIs for reliable computations.

Why do my angle-radian conversions fail during MineMap 3D transforms?

Angle-radian conversions fail when using inconsistent constructors across MineMap APIs. The math foundations provide dedicated conversion helpers to maintain consistent units and prevent transform errors.