164 lines
5.9 KiB
Markdown
164 lines
5.9 KiB
Markdown
# glam
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[![Build Status]][travis-ci] [![Coverage Status]][coveralls.io]
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[![Latest Version]][crates.io] [![docs]][docs.rs]
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A simple and fast 3D math library for games and graphics.
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## Development status
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`glam` is in alpha stage. Minimal base functionality has been implemented
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and the look and feel of the API has solidified.
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## Features
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* Only single precision floating point (`f32`) arithmetic is supported
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* vectors: `Vec2`, `Vec3`, `Vec4`
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* square matrices: `Mat2`, `Mat3`, `Mat4`
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* a quaternion type: `Quat`
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### SIMD
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The `Vec3`, `Vec4` and `Quat` types use SSE2 on x86/x86_64 architectures.
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`Mat2`, `Mat3` and `Mat4` also use SSE2 for some functionality. Not everything
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has a SIMD implementation yet.
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Note that this does result in some wasted space in the case of `Vec3` and `Mat3`
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as the SIMD vector type is 16 bytes large and 16 byte aligned.
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It is possible to opt out of using SIMD types for Vec3 and Mat3 storage with the
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`packed-vec3` feature.
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`glam` outperforms similar Rust libraries such as [`cgmath`][cgmath],
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[`nalgebra-glm`][nalgebra-glm] and others for common operations as tested by the
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[`mathbench`][mathbench] project.
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If you are more concerned with size than speed you can build glam with the
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feature `scalar-math` enabled to disable SIMD usage.
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Due to the use of SIMD, vector elements may only be get and set via accessor
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methods, e.g. `Vec3::x()` and `Vec3::x_mut()` or `Vec3::set_x()`. If getting or
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setting more than one element it is more efficient to convert from tuples or
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arrays:
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```
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let (x, y, z) = v.into();
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let [x, y, z]: [f32; 3] = v.into();
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```
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### Optional features
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* `mint` - for interoperating with other 3D math libraries
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* `rand` - implementations of `Distribution` trait for all `glam` types. This
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is primarily used for unit testing
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* `serde` - implementations of `Serialize` and `Deserialize` for all `glam`
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types. Note that serialization should work between builds of `glam` with and
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without SIMD enabled
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### Feature gates
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* `packed-vec3` - disable using SIMD types for `Vec3` and `Mat3` storage. This
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avoids wasting space due to 16 byte alignment at the cost of some performance.
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* `scalar-math` - compiles with SIMD support disabled
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* `glam-assert` - adds assertions which check the validity of parameters passed to
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`glam` to help catch runtime errors
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## Conventions
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### Column vectors
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`glam` interprets vectors as column matrices (also known as "column vectors")
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meaning when transforming a vector with a matrix the matrix goes on the left,
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e.g. `v' = Mv`. DirectX uses row vectors, OpenGL uses column vectors. There
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are pros and cons to both.
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### Column-major order
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Matrices are stored in column major format. Each column vector is stored in
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contiguous memory.
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### Co-ordinate system
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`glam` is co-ordinate system agnostic and intends to support both right handed
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and left handed conventions.
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Rotations follow the left-hand rule.
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## Design Philosophy
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The design of this library is guided by a desire for simplicity and good
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performance.
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* No traits or generics for simplicity of implementation and usage
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* Only single precision floating point (`f32`) arithmetic is supported
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* All dependencies are optional (e.g. `mint`, `rand` and `serde`)
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* Follows the [Rust API Guidelines] where possible
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* Aiming for 100% test [coverage][coveralls.io]
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* Common functionality is benchmarked using [Criterion.rs]
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## Future work
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* Experiment with a using a 4x3 matrix as a 3D transform type that can be more
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efficient than `Mat4` for certain operations like inverse and multiplies
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* `no-std` support
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* `wasm` support
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## Inspirations
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There were many inspirations for the interface and internals of glam from the
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Rust and C++ worlds. In particular:
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* [How to write a maths library in 2016] inspired the initial `Vec3`
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implementation
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* [Realtime Math] - header only C++11 with SSE and NEON SIMD intrinsic support
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* [DirectXMath] - header only SIMD C++ linear algebra library for use in games
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and graphics apps
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* `glam` is a play on the name of the popular C++ library `glm`
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## License
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Licensed under either of
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* Apache License, Version 2.0 ([LICENSE-APACHE](LICENSE-APACHE)
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or http://www.apache.org/licenses/LICENSE-2.0)
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* MIT license ([LICENSE-MIT](LICENSE-MIT)
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or http://opensource.org/licenses/MIT)
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at your option.
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## Contribution
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Contributions in any form (issues, pull requests, etc.) to this project must
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adhere to Rust's [Code of Conduct].
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Unless you explicitly state otherwise, any contribution intentionally submitted
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for inclusion in the work by you, as defined in the Apache-2.0 license, shall be
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dual licensed as above, without any additional terms or conditions.
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Thank you to all of the `glam` [contributors]!
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## Support
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If you are interested in contributing or have a request or suggestion
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[create an issue] on github.
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[Build Status]: https://travis-ci.org/bitshifter/glam-rs.svg?branch=master
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[travis-ci]: https://travis-ci.org/bitshifter/glam-rs
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[Coverage Status]: https://coveralls.io/repos/github/bitshifter/glam-rs/badge.svg?branch=master
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[coveralls.io]: https://coveralls.io/github/bitshifter/glam-rs?branch=master
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[Code of Conduct]: https://www.rust-lang.org/en-US/conduct.html
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[Latest Version]: https://img.shields.io/crates/v/glam.svg
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[crates.io]: https://crates.io/crates/glam/
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[docs]: https://docs.rs/glam/badge.svg
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[docs.rs]: https://docs.rs/glam/
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[Rust API Guidelines]: https://rust-lang-nursery.github.io/api-guidelines/
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[Criterion.rs]: https://bheisler.github.io/criterion.rs/book/index.html
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[cgmath]: https://github.com/rustgd/cgmath
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[nalgebra-glm]: https://github.com/rustsim/nalgebra
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[mathbench]: https://github.com/bitshifter/mathbench-rs
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[create an issue]: https://github.com/bitshifter/glam-rs/issues
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[contributors]: https://github.com/bitshifter/glam-rs/graphs/contributors
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[How to write a maths library in 2016]: http://www.codersnotes.com/notes/maths-lib-2016/
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[Realtime Math]: https://github.com/nfrechette/rtm
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[DirectXMath]: https://docs.microsoft.com/en-us/windows/desktop/dxmath/directxmath-portal
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