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