A simple and fast 3D math library for games and graphics.
glam
is in alpha stage. Minimal base functionality has been implemented
and the look and feel of the API has solidified.
- Only single precision floating point (
f32
) arithmetic is supported - vectors:
Vec2
,Vec3
,Vec3A
Vec4
- square matrices:
Mat2
,Mat3
,Mat4
- a quaternion type:
Quat
The Vec3A
, 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 Vec3A
as the
SIMD vector type is 16 bytes large and 16 byte aligned.
glam
outperforms similar Rust libraries such as cgmath
,
nalgebra-glm
and others for common operations as tested by the
mathbench
project.
Due to the use of SIMD, vector elements may only be get and set via accessor
methods, e.g. Vec4::x()
and Vec4::x_mut()
or Vec4::set_x()
. If getting or
setting more than one element it is more efficient to convert from tuples or
arrays:
let (x, y, z, w) = v.into();
let [x, y, z, w]: [f32; 4] = v.into();
mint
- for interoperating with other 3D math librariesrand
- implementations ofDistribution
trait for allglam
types. This is primarily used for unit testingserde
- implementations ofSerialize
andDeserialize
for allglam
types. Note that serialization should work between builds ofglam
with and without SIMD enabled
scalar-math
- compiles with SIMD support disableddebug-glam-assert
- adds assertions in debug builds which check the validity of parameters passed toglam
to help catch runtime errorsglam-assert
- adds validation assertions to all builds
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.
Matrices are stored in column major format. Each column vector is stored in contiguous memory.
glam
is co-ordinate system agnostic and intends to support both right handed
and left handed conventions.
Rotations follow the left-hand rule.
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
andserde
) - Follows the Rust API Guidelines where possible
- Aiming for 100% test coverage
- Common functionality is benchmarked using Criterion.rs
- 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
supportwasm
support
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++ libraryglm
Licensed under either of
- Apache License, Version 2.0 (LICENSE-APACHE or http://www.apache.org/licenses/LICENSE-2.0)
- MIT license (LICENSE-MIT or http://opensource.org/licenses/MIT)
at your option.
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!
If you are interested in contributing or have a request or suggestion create an issue on github.