#matrix-vector #vector #matrix #quaternions #linear-algebra #gamedev

acgmath

A linear algebra and mathematics library for computer graphics. A fork of cgmath.

2 releases

Uses old Rust 2015

0.1.1 Mar 6, 2017
0.1.0 Mar 6, 2017

#1673 in Math

Apache-2.0

230KB
4.5K SLoC

acgmath-rs

Build Status

A testbed fork of cgmath-rs. With optional serialization and simd support. These options are on by default, thus it requires a nightly version of rustc to get compiled.

Why the Fork

I want to experiment with features like simd and serde rapidly. Filing a PR and waiting for approval while messing with cgmath's own version number is just too annoying.

Introduction

A linear algebra and mathematics library for computer graphics.

The library provides:

  • vectors: Vector2, Vector3, Vector4
  • square matrices: Matrix2, Matrix3, Matrix4
  • a quaternion type: Quaternion
  • rotation matrices: Basis2, Basis3
  • angle units: Rad, Deg
  • points: Point2, Point3
  • perspective projections: Perspective, PerspectiveFov, Ortho
  • spatial transformations: AffineMatrix3, Transform3

Not all of the functionality has been implemented yet, and the existing code is not fully covered by the testsuite. If you encounter any mistakes or omissions please let me know by posting an issue, or even better: send me a pull request with a fix.

Conventions

cgmath interprets its vectors as column matrices (also known as "column vectors"), meaning when transforming a vector with a matrix, the matrix goes on the left. This is reflected in the fact that cgmath implements the multiplication operator for Matrix * Vector, but not Vector * Matrix.

Limitations

cgmath is not an n-dimensional library and is aimed at computer graphics applications rather than general linear algebra. It only offers the 2, 3, and 4 dimensional structures that are more than enough for most computer graphics applications. This design decision was made in order to simplify the implementation (Rust cannot parameterize over constants at compile time), and to make dimension-specific optimisations easier in the future.

Contributing

Pull requests are most welcome, especially in the realm of performance enhancements and fixing any mistakes I may have made along the way. Unit tests and benchmarks are also required, so help on that front would be most appreciated.

Support

Please contanct me via issue or PR. Or email, if you like.

Support channels of the original cgmath:

Contact bjz on irc.mozilla.org #rust and #rust-gamedev, or post an issue on Github.

Dependencies

~0.6–1.3MB
~22K SLoC