1 stable release
1.0.0 | Nov 23, 2024 |
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#278 in Rendering
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40KB
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Vectors and quaternions, and matrices for general purposes, and computer graphics.
Vector, matrix, and quaternion data structures and operations. Uses f32 or f64 based types.
Example use cases:
- Computer graphics
- Biomechanics
- Structural chemistry and biochemistry
- Various scientific and engineering applications
- Aircraft attitude systems and autopilots
Vector and Quaternion types are copy.
For Compatibility with no_std tgts, eg embedded. Use the no_std
feature. For computer-graphics
functionality (e.g. specialty matrix constructors, and [de]serialization to byte arrays), use the computer_graphics
feature.
Do not run cargo fmt
on this code base; the macro used to prevent duplication of code between f32
and f64` mules causes undesirable behavior.
For information on practical quaternion operations: Quaternions: A practical guide
See the official documention (Linked above) for details. Below is a brief, impractical syntax overview:
use core::f32::consts::TAU;
use lin_alg::f32::{Vec3, Quaternion};
fn main() {
let _ = Vec3::new_zero();
let a = Vec3::new(1., 1., 1.);
let b = Vec3::new(0., -1., 10.);
let c = a + b;
let mut d = a.dot(b);
d.normalize();
let e = c.to_normalized();
a.magnitude();
let f = a.cross(b);
let g = Quaternion::from_unit_vecs(d, e);
let h = g.inverse();
let k = Quaternion::new_identity();
let l = k.rotate_vec(c);
l.magnitude();
let quaternion = Quaternion::from_axis_angle(Vec3::new(1., 0., 0.), TAU / 16.);
}
Dependencies
~97KB