#vector #quaternions #matrix #matrix-vector #algebra

no-std lin_alg

Vector, matrix, and quaternion operations for general purposes

5 stable releases

new 1.0.4 Jan 25, 2025
1.0.3 Jan 18, 2025
1.0.2 Jan 14, 2025
1.0.1 Jan 2, 2025
1.0.0 Nov 23, 2024

#266 in Math

Download history 3/week @ 2024-10-14 2/week @ 2024-11-04 127/week @ 2024-11-18 24/week @ 2024-11-25 2/week @ 2024-12-02 9/week @ 2024-12-09 134/week @ 2024-12-30 23/week @ 2025-01-06 209/week @ 2025-01-13 110/week @ 2025-01-20

476 downloads per month
Used in 2 crates

MIT license

57KB
1K SLoC

Vectors and quaternions, and matrices for general purposes, and computer graphics.

Crate Docs

Vector, matrix, and quaternion data structures and operations. Uses f32 or f64 based types.

Example use cases:

  • Computer graphics
  • Biomechanics
  • Robotics and unmanned aerial vehicles.
  • Structural chemistry and biochemistry
  • Cosmology modeling
  • Various scientific and engineering applications
  • Aircraft attitude systems and autopilots

Vector and Quaternion types are copy.

For Compatibility with no_std tgts, e.g. embedded. Use the no_std feature. This feature ommits std::fmt::Display implementations. For computer-graphics functionality (e.g. specialty matrix constructors, and [de]serialization to byte arrays), use the computer_graphics For bincode binary encoding and decoding, use the encode 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

~93–270KB