#quaternions #vector #matrix #algebra

no-std lin_alg

Vector, matrix, and quaternion operations for general purposes

1 stable release

1.0.0 Nov 23, 2024

#278 in Rendering

Download history 4/week @ 2024-09-20 3/week @ 2024-10-11 2/week @ 2024-11-08 145/week @ 2024-11-22 8/week @ 2024-11-29 9/week @ 2024-12-06

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MIT license

40KB
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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
  • 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