1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290
|
# glam
[![Build Status]][github-ci] [![Coverage Status]][coveralls.io]
[![Latest Version]][crates.io] [![docs]][docs.rs]
[![Minimum Supported Rust Version]][Rust 1.68.2]
A simple and fast 3D math library for games and graphics.
## Development status
`glam` is in beta stage. Base functionality has been implemented and the look
and feel of the API has solidified.
## Features
* `f32` types
* vectors: `Vec2`, `Vec3`, `Vec3A` and `Vec4`
* square matrices: `Mat2`, `Mat3`, `Mat3A` and `Mat4`
* a quaternion type: `Quat`
* affine transformation types: `Affine2` and `Affine3A`
* `f64` types
* vectors: `DVec2`, `DVec3` and `DVec4`
* square matrices: `DMat2`, `DMat3` and `DMat4`
* a quaternion type: `DQuat`
* affine transformation types: `DAffine2` and `DAffine3`
* `i8` types
* vectors: `I8Vec2`, `I8Vec3` and `I8Vec4`
* `u8` types
* vectors: `U16Vec2`, `U16Vec3` and `U16Vec4`
* `i16` types
* vectors: `I16Vec2`, `I16Vec3` and `I16Vec4`
* `u16` types
* vectors: `U16Vec2`, `U16Vec3` and `U16Vec4`
* `i32` types
* vectors: `IVec2`, `IVec3` and `IVec4`
* `u32` types
* vectors: `UVec2`, `UVec3` and `UVec4`
* `i64` types
* vectors: `I64Vec2`, `I64Vec3` and `I64Vec4`
* `u64` types
* vectors: `U64Vec2`, `U64Vec3` and `U64Vec4`
* `usize` types
* vectors: `USizeVec2`, `USizeVec3` and `USizeVec4`
* `bool` types
* vectors: `BVec2`, `BVec3` and `BVec4`
### SIMD
The `Vec3A`, `Vec4`, `Quat`, `Mat2`, `Mat3A`, `Mat4`, `Affine2` and `Affine3A`
types use 128-bit wide SIMD vector types for storage on `x86`, `x86_64` and
`wasm32` architectures. As a result, these types are all 16 byte aligned and
depending on the size of the type or the type's members, they may contain
internal padding. This results in some wasted space in the cases of `Vec3A`,
`Mat3A`, `Affine2` and `Affine3A`. However, the use of SIMD generally results
in better performance than scalar math.
`glam` outperforms similar Rust libraries for common operations as tested by the
[`mathbench`][mathbench] project.
[mathbench]: https://github.com/bitshifter/mathbench-rs
### Enabling SIMD
SIMD is supported on `x86`, `x86_64` and `wasm32` targets.
* `SSE2` is enabled by default on `x86_64` targets.
* To enable `SSE2` on `x86` targets add `-C target-feature=+sse2` to
`RUSTCFLAGS`.
* `NEON` is enabled by default on `aarch64` targets.
* To enable `NEON` on `aarch64` targets add `-C target-feature=+neon` to `RUSTFLAGS`.
* To enable `simd128` on `wasm32` targets add `-C target-feature=+simd128` to
`RUSTFLAGS`.
* Experimental [portable simd] support can be enabled with the `core-simd`
feature. This requires the nightly compiler as it is still unstable in Rust.
Note that SIMD on `wasm32` passes tests but has not been benchmarked,
performance may or may not be better than scalar math.
[portable simd]: https://doc.rust-lang.org/core/simd/index.html
### `no_std` support
`no_std` support can be enabled by compiling with `--no-default-features` to
disable `std` support and `--features libm` for math functions that are only
defined in `std`. For example:
```toml
[dependencies]
glam = { version = "0.30.1", default-features = false, features = ["libm"] }
```
To support both `std` and `no_std` builds in project, you can use the following
in your `Cargo.toml`:
```toml
[features]
default = ["std"]
std = ["glam/std"]
libm = ["glam/libm"]
[dependencies]
glam = { version = "0.30.1", default-features = false }
```
Alternatively, you can use the `nostd-libm` feature. This will always include a
`libm` dependency, but allows the user to still override it with `std` if they
prefer. This will allow your crate to compile with default features disabled,
instead of forcing the user to enable either `std` or `libm`.
```toml
[features]
default = ["std"]
std = ["glam/std"]
libm = ["glam/libm"]
[dependencies]
glam = { version = "0.30.1", default-features = false, features = ["nostd-libm"] }
```
### Optional features
* [`approx`] - traits and macros for approximate float comparisons
* [`bytemuck`] - for casting into slices of bytes
* [`libm`] - uses `libm` math functions instead of `std`
* [`nostd-libm`] - uses `libm` math functions if `std` is not available
* [`mint`] - for interoperating with other 3D math libraries
* [`rand`] - implementations of `Distribution` trait for all `glam` types.
* [`serde`] - implementations of `Serialize` and `Deserialize` for all `glam`
types. Note that serialization should work between builds of `glam` with and
without SIMD enabled
* [`rkyv`] - implementations of `Archive`, `Serialize` and `Deserialize` for
all `glam` types. Note that serialization is not interoperable with and
without the `scalar-math` feature. It should work between all other builds of
`glam`. Endian conversion is currently not supported
* [`bytecheck`] - to perform archive validation when using the `rkyv` feature
[`approx`]: https://docs.rs/approx
[`bytemuck`]: https://docs.rs/bytemuck
[`libm`]: https://github.com/rust-lang/libm
[`mint`]: https://github.com/kvark/mint
[`rand`]: https://github.com/rust-random/rand
[`serde`]: https://serde.rs
[`rkyv`]: https://github.com/rkyv/rkyv
[`bytecheck`]: https://github.com/rkyv/bytecheck
### Feature gates
* `scalar-math` - compiles with SIMD support disabled
* `debug-glam-assert` - adds assertions in debug builds which check the validity
of parameters passed to `glam` to help catch runtime errors
* `glam-assert` - adds validation assertions to all builds
* `cuda` - forces `glam` types to match expected [cuda alignment]
* `fast-math` - By default, glam attempts to provide bit-for-bit identical
results on all platforms. Using this feature will enable platform specific
optimizations that may not be identical to other platforms. **Intermediate
libraries should not use this feature and defer the decision to the final
binary build**.
* `core-simd` - enables SIMD support via the [portable simd] module. This is an
unstable feature which requires a nightly Rust toolchain and `std` support.
[cuda alignment]: https://docs.nvidia.com/cuda/cuda-c-programming-guide/index.html#built-in-vector-types
### Minimum Supported Rust Version (MSRV)
The minimum supported version of Rust for `glam` is `1.68.2`.
## Conventions
### Column vectors
`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.
### Column-major order
Matrices are stored in column major format. Each column vector is stored in
contiguous memory.
### Co-ordinate system
`glam` is co-ordinate system agnostic and intends to support both right-handed
and left-handed conventions.
## Design Philosophy
The design of this library is guided by a desire for simplicity and good
performance.
* No generics and minimal traits in the public API for simplicity of usage
* All dependencies are optional (e.g. `mint`, `rand` and `serde`)
* Follows the [Rust API Guidelines] where possible
* Aiming for 100% test [coverage]
* Common functionality is benchmarked using [Criterion.rs]
[Rust API Guidelines]: https://rust-lang-nursery.github.io/api-guidelines/
[coverage]: coveralls.io
[Criterion.rs]: https://bheisler.github.io/criterion.rs/book/index.html
## Architecture
See [ARCHITECTURE.md] for details on `glam`'s internals.
[ARCHITECTURE.md]: ARCHITECTURE.md
## Inspirations
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 `Vec3A`
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++ library [GLM]
[How to write a maths library in 2016]: http://www.codersnotes.com/notes/maths-lib-2016/
[Realtime Math]: https://github.com/nfrechette/rtm
[DirectXMath]: https://docs.microsoft.com/en-us/windows/desktop/dxmath/directxmath-portal
[GLM]: https://glm.g-truc.net
## License
Licensed under either of
* Apache License, Version 2.0 ([LICENSE-APACHE](LICENSE-APACHE)
or http://www.apache.org/licenses/LICENSE-2.0)
* MIT license ([LICENSE-MIT](LICENSE-MIT)
or http://opensource.org/licenses/MIT)
at your option.
## Contribution
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.
If you are interested in contributing or have a request or suggestion
[start a discussion] on GitHub. See [CONTRIBUTING.md] for more information for
contributors.
Most code in `glam` is generated, see the [codegen README] for details.
Thank you to all of the `glam` [contributors]!
[Code of Conduct]: https://www.rust-lang.org/en-US/conduct.html
[start a discussion]: https://github.com/bitshifter/glam-rs/discussions
[CONTRIBUTING.md]: CONTRIBUTING.md
[codegen README]: codegen/README.md
[contributors]: https://github.com/bitshifter/glam-rs/graphs/contributors
## Support
The [Game Development in Rust Discord] and [Bevy Engine Discord] servers are
not official support channels but can be good places to ask for help with
`glam`.
[Game Development in Rust Discord]: https://discord.gg/yNtPTb2
[Bevy Engine Discord]: https://discord.gg/gMUk5Ph
## Attribution
`glam` contains code ported from the following C++ libraries:
* [DirectXMath] - MIT License - Copyright (c) 2011-2020 Microsoft Corp
* [Realtime Math] - MIT License - Copyright (c) 2018 Nicholas Frechette
* [GLM] - MIT License - Copyright (c) 2005 - G-Truc Creation
See [ATTRIBUTION.md] for details.
[ATTRIBUTION.md]: ATTRIBUTION.md
[Build Status]: https://github.com/bitshifter/glam-rs/actions/workflows/ci.yml/badge.svg
[github-ci]: https://github.com/bitshifter/glam-rs/actions/workflows/ci.yml
[Coverage Status]: https://coveralls.io/repos/github/bitshifter/glam-rs/badge.svg?branch=main
[coveralls.io]: https://coveralls.io/github/bitshifter/glam-rs?branch=main
[Latest Version]: https://img.shields.io/crates/v/glam.svg
[crates.io]: https://crates.io/crates/glam/
[docs]: https://docs.rs/glam/badge.svg
[docs.rs]: https://docs.rs/glam/
[Minimum Supported Rust Version]: https://img.shields.io/badge/Rust-1.68.2-blue?color=fc8d62&logo=rust
[Rust 1.68.2]: https://github.com/rust-lang/rust/blob/master/RELEASES.md#version-1682-2023-03-28
|