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Brendan Zabarauskas 3559ab2e35 Simplify type signatures and make function implementations more strait-forward
This results in more code duplication, but the resulting type signatures are much simpler and the implementations are far easier to understand. It should be easier for llvm to optimise things too, seeing as closures are not used.
2014-05-27 19:39:14 -07:00
src Simplify type signatures and make function implementations more strait-forward 2014-05-27 19:39:14 -07:00
.gitignore Document Matrix 2014-05-25 01:01:02 -07:00
.travis.yml Makefile: Removed (un)install targets 2014-05-07 22:16:22 +04:00
AUTHORS Add Colin Sherratt to AUTHORS 2013-11-28 11:00:06 +10:00
cargo-lite.conf Update cargo-lite.conf 2014-02-17 06:53:33 -05:00
LICENSE Add license/copyright notices to source files 2013-06-01 08:01:01 +10:00
Makefile Makefile: Removed (un)install targets 2014-05-07 22:16:22 +04:00
README.md Remove obsolete compilation instructions 2014-02-14 07:29:24 +11:00

cgmath-rs

Build Status

A linear algebra and mathematics library for computer graphics.

The library provides:

  • vectors: Vec2, Vec3, Vec4
  • square matrices: Mat2, Mat3, Mat4
  • a quaternion type: Quat
  • rotation matrices: Rot2, Rot3
  • angle units: Rad, Deg
  • points: Point2, Point3
  • rays: Ray2, Ray3
  • a plane type: Plane
  • perspective projections: Perspective, PerspectiveFov, Ortho
  • a view frustum: Frustrum
  • spatial transformations: AffineMatrix3, Transform3D
  • axis-aligned bounding boxes: Aabb2, Aabb3
  • oriented bounding boxes: Obb2, Obb3
  • collision primitives: Sphere, Cylinder

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.

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 useful for most computer graphics applications. This design decision was made in order to simplify the implementation (Rust cannot paramerise 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

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