glam
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
- Only single precision floating point (
f32) arithmetic is supported - vectors:
Vec2,Vec3,Vec3AVec4 - square matrices:
Mat2,Mat3,Mat4 - a quaternion type:
Quat
SIMD
The Vec3A, Vec4 and Quat types use SSE2 on x86/x86_64 architectures.
Mat2, Mat3 and Mat4 also use SSE2 for some functionality. Not everything
has a SIMD implementation yet.
Note that this does result in some wasted space in the case of Vec3A as the
SIMD vector type is 16 bytes large and 16 byte aligned.
glam outperforms similar Rust libraries for common operations as tested by the
mathbench project.
Due to the use of SIMD, vector elements may only be get and set via accessor
methods, e.g. Vec4::x() and Vec4::x_mut() or Vec4::set_x(). If getting or
setting more than one element it is more efficient to convert from tuples or
arrays:
let (x, y, z, w) = v.into();
let [x, y, z, w]: [f32; 4] = v.into();
Optional features
mint- for interoperating with other 3D math librariesrand- implementations ofDistributiontrait for allglamtypes. This is primarily used for unit testingserde- implementations ofSerializeandDeserializefor allglamtypes. Note that serialization should work between builds ofglamwith and without SIMD enabled
Feature gates
scalar-math- compiles with SIMD support disableddebug-glam-assert- adds assertions in debug builds which check the validity of parameters passed toglamto help catch runtime errorsglam-assert- adds validation assertions to all builds
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 traits or generics for simplicity of implementation and usage
- Only single precision floating point (
f32) arithmetic is supported - All dependencies are optional (e.g.
mint,randandserde) - Follows the Rust API Guidelines where possible
- Aiming for 100% test coverage
- Common functionality is benchmarked using Criterion.rs
Future work
- Experiment with a using a 4x3 matrix as a 3D transform type that can be more
efficient than
Mat4for certain operations like inverse and multiplies no-stdsupportwasmsupport
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
Vec3Aimplementation - 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
glamis a play on the name of the popular C++ library GLM
License
Licensed under either of
- Apache License, Version 2.0 (LICENSE-APACHE or http://www.apache.org/licenses/LICENSE-2.0)
- MIT license (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.
Thank you to all of the glam contributors!
Support
If you are interested in contributing or have a request or suggestion create an issue on github.
The Game Development in Rust Discord and Bevy Engine Discord servers can are
also good places to ask for help with glam.
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.