A linear algebra and mathematics library for computer graphics.
Latest commit 4e29dc1 Oct 4, 2016 @brendanzab committed on GitHub Merge pull request #385 from Marckvdv/patch-1
Implement component wise number casting for the Point and Matrix types.



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A linear algebra and mathematics library for computer graphics.

The library provides:

  • vectors: Vector2, Vector3, Vector4
  • square matrices: Matrix2, Matrix3, Matrix4
  • a quaternion type: Quaternion
  • rotation matrices: Basis2, Basis3
  • angle units: Rad, Deg
  • points: Point2, Point3
  • perspective projections: Perspective, PerspectiveFov, Ortho
  • spatial transformations: AffineMatrix3, Transform3

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.


cgmath interprets its vectors as column matrices (also known as "column vectors"), meaning when transforming a vector with a matrix, the matrix goes on the left. This is reflected in the fact that cgmath implements the multiplication operator for Matrix * Vector, but not Vector * Matrix.


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 enough for most computer graphics applications. This design decision was made in order to simplify the implementation (Rust cannot parameterize over constants at compile time), and to make dimension-specific optimisations easier in the future.


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.


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