A simple and fast 3D math library for games and graphics.
glam is in beta stage. Base functionality has been implemented and the look
and feel of the API has solidified.
f32types- vectors:
Vec2,Vec3,Vec3AandVec4 - square matrices:
Mat2,Mat3,Mat3AandMat4 - a quaternion type:
Quat - affine transformation types:
Affine2andAffine3A
- vectors:
f64types- vectors:
DVec2,DVec3andDVec4 - square matrices:
DMat2,DMat3andDMat4 - a quaternion type:
DQuat - affine transformation types:
DAffine2andDAffine3
- vectors:
i16types- vectors:
I16Vec2,I16Vec3andI16Vec4
- vectors:
u16types- vectors:
U16Vec2,U16Vec3andU16Vec4
- vectors:
i32types- vectors:
IVec2,IVec3andIVec4
- vectors:
u32types- vectors:
UVec2,UVec3andUVec4
- vectors:
i64types- vectors:
I64Vec2,I64Vec3andI64Vec4
- vectors:
u64types- vectors:
U64Vec2,U64Vec3andU64Vec4
- vectors:
booltypes- vectors:
BVec2,BVec3andBVec4
- vectors:
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 project.
SIMD is supported on x86, x86_64 and wasm32 targets.
SSE2is enabled by default onx86_64targets.- To enable
SSE2onx86targets add-C target-feature=+sse2toRUSTCFLAGS. - To enable
simd128onwasm32targets add-C target-feature=+simd128toRUSTFLAGS. - Experimental portable simd support can be enabled with the
core-simdfeature. 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.
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:
[dependencies]
glam = { version = "0.27", default-features = false, features = ["libm"] }To support both std and no_std builds in project, you can use the following
in your Cargo.toml:
[features]
default = ["std"]
std = ["glam/std"]
libm = ["glam/libm"]
[dependencies]
glam = { version = "0.27", default-features = false }approx- traits and macros for approximate float comparisonsbytemuck- for casting into slices of byteslibm- useslibmmath functions instead ofstd, required to compile withno_stdmint- for interoperating with other 3D math librariesrand- implementations ofDistributiontrait for allglamtypes.serde- implementations ofSerializeandDeserializefor allglamtypes. Note that serialization should work between builds ofglamwith and without SIMD enabledrkyv- implementations ofArchive,SerializeandDeserializefor allglamtypes. Note that serialization is not interoperable with and without thescalar-mathfeature. It should work between all other builds ofglam. Endian conversion is currently not supportedbytecheck- to perform archive validation when using therkyvfeature
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 buildscuda- forcesglamtypes to match expected cuda alignmentfast-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 andstdsupport.
The minimum supported version of Rust for glam is 1.68.2.
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.
Matrices are stored in column major format. Each column vector is stored in contiguous memory.
glam is co-ordinate system agnostic and intends to support both right-handed
and left-handed conventions.
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,randandserde) - Follows the Rust API Guidelines where possible
- Aiming for 100% test coverage
- Common functionality is benchmarked using Criterion.rs
See ARCHITECTURE.md for details on glam's internals.
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
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.
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!
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.
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.