webgl-matrix

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Getting Started

This is a lightweight matrix / vector library meant for usage with WebGL.

At the core this library only consists of the traits Matrix and Vector. All implementations are optional features and can be added as needed.

Available features: * Matrix4: 4x4 matrix operations (includes Vector4) * Matrix3: 3x3 matrix operations (includes Vector3) * Vector4: 4-dimensional vector operations * Vector3: 3-dimensional vector operations * SliceOps: Low level slice operations such as addition, subtraction, scaling etc.

Examples

All the types are simple arrays. You may also just use slices as operands.

```rust use webgl_matrix::{Matrix, Vector, ProjectionMatrix, Mat4, Vec4, Mat3, Vec3};

fn main() { // all the default operations available let mut B = [1., 2., 3., 4., 5., 6., 7., 8., 9.]; let b = Vec3::ones(); // Matrix operations are in-place B.inverse(); B.transpose(); // ..

// Some basic vector operations
let c = B.mul_vector_left(&b);
let mag = c.mag(); // magnitude
let d = c.scale(5.);
let e = c.add(&b);

// Or fancier transformations
B.translate(&[1., 2., 3.]);

let A = Mat4::identity();
// operate on slices
let b = [1., 2., 3., 4., 5., 6., 7.];

// with automatic homogenous coordinate expansion
let c = A.mul_vector(&b[0..=2]);
// or using all four coordinates
let d = A.mul_vector(&b[3..]);

// create projection matrices (left, right, bot, top, near, far)
let P = Mat4::create_perspective_from_viewport(0., 1., 0., 1., 0.1, 10.);

} ```