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.
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.);
} ```