cgmath
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A linear algebra and mathematics library for computer graphics.
I believe that cgmath went in the wrong direction lately. It got more traits to consider that are not as much graphics related as they are purely mathematical (`EuclideanSpace`, `InnerSpace`,...
Are there any plans about 1.0 version?
I've created a library called [derive_more](https://github.com/JelteF/derive_more) that allows deriving of basic traits to decrease boilerplate code, such as `From`, `Add`, and `Mul`. With the recent release of Rust 1.15 it...
Would 3x4 and 4x3 matrix support (including pseudo invert between them) make sense as an addition to this library? I'm working on a raw loading library that uses those sizes...
Add functionality to specify the rotational order for euler angles. The current design uses XYZ only, which might not be optimal for some use cases (e.g. first person camera pointing...
This is for converting between models which often come in a y-up coordinate system (maya) and game which often use a z-up system. Math from http://stackoverflow.com/questions/22571364/threejs-matrix-from-z-up-coordinate-system-to-y-up-coordinate-system
These should be inherited from `One`, with `concat` being the multiplication operator. Edit: To clarify, both traits do not currently implement these operators.
It'd be nice if cgmath could create both left and right-handed perspective matrices. Currently it only does right-handed. Direct3D has different functions: [D3DXMatrixPerspectiveLH](https://msdn.microsoft.com/en-us/library/windows/desktop/bb205352%28v=vs.85%29.aspx) and [D3DXMatrixPerspectiveRH](https://msdn.microsoft.com/en-us/library/windows/desktop/bb205355%28v=vs.85%29.aspx). As far as I know,...
Ok, so I have been experimting with a new transformation API. Here is one idea: ``` rust /// A type that can be interpreted as a geometric transformation. pub trait...