GlmNet is a .NET version of the excellent OpenGL Mathematics library (GLM).
The OpenGL Mathematics Library is open source, licensed under the MIT license. I would like to thank Christophe Riccio for his permission to wrap the library.
Important: I am developing GlmNet as I need it - so there are very few advanced features from GLM ported over yet. Please do feel free to fork the code and add the features as you need them - if you create pull requests I'll merge them into the main branch.
Install it with Nuget:
PM> Install-Package GlmNet
That's all there is to it!
GlmNet attempts to be as syntactically similar to GLM as possible. Examples are:
mat4 projectionMatrix = glm.perspective(rads, (float)Width / (float)Height, 0.1f, 100.0f);
mat4 viewMatrix = glm.translate(new mat4(1.0f), new vec3(0.0f, 0.0f, -5.0f));
mat4 modelMatrix = glm.scale(new mat4(1.0f), new vec3(0.5f));
GLM.NET matrices are Column Major. This is because GLM attempts to mimic GLSL as closely as possible.
| a b c |
| d e f | = |M|
| g h i |
This means:
M[0] gives column 0, i.e:
| a |
| d |
| g |
M[1][2] or M[1,2] gives column 1, row 2, i.e:
|h|
Column major matrices are used in OpenGL, row major in DirectX. Many C++ libraries are row major, be aware that GLM.NET is column major. This means that as OpenGL vectors are typically columns, you multiply in the order matrix * vector:
a = m * v
Rather than v * m
.
Matrices are NOT initialised to the identity. Use the identity
function.
All types are based on floats.
Matrix elements are references as multidimensional arrays when you want to change them, e.g:
// Get data from matrices like this:
var element = matrix[1][2];
// ..or this..
var element = matrix[1,2];
// But SET data in a matrix like this:
matrix[1,2] = element;
All angles in GlmNet are expected to be in radians - no conversion to or from degrees is ever done.
glm - A copy of the latest version of the OpenGL Mathematics library. source - The sourcecode for GLMNET.
- Vectors:
vec2
,vec3
,vec4
- Matrices:
mat2
,mat3
,mat4
- Transformations:
scale
,rotate
,translate
- Projections:
perspective
,frustum
- Matrix * Matrix
- Matrix * Vector