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matrix_transform.hpp
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1
50 #pragma once
51
52 // Dependencies
53 #include "../mat4x4.hpp"
54 #include "../vec2.hpp"
55 #include "../vec3.hpp"
56 #include "../vec4.hpp"
57 #include "../gtc/constants.hpp"
58
59 #if(defined(GLM_MESSAGES) && !defined(GLM_EXT_INCLUDED))
60 # pragma message("GLM: GLM_GTC_matrix_transform extension included")
61 #endif
62
63 namespace glm
64 {
67
86 template <typename T, precision P>
87 GLM_FUNC_DECL tmat4x4<T, P> translate(
88 tmat4x4<T, P> const & m,
89 tvec3<T, P> const & v);
90
100 template <typename T, precision P>
101 GLM_FUNC_DECL tmat4x4<T, P> rotate(
102 tmat4x4<T, P> const & m,
103 T angle,
104 tvec3<T, P> const & axis);
105
114 template <typename T, precision P>
115 GLM_FUNC_DECL tmat4x4<T, P> scale(
116 tmat4x4<T, P> const & m,
117 tvec3<T, P> const & v);
118
130 template <typename T>
131 GLM_FUNC_DECL tmat4x4<T, defaultp> ortho(
132 T left,
133 T right,
134 T bottom,
135 T top,
136 T zNear,
137 T zFar);
138
148 template <typename T>
149 GLM_FUNC_DECL tmat4x4<T, defaultp> ortho(
150 T left,
151 T right,
152 T bottom,
153 T top);
154
165 template <typename T>
166 GLM_FUNC_DECL tmat4x4<T, defaultp> frustum(
167 T left,
168 T right,
169 T bottom,
170 T top,
171 T near,
172 T far);
173
182 template <typename T>
183 GLM_FUNC_DECL tmat4x4<T, defaultp> perspective(
184 T fovy,
185 T aspect,
186 T near,
187 T far);
188
189
198 template <typename T>
199 GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveRH(
200 T fovy,
201 T aspect,
202 T near,
203 T far);
204
213 template <typename T>
214 GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveLH(
215 T fovy,
216 T aspect,
217 T near,
218 T far);
219
229 template <typename T>
230 GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveFov(
231 T fov,
232 T width,
233 T height,
234 T near,
235 T far);
236
246 template <typename T>
247 GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveFovRH(
248 T fov,
249 T width,
250 T height,
251 T near,
252 T far);
253
263 template <typename T>
264 GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveFovLH(
265 T fov,
266 T width,
267 T height,
268 T near,
269 T far);
270
278 template <typename T>
279 GLM_FUNC_DECL tmat4x4<T, defaultp> infinitePerspective(
280 T fovy, T aspect, T near);
281
289 template <typename T>
290 GLM_FUNC_DECL tmat4x4<T, defaultp> tweakedInfinitePerspective(
291 T fovy, T aspect, T near);
292
301 template <typename T>
302 GLM_FUNC_DECL tmat4x4<T, defaultp> tweakedInfinitePerspective(
303 T fovy, T aspect, T near, T ep);
304
315 template <typename T, typename U, precision P>
316 GLM_FUNC_DECL tvec3<T, P> project(
317 tvec3<T, P> const & obj,
318 tmat4x4<T, P> const & model,
319 tmat4x4<T, P> const & proj,
320 tvec4<U, P> const & viewport);
321
332 template <typename T, typename U, precision P>
333 GLM_FUNC_DECL tvec3<T, P> unProject(
334 tvec3<T, P> const & win,
335 tmat4x4<T, P> const & model,
336 tmat4x4<T, P> const & proj,
337 tvec4<U, P> const & viewport);
338
347 template <typename T, precision P, typename U>
348 GLM_FUNC_DECL tmat4x4<T, P> pickMatrix(
349 tvec2<T, P> const & center,
350 tvec2<T, P> const & delta,
351 tvec4<U, P> const & viewport);
352
360 template <typename T, precision P>
361 GLM_FUNC_DECL tmat4x4<T, P> lookAt(
362 tvec3<T, P> const & eye,
363 tvec3<T, P> const & center,
364 tvec3<T, P> const & up);
365
373 template <typename T, precision P>
374 GLM_FUNC_DECL tmat4x4<T, P> lookAtRH(
375 tvec3<T, P> const & eye,
376 tvec3<T, P> const & center,
377 tvec3<T, P> const & up);
378
386 template <typename T, precision P>
387 GLM_FUNC_DECL tmat4x4<T, P> lookAtLH(
388 tvec3<T, P> const & eye,
389 tvec3<T, P> const & center,
390 tvec3<T, P> const & up);
391
393 }//namespace glm
394
395 #include "matrix_transform.inl"
glm::proj
GLM_FUNC_DECL vecType proj(vecType const &x, vecType const &Normal)
Projects x on Normal.
glm::translate
GLM_FUNC_DECL tmat4x4< T, P > translate(tmat4x4< T, P > const &m, tvec3< T, P > const &v)
Builds a translation 4 * 4 matrix created from a vector of 3 components.
glm::perspectiveFov
GLM_FUNC_DECL tmat4x4< T, defaultp > perspectiveFov(T fov, T width, T height, T near, T far)
Builds a perspective projection matrix based on a field of view and the default handedness.
glm::tweakedInfinitePerspective
GLM_FUNC_DECL tmat4x4< T, defaultp > tweakedInfinitePerspective(T fovy, T aspect, T near, T ep)
Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics har...
glm::perspective
GLM_FUNC_DECL tmat4x4< T, defaultp > perspective(T fovy, T aspect, T near, T far)
Creates a matrix for a symetric perspective-view frustum based on the default handedness.
glm::perspectiveRH
GLM_FUNC_DECL tmat4x4< T, defaultp > perspectiveRH(T fovy, T aspect, T near, T far)
Creates a matrix for a right handed, symetric perspective-view frustum.
glm::unProject
GLM_FUNC_DECL tvec3< T, P > unProject(tvec3< T, P > const &win, tmat4x4< T, P > const &model, tmat4x4< T, P > const &proj, tvec4< U, P > const &viewport)
Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.
glm::ortho
GLM_FUNC_DECL tmat4x4< T, defaultp > ortho(T left, T right, T bottom, T top)
Creates a matrix for projecting two-dimensional coordinates onto the screen.
glm::lookAt
GLM_FUNC_DECL tmat4x4< T, P > lookAt(tvec3< T, P > const &eye, tvec3< T, P > const &center, tvec3< T, P > const &up)
Build a look at view matrix based on the default handedness.
glm::pickMatrix
GLM_FUNC_DECL tmat4x4< T, P > pickMatrix(tvec2< T, P > const &center, tvec2< T, P > const &delta, tvec4< U, P > const &viewport)
Define a picking region.
glm::perspectiveLH
GLM_FUNC_DECL tmat4x4< T, defaultp > perspectiveLH(T fovy, T aspect, T near, T far)
Creates a matrix for a left handed, symetric perspective-view frustum.
glm::infinitePerspective
GLM_FUNC_DECL tmat4x4< T, defaultp > infinitePerspective(T fovy, T aspect, T near)
Creates a matrix for a symmetric perspective-view frustum with far plane at infinite.
glm::project
GLM_FUNC_DECL tvec3< T, P > project(tvec3< T, P > const &obj, tmat4x4< T, P > const &model, tmat4x4< T, P > const &proj, tvec4< U, P > const &viewport)
Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates.
glm::axis
GLM_FUNC_DECL tvec3< T, P > axis(tquat< T, P > const &x)
Returns the q rotation axis.
glm
Definition: _noise.hpp:40
glm::perspectiveFovRH
GLM_FUNC_DECL tmat4x4< T, defaultp > perspectiveFovRH(T fov, T width, T height, T near, T far)
Builds a right handed perspective projection matrix based on a field of view.
glm::angle
GLM_FUNC_DECL T angle(tquat< T, P > const &x)
Returns the quaternion rotation angle.
glm::frustum
GLM_FUNC_DECL tmat4x4< T, defaultp > frustum(T left, T right, T bottom, T top, T near, T far)
Creates a frustum matrix.
glm::lookAtLH
GLM_FUNC_DECL tmat4x4< T, P > lookAtLH(tvec3< T, P > const &eye, tvec3< T, P > const &center, tvec3< T, P > const &up)
Build a left handed look at view matrix.
glm::rotate
GLM_FUNC_DECL tmat4x4< T, P > rotate(tmat4x4< T, P > const &m, T angle, tvec3< T, P > const &axis)
Builds a rotation 4 * 4 matrix created from an axis vector and an angle.
glm::perspectiveFovLH
GLM_FUNC_DECL tmat4x4< T, defaultp > perspectiveFovLH(T fov, T width, T height, T near, T far)
Builds a left handed perspective projection matrix based on a field of view.
glm::lookAtRH
GLM_FUNC_DECL tmat4x4< T, P > lookAtRH(tvec3< T, P > const &eye, tvec3< T, P > const &center, tvec3< T, P > const &up)
Build a right handed look at view matrix.
glm::scale
GLM_FUNC_DECL tmat4x4< T, P > scale(tmat4x4< T, P > const &m, tvec3< T, P > const &v)
Builds a scale 4 * 4 matrix created from 3 scalars.