mirror of
https://github.com/g-truc/glm.git
synced 2024-11-23 01:14:34 +00:00
commit
23007136cf
@ -171,7 +171,7 @@ namespace glm
|
||||
T near,
|
||||
T far);
|
||||
|
||||
/// Creates a matrix for a symetric perspective-view frustum.
|
||||
/// Creates a matrix for a symetric perspective-view frustum based on the default handedness.
|
||||
///
|
||||
/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
|
||||
/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
|
||||
@ -186,7 +186,38 @@ namespace glm
|
||||
T near,
|
||||
T far);
|
||||
|
||||
/// Builds a perspective projection matrix based on a field of view.
|
||||
|
||||
/// Creates a matrix for a right handed, symetric perspective-view frustum.
|
||||
///
|
||||
/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
|
||||
/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
|
||||
/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
|
||||
/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
|
||||
/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
|
||||
/// @see gtc_matrix_transform
|
||||
template <typename T>
|
||||
GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveRH(
|
||||
T fovy,
|
||||
T aspect,
|
||||
T near,
|
||||
T far);
|
||||
|
||||
/// Creates a matrix for a left handed, symetric perspective-view frustum.
|
||||
///
|
||||
/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
|
||||
/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
|
||||
/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
|
||||
/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
|
||||
/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
|
||||
/// @see gtc_matrix_transform
|
||||
template <typename T>
|
||||
GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveLH(
|
||||
T fovy,
|
||||
T aspect,
|
||||
T near,
|
||||
T far);
|
||||
|
||||
/// Builds a perspective projection matrix based on a field of view and the default handedness.
|
||||
///
|
||||
/// @param fov Expressed in radians.
|
||||
/// @param width
|
||||
@ -203,6 +234,40 @@ namespace glm
|
||||
T near,
|
||||
T far);
|
||||
|
||||
/// Builds a right handed perspective projection matrix based on a field of view.
|
||||
///
|
||||
/// @param fov Expressed in radians.
|
||||
/// @param width
|
||||
/// @param height
|
||||
/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
|
||||
/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
|
||||
/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
|
||||
/// @see gtc_matrix_transform
|
||||
template <typename T>
|
||||
GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveFovRH(
|
||||
T fov,
|
||||
T width,
|
||||
T height,
|
||||
T near,
|
||||
T far);
|
||||
|
||||
/// Builds a left handed perspective projection matrix based on a field of view.
|
||||
///
|
||||
/// @param fov Expressed in radians.
|
||||
/// @param width
|
||||
/// @param height
|
||||
/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
|
||||
/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
|
||||
/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
|
||||
/// @see gtc_matrix_transform
|
||||
template <typename T>
|
||||
GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveFovLH(
|
||||
T fov,
|
||||
T width,
|
||||
T height,
|
||||
T near,
|
||||
T far);
|
||||
|
||||
/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite.
|
||||
///
|
||||
/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
|
||||
@ -285,7 +350,7 @@ namespace glm
|
||||
tvec2<T, P> const & delta,
|
||||
tvec4<U, P> const & viewport);
|
||||
|
||||
/// Build a look at view matrix.
|
||||
/// Build a look at view matrix based on the default handedness.
|
||||
///
|
||||
/// @param eye Position of the camera
|
||||
/// @param center Position where the camera is looking at
|
||||
@ -298,6 +363,32 @@ namespace glm
|
||||
tvec3<T, P> const & center,
|
||||
tvec3<T, P> const & up);
|
||||
|
||||
/// Build a right handed look at view matrix.
|
||||
///
|
||||
/// @param eye Position of the camera
|
||||
/// @param center Position where the camera is looking at
|
||||
/// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)
|
||||
/// @see gtc_matrix_transform
|
||||
/// @see - frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal) frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal)
|
||||
template <typename T, precision P>
|
||||
GLM_FUNC_DECL tmat4x4<T, P> lookAtRH(
|
||||
tvec3<T, P> const & eye,
|
||||
tvec3<T, P> const & center,
|
||||
tvec3<T, P> const & up);
|
||||
|
||||
/// Build a left handed look at view matrix.
|
||||
///
|
||||
/// @param eye Position of the camera
|
||||
/// @param center Position where the camera is looking at
|
||||
/// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)
|
||||
/// @see gtc_matrix_transform
|
||||
/// @see - frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal) frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal)
|
||||
template <typename T, precision P>
|
||||
GLM_FUNC_DECL tmat4x4<T, P> lookAtLH(
|
||||
tvec3<T, P> const & eye,
|
||||
tvec3<T, P> const & center,
|
||||
tvec3<T, P> const & up);
|
||||
|
||||
/// @}
|
||||
}//namespace glm
|
||||
|
||||
|
@ -216,6 +216,22 @@ namespace glm
|
||||
T zNear,
|
||||
T zFar
|
||||
)
|
||||
{
|
||||
#ifdef GLM_LEFT_HANDED
|
||||
return perspectiveLH(fovy, aspect, zNear, zFar);
|
||||
#else
|
||||
return perspectiveRH(fovy, aspect, zNear, zFar);
|
||||
#endif
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> perspectiveRH
|
||||
(
|
||||
T fovy,
|
||||
T aspect,
|
||||
T zNear,
|
||||
T zFar
|
||||
)
|
||||
{
|
||||
assert(abs(aspect - std::numeric_limits<T>::epsilon()) > static_cast<T>(0));
|
||||
|
||||
@ -230,6 +246,28 @@ namespace glm
|
||||
return Result;
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> perspectiveLH
|
||||
(
|
||||
T fovy,
|
||||
T aspect,
|
||||
T zNear,
|
||||
T zFar
|
||||
)
|
||||
{
|
||||
assert(abs(aspect - std::numeric_limits<T>::epsilon()) > static_cast<T>(0));
|
||||
|
||||
T const tanHalfFovy = tan(fovy / static_cast<T>(2));
|
||||
|
||||
tmat4x4<T, defaultp> Result(static_cast<T>(0));
|
||||
Result[0][0] = static_cast<T>(1) / (aspect * tanHalfFovy);
|
||||
Result[1][1] = static_cast<T>(1) / (tanHalfFovy);
|
||||
Result[2][2] = (zFar + zNear) / (zFar - zNear);
|
||||
Result[2][3] = static_cast<T>(1);
|
||||
Result[3][2] = -(static_cast<T>(2) * zFar * zNear) / (zFar - zNear);
|
||||
return Result;
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> perspectiveFov
|
||||
(
|
||||
@ -239,6 +277,23 @@ namespace glm
|
||||
T zNear,
|
||||
T zFar
|
||||
)
|
||||
{
|
||||
#ifdef GLM_LEFT_HANDED
|
||||
return perspectiveFovLH(fov, width, height, zNear, zFar);
|
||||
#else
|
||||
return perspectiveFovRH(fov, width, height, zNear, zFar);
|
||||
#endif
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> perspectiveFovRH
|
||||
(
|
||||
T fov,
|
||||
T width,
|
||||
T height,
|
||||
T zNear,
|
||||
T zFar
|
||||
)
|
||||
{
|
||||
assert(width > static_cast<T>(0));
|
||||
assert(height > static_cast<T>(0));
|
||||
@ -257,6 +312,33 @@ namespace glm
|
||||
return Result;
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> perspectiveFovLH
|
||||
(
|
||||
T fov,
|
||||
T width,
|
||||
T height,
|
||||
T zNear,
|
||||
T zFar
|
||||
)
|
||||
{
|
||||
assert(width > static_cast<T>(0));
|
||||
assert(height > static_cast<T>(0));
|
||||
assert(fov > static_cast<T>(0));
|
||||
|
||||
T const rad = fov;
|
||||
T const h = glm::cos(static_cast<T>(0.5) * rad) / glm::sin(static_cast<T>(0.5) * rad);
|
||||
T const w = h * height / width; ///todo max(width , Height) / min(width , Height)?
|
||||
|
||||
tmat4x4<T, defaultp> Result(static_cast<T>(0));
|
||||
Result[0][0] = w;
|
||||
Result[1][1] = h;
|
||||
Result[2][2] = (zFar + zNear) / (zFar - zNear);
|
||||
Result[2][3] = static_cast<T>(1);
|
||||
Result[3][2] = - (static_cast<T>(2) * zFar * zNear) / (zFar - zNear);
|
||||
return Result;
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> infinitePerspective
|
||||
(
|
||||
@ -390,6 +472,21 @@ namespace glm
|
||||
tvec3<T, P> const & center,
|
||||
tvec3<T, P> const & up
|
||||
)
|
||||
{
|
||||
#ifdef GLM_LEFT_HANDED
|
||||
return lookAtLH(eye, center, up);
|
||||
#else
|
||||
return lookAtRH(eye, center, up);
|
||||
#endif
|
||||
}
|
||||
|
||||
template <typename T, precision P>
|
||||
GLM_FUNC_QUALIFIER tmat4x4<T, P> lookAtRH
|
||||
(
|
||||
tvec3<T, P> const & eye,
|
||||
tvec3<T, P> const & center,
|
||||
tvec3<T, P> const & up
|
||||
)
|
||||
{
|
||||
tvec3<T, P> const f(normalize(center - eye));
|
||||
tvec3<T, P> const s(normalize(cross(f, up)));
|
||||
@ -410,4 +507,32 @@ namespace glm
|
||||
Result[3][2] = dot(f, eye);
|
||||
return Result;
|
||||
}
|
||||
|
||||
template <typename T, precision P>
|
||||
GLM_FUNC_QUALIFIER tmat4x4<T, P> lookAtLH
|
||||
(
|
||||
tvec3<T, P> const & eye,
|
||||
tvec3<T, P> const & center,
|
||||
tvec3<T, P> const & up
|
||||
)
|
||||
{
|
||||
tvec3<T, P> const f(normalize(center - eye));
|
||||
tvec3<T, P> const s(normalize(cross(up, f)));
|
||||
tvec3<T, P> const u(cross(f, s));
|
||||
|
||||
tmat4x4<T, P> Result(1);
|
||||
Result[0][0] = s.x;
|
||||
Result[1][0] = s.y;
|
||||
Result[2][0] = s.z;
|
||||
Result[0][1] = u.x;
|
||||
Result[1][1] = u.y;
|
||||
Result[2][1] = u.z;
|
||||
Result[0][2] = f.x;
|
||||
Result[1][2] = f.y;
|
||||
Result[2][2] = f.z;
|
||||
Result[3][0] = -dot(s, eye);
|
||||
Result[3][1] = -dot(u, eye);
|
||||
Result[3][2] = -dot(f, eye);
|
||||
return Result;
|
||||
}
|
||||
}//namespace glm
|
||||
|
@ -58,7 +58,7 @@ namespace glm
|
||||
/// @addtogroup gtx_dual_quaternion
|
||||
/// @{
|
||||
|
||||
template <typename T, precision P>
|
||||
template <typename T, precision P = defaultp>
|
||||
struct tdualquat
|
||||
{
|
||||
typedef T value_type;
|
||||
|
@ -69,6 +69,7 @@ GLM 0.9.7.0: 2015-XX-XX
|
||||
Features:
|
||||
- Added GTC_color: convertRgbToSrgb and convertSrgbToRgb functions
|
||||
- Added 'fmod' overload to GTX_common with tests #308
|
||||
- Left handed perspective and lookAt functions #314
|
||||
|
||||
Improvements:
|
||||
- Changed usage of __has_include to support Intel compiler #307
|
||||
@ -81,6 +82,7 @@ Deprecation:
|
||||
GLM 0.9.6.4: 2015-0X-XX
|
||||
--------------------------------------------------------------------------------
|
||||
Fixes:
|
||||
- Fixed default precision for quat and dual_quat type #312
|
||||
|
||||
================================================================================
|
||||
GLM 0.9.6.3: 2015-02-15
|
||||
|
Loading…
Reference in New Issue
Block a user