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Merge pull request #314 from amc522/master
Left handed perspective and lookAt functions #314
This commit is contained in:
commit
88f4a5ed82
@ -171,7 +171,7 @@ namespace glm
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T near,
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T near,
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T far);
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T far);
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/// Creates a matrix for a symetric perspective-view frustum.
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/// Creates a matrix for a symetric perspective-view frustum based on the default handedness.
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///
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///
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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/// @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).
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/// @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).
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@ -186,7 +186,38 @@ namespace glm
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T near,
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T near,
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T far);
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T far);
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/// Builds a perspective projection matrix based on a field of view.
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/// Creates a matrix for a right handed, symetric perspective-view frustum.
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///
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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/// @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).
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/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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template <typename T>
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GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveRH(
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T fovy,
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T aspect,
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T near,
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T far);
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/// Creates a matrix for a left handed, symetric perspective-view frustum.
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///
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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/// @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).
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/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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template <typename T>
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GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveLH(
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T fovy,
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T aspect,
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T near,
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T far);
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/// Builds a perspective projection matrix based on a field of view and the default handedness.
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///
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///
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/// @param fov Expressed in radians.
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/// @param fov Expressed in radians.
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/// @param width
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/// @param width
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@ -203,6 +234,40 @@ namespace glm
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T near,
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T near,
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T far);
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T far);
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/// Builds a right handed perspective projection matrix based on a field of view.
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///
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/// @param fov Expressed in radians.
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/// @param width
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/// @param height
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/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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template <typename T>
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GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveFovRH(
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T fov,
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T width,
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T height,
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T near,
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T far);
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/// Builds a left handed perspective projection matrix based on a field of view.
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///
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/// @param fov Expressed in radians.
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/// @param width
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/// @param height
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/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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template <typename T>
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GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveFovLH(
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T fov,
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T width,
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T height,
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T near,
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T far);
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/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite.
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/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite.
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///
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///
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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@ -285,7 +350,7 @@ namespace glm
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tvec2<T, P> const & delta,
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tvec2<T, P> const & delta,
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tvec4<U, P> const & viewport);
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tvec4<U, P> const & viewport);
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/// Build a look at view matrix.
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/// Build a look at view matrix based on the default handedness.
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///
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///
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/// @param eye Position of the camera
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/// @param eye Position of the camera
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/// @param center Position where the camera is looking at
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/// @param center Position where the camera is looking at
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@ -298,6 +363,32 @@ namespace glm
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tvec3<T, P> const & center,
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tvec3<T, P> const & center,
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tvec3<T, P> const & up);
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tvec3<T, P> const & up);
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/// Build a right handed look at view matrix.
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///
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/// @param eye Position of the camera
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/// @param center Position where the camera is looking at
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/// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)
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/// @see gtc_matrix_transform
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/// @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)
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template <typename T, precision P>
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GLM_FUNC_DECL tmat4x4<T, P> lookAtRH(
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tvec3<T, P> const & eye,
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tvec3<T, P> const & center,
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tvec3<T, P> const & up);
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/// Build a left handed look at view matrix.
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///
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/// @param eye Position of the camera
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/// @param center Position where the camera is looking at
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/// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)
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/// @see gtc_matrix_transform
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/// @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)
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template <typename T, precision P>
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GLM_FUNC_DECL tmat4x4<T, P> lookAtLH(
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tvec3<T, P> const & eye,
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tvec3<T, P> const & center,
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tvec3<T, P> const & up);
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/// @}
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/// @}
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}//namespace glm
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}//namespace glm
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@ -216,6 +216,22 @@ namespace glm
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T zNear,
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T zNear,
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T zFar
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T zFar
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)
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)
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{
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#ifdef GLM_LEFT_HANDED
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return perspectiveLH(fovy, aspect, zNear, zFar);
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#else
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return perspectiveRH(fovy, aspect, zNear, zFar);
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#endif
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}
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template <typename T>
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GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> perspectiveRH
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(
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T fovy,
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T aspect,
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T zNear,
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T zFar
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)
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{
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{
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assert(abs(aspect - std::numeric_limits<T>::epsilon()) > static_cast<T>(0));
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assert(abs(aspect - std::numeric_limits<T>::epsilon()) > static_cast<T>(0));
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@ -230,6 +246,28 @@ namespace glm
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return Result;
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return Result;
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}
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}
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template <typename T>
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GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> perspectiveLH
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(
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T fovy,
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T aspect,
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T zNear,
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T zFar
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)
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{
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assert(abs(aspect - std::numeric_limits<T>::epsilon()) > static_cast<T>(0));
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T const tanHalfFovy = tan(fovy / static_cast<T>(2));
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tmat4x4<T, defaultp> Result(static_cast<T>(0));
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Result[0][0] = static_cast<T>(1) / (aspect * tanHalfFovy);
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Result[1][1] = static_cast<T>(1) / (tanHalfFovy);
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Result[2][2] = (zFar + zNear) / (zFar - zNear);
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Result[2][3] = static_cast<T>(1);
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Result[3][2] = -(static_cast<T>(2) * zFar * zNear) / (zFar - zNear);
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return Result;
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}
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template <typename T>
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template <typename T>
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GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> perspectiveFov
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GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> perspectiveFov
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(
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(
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@ -239,6 +277,23 @@ namespace glm
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T zNear,
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T zNear,
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T zFar
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T zFar
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)
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)
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{
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#ifdef GLM_LEFT_HANDED
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return perspectiveFovLH(fov, width, height, zNear, zFar);
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#else
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return perspectiveFovRH(fov, width, height, zNear, zFar);
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#endif
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}
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template <typename T>
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GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> perspectiveFovRH
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(
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T fov,
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T width,
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T height,
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T zNear,
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T zFar
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)
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{
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{
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assert(width > static_cast<T>(0));
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assert(width > static_cast<T>(0));
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assert(height > static_cast<T>(0));
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assert(height > static_cast<T>(0));
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@ -257,6 +312,33 @@ namespace glm
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return Result;
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return Result;
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}
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}
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template <typename T>
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GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> perspectiveFovLH
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(
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T fov,
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T width,
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T height,
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T zNear,
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T zFar
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)
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{
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assert(width > static_cast<T>(0));
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assert(height > static_cast<T>(0));
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assert(fov > static_cast<T>(0));
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T const rad = fov;
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T const h = glm::cos(static_cast<T>(0.5) * rad) / glm::sin(static_cast<T>(0.5) * rad);
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T const w = h * height / width; ///todo max(width , Height) / min(width , Height)?
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tmat4x4<T, defaultp> Result(static_cast<T>(0));
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Result[0][0] = w;
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Result[1][1] = h;
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Result[2][2] = (zFar + zNear) / (zFar - zNear);
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Result[2][3] = static_cast<T>(1);
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Result[3][2] = - (static_cast<T>(2) * zFar * zNear) / (zFar - zNear);
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return Result;
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}
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template <typename T>
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template <typename T>
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GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> infinitePerspective
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GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> infinitePerspective
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(
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(
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@ -390,6 +472,21 @@ namespace glm
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tvec3<T, P> const & center,
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tvec3<T, P> const & center,
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tvec3<T, P> const & up
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tvec3<T, P> const & up
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)
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)
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{
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#ifdef GLM_LEFT_HANDED
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return lookAtLH(eye, center, up);
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#else
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return lookAtRH(eye, center, up);
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#endif
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}
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template <typename T, precision P>
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GLM_FUNC_QUALIFIER tmat4x4<T, P> lookAtRH
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(
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tvec3<T, P> const & eye,
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tvec3<T, P> const & center,
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tvec3<T, P> const & up
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)
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{
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{
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tvec3<T, P> const f(normalize(center - eye));
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tvec3<T, P> const f(normalize(center - eye));
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tvec3<T, P> const s(normalize(cross(f, up)));
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tvec3<T, P> const s(normalize(cross(f, up)));
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@ -410,4 +507,32 @@ namespace glm
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Result[3][2] = dot(f, eye);
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Result[3][2] = dot(f, eye);
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return Result;
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return Result;
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}
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}
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template <typename T, precision P>
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GLM_FUNC_QUALIFIER tmat4x4<T, P> lookAtLH
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(
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tvec3<T, P> const & eye,
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tvec3<T, P> const & center,
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tvec3<T, P> const & up
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)
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{
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tvec3<T, P> const f(normalize(center - eye));
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tvec3<T, P> const s(normalize(cross(up, f)));
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tvec3<T, P> const u(cross(f, s));
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tmat4x4<T, P> Result(1);
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Result[0][0] = s.x;
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Result[1][0] = s.y;
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Result[2][0] = s.z;
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Result[0][1] = u.x;
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Result[1][1] = u.y;
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Result[2][1] = u.z;
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Result[0][2] = f.x;
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Result[1][2] = f.y;
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Result[2][2] = f.z;
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Result[3][0] = -dot(s, eye);
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Result[3][1] = -dot(u, eye);
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Result[3][2] = -dot(f, eye);
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return Result;
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}
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}//namespace glm
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}//namespace glm
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