0.9.9 API documenation
Functions
matrix_transform.hpp File Reference

GLM_GTC_matrix_transform More...

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Functions

template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > frustum (T left, T right, T bottom, T top, T near, T far)
 Creates a frustum matrix with default handedness, using the default handedness and default near and far clip planes definition. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > frustumLH (T left, T right, T bottom, T top, T near, T far)
 Creates a left handed frustum matrix. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > frustumLH_NO (T left, T right, T bottom, T top, T near, T far)
 Creates a left handed frustum matrix. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > frustumLH_ZO (T left, T right, T bottom, T top, T near, T far)
 Creates a left handed frustum matrix. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > frustumNO (T left, T right, T bottom, T top, T near, T far)
 Creates a frustum matrix using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > frustumRH (T left, T right, T bottom, T top, T near, T far)
 Creates a right handed frustum matrix. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > frustumRH_NO (T left, T right, T bottom, T top, T near, T far)
 Creates a right handed frustum matrix. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > frustumRH_ZO (T left, T right, T bottom, T top, T near, T far)
 Creates a right handed frustum matrix. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > frustumZO (T left, T right, T bottom, T top, T near, T far)
 Creates a frustum matrix using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > infinitePerspective (T fovy, T aspect, T near)
 Creates a matrix for a symmetric perspective-view frustum with far plane at infinite with default handedness. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > infinitePerspectiveLH (T fovy, T aspect, T near)
 Creates a matrix for a left handed, symmetric perspective-view frustum with far plane at infinite. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > infinitePerspectiveRH (T fovy, T aspect, T near)
 Creates a matrix for a right handed, symmetric perspective-view frustum with far plane at infinite. More...
 
template<typename T , qualifier Q>
GLM_FUNC_DECL mat< 4, 4, T, Q > lookAt (vec< 3, T, Q > const &eye, vec< 3, T, Q > const &center, vec< 3, T, Q > const &up)
 Build a look at view matrix based on the default handedness. More...
 
template<typename T , qualifier Q>
GLM_FUNC_DECL mat< 4, 4, T, Q > lookAtLH (vec< 3, T, Q > const &eye, vec< 3, T, Q > const &center, vec< 3, T, Q > const &up)
 Build a left handed look at view matrix. More...
 
template<typename T , qualifier Q>
GLM_FUNC_DECL mat< 4, 4, T, Q > lookAtRH (vec< 3, T, Q > const &eye, vec< 3, T, Q > const &center, vec< 3, T, Q > const &up)
 Build a right handed look at view matrix. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > ortho (T left, T right, T bottom, T top)
 Creates a matrix for projecting two-dimensional coordinates onto the screen. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > ortho (T left, T right, T bottom, T top, T zNear, T zFar)
 Creates a matrix for an orthographic parallel viewing volume, using the default handedness and default near and far clip planes definition. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > orthoLH (T left, T right, T bottom, T top, T zNear, T zFar)
 Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > orthoLH_NO (T left, T right, T bottom, T top, T zNear, T zFar)
 Creates a matrix for an orthographic parallel viewing volume using right-handed coordinates. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > orthoLH_ZO (T left, T right, T bottom, T top, T zNear, T zFar)
 Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > orthoNO (T left, T right, T bottom, T top, T zNear, T zFar)
 Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > orthoRH (T left, T right, T bottom, T top, T zNear, T zFar)
 Creates a matrix for an orthographic parallel viewing volume, using right-handed coordinates. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > orthoRH_NO (T left, T right, T bottom, T top, T zNear, T zFar)
 Creates a matrix for an orthographic parallel viewing volume, using right-handed coordinates. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > orthoRH_ZO (T left, T right, T bottom, T top, T zNear, T zFar)
 Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > orthoZO (T left, T right, T bottom, T top, T zNear, T zFar)
 Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, 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 and default near and far clip planes definition. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, 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 and default near and far clip planes definition. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, 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. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > perspectiveFovLH_NO (T fov, T width, T height, T near, T far)
 Builds a perspective projection matrix based on a field of view using left-handed coordinates. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > perspectiveFovLH_ZO (T fov, T width, T height, T near, T far)
 Builds a perspective projection matrix based on a field of view using left-handed coordinates. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > perspectiveFovNO (T fov, T width, T height, T near, T far)
 Builds a perspective projection matrix based on a field of view using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, 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. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > perspectiveFovRH_NO (T fov, T width, T height, T near, T far)
 Builds a perspective projection matrix based on a field of view using right-handed coordinates. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > perspectiveFovRH_ZO (T fov, T width, T height, T near, T far)
 Builds a perspective projection matrix based on a field of view using right-handed coordinates. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > perspectiveFovZO (T fov, T width, T height, T near, T far)
 Builds a perspective projection matrix based on a field of view using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > perspectiveLH (T fovy, T aspect, T near, T far)
 Creates a matrix for a left handed, symetric perspective-view frustum. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > perspectiveLH_NO (T fovy, T aspect, T near, T far)
 Creates a matrix for a left handed, symetric perspective-view frustum. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > perspectiveLH_ZO (T fovy, T aspect, T near, T far)
 Creates a matrix for a left handed, symetric perspective-view frustum. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > perspectiveNO (T fovy, T aspect, T near, T far)
 Creates a matrix for a symetric perspective-view frustum using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > perspectiveRH (T fovy, T aspect, T near, T far)
 Creates a matrix for a right handed, symetric perspective-view frustum. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > perspectiveRH_NO (T fovy, T aspect, T near, T far)
 Creates a matrix for a right handed, symetric perspective-view frustum. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > perspectiveRH_ZO (T fovy, T aspect, T near, T far)
 Creates a matrix for a right handed, symetric perspective-view frustum. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > perspectiveZO (T fovy, T aspect, T near, T far)
 Creates a matrix for a symetric perspective-view frustum using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. More...
 
template<typename T , qualifier Q, typename U >
GLM_FUNC_DECL mat< 4, 4, T, Q > pickMatrix (vec< 2, T, Q > const &center, vec< 2, T, Q > const &delta, vec< 4, U, Q > const &viewport)
 Define a picking region. More...
 
template<typename T , typename U , qualifier Q>
GLM_FUNC_DECL vec< 3, T, Q > project (vec< 3, T, Q > const &obj, mat< 4, 4, T, Q > const &model, mat< 4, 4, T, Q > const &proj, vec< 4, U, Q > const &viewport)
 Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates using default near and far clip planes definition. More...
 
template<typename T , typename U , qualifier Q>
GLM_FUNC_DECL vec< 3, T, Q > projectNO (vec< 3, T, Q > const &obj, mat< 4, 4, T, Q > const &model, mat< 4, 4, T, Q > const &proj, vec< 4, U, Q > const &viewport)
 Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates. More...
 
template<typename T , typename U , qualifier Q>
GLM_FUNC_DECL vec< 3, T, Q > projectZO (vec< 3, T, Q > const &obj, mat< 4, 4, T, Q > const &model, mat< 4, 4, T, Q > const &proj, vec< 4, U, Q > const &viewport)
 Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates. More...
 
template<typename T , qualifier Q>
GLM_FUNC_DECL mat< 4, 4, T, Q > rotate (mat< 4, 4, T, Q > const &m, T angle, vec< 3, T, Q > const &axis)
 Builds a rotation 4 * 4 matrix created from an axis vector and an angle. More...
 
template<typename T , qualifier Q>
GLM_FUNC_DECL mat< 4, 4, T, Q > scale (mat< 4, 4, T, Q > const &m, vec< 3, T, Q > const &v)
 Builds a scale 4 * 4 matrix created from 3 scalars. More...
 
template<typename T , qualifier Q>
GLM_FUNC_DECL mat< 4, 4, T, Q > translate (mat< 4, 4, T, Q > const &m, vec< 3, T, Q > const &v)
 Builds a translation 4 * 4 matrix created from a vector of 3 components. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > tweakedInfinitePerspective (T fovy, T aspect, T near)
 Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping. More...
 
template<typename T >
GLM_FUNC_DECL mat< 4, 4, 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 hardware that doesn't support depth clamping. More...
 
template<typename T , typename U , qualifier Q>
GLM_FUNC_DECL vec< 3, T, Q > unProject (vec< 3, T, Q > const &win, mat< 4, 4, T, Q > const &model, mat< 4, 4, T, Q > const &proj, vec< 4, U, Q > const &viewport)
 Map the specified window coordinates (win.x, win.y, win.z) into object coordinates using default near and far clip planes definition. More...
 
template<typename T , typename U , qualifier Q>
GLM_FUNC_DECL vec< 3, T, Q > unProjectNO (vec< 3, T, Q > const &win, mat< 4, 4, T, Q > const &model, mat< 4, 4, T, Q > const &proj, vec< 4, U, Q > const &viewport)
 Map the specified window coordinates (win.x, win.y, win.z) into object coordinates. More...
 
template<typename T , typename U , qualifier Q>
GLM_FUNC_DECL vec< 3, T, Q > unProjectZO (vec< 3, T, Q > const &win, mat< 4, 4, T, Q > const &model, mat< 4, 4, T, Q > const &proj, vec< 4, U, Q > const &viewport)
 Map the specified window coordinates (win.x, win.y, win.z) into object coordinates. More...
 

Detailed Description

GLM_GTC_matrix_transform

See also
Core features (dependence)
GLM_GTX_transform
GLM_GTX_transform2

Definition in file matrix_transform.hpp.