53 #include "../mat4x4.hpp"
54 #include "../vec2.hpp"
55 #include "../vec3.hpp"
56 #include "../vec4.hpp"
57 #include "../gtc/constants.hpp"
59 #if(defined(GLM_MESSAGES) && !defined(GLM_EXT_INCLUDED))
60 # pragma message("GLM: GLM_GTC_matrix_transform extension included")
86 template <
typename T, precision P>
88 tmat4x4<T, P>
const & m,
89 tvec3<T, P>
const & v);
100 template <
typename T, precision P>
101 GLM_FUNC_DECL tmat4x4<T, P>
rotate(
102 tmat4x4<T, P>
const & m,
104 tvec3<T, P>
const &
axis);
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);
130 template <
typename T>
131 GLM_FUNC_DECL tmat4x4<T, defaultp>
ortho(
148 template <
typename T>
149 GLM_FUNC_DECL tmat4x4<T, defaultp>
ortho(
165 template <
typename T>
166 GLM_FUNC_DECL tmat4x4<T, defaultp>
frustum(
182 template <
typename T>
198 template <
typename T>
213 template <
typename T>
215 T fovy, T aspect, T near);
224 template <
typename T>
226 T fovy, T aspect, T near);
236 template <
typename T>
238 T fovy, T aspect, T near, T ep);
250 template <
typename T,
typename U, precision P>
251 GLM_FUNC_DECL tvec3<T, P>
project(
252 tvec3<T, P>
const & obj,
253 tmat4x4<T, P>
const & model,
254 tmat4x4<T, P>
const &
proj,
255 tvec4<U, P>
const & viewport);
267 template <
typename T,
typename U, precision P>
269 tvec3<T, P>
const & win,
270 tmat4x4<T, P>
const & model,
271 tmat4x4<T, P>
const &
proj,
272 tvec4<U, P>
const & viewport);
282 template <
typename T, precision P,
typename U>
284 tvec2<T, P>
const & center,
285 tvec2<T, P>
const & delta,
286 tvec4<U, P>
const & viewport);
295 template <
typename T, precision P>
296 GLM_FUNC_DECL tmat4x4<T, P>
lookAt(
297 tvec3<T, P>
const & eye,
298 tvec3<T, P>
const & center,
299 tvec3<T, P>
const & up);
304 #include "matrix_transform.inl"
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_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.
GLM_FUNC_DECL vecType proj(vecType const &x, vecType const &Normal)
Projects x on Normal.
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_FUNC_DECL tvec3< T, P > axis(tquat< T, P > const &x)
Returns the q rotation axis.
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.
GLM_FUNC_DECL T angle(tquat< T, P > const &x)
Returns the quaternion rotation angle.
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_FUNC_DECL tmat4x4< T, defaultp > frustum(T left, T right, T bottom, T top, T near, T far)
Creates a frustum matrix.
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_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_FUNC_DECL tmat4x4< T, defaultp > perspective(T fovy, T aspect, T near, T far)
Creates a matrix for a symetric perspective-view frustum.
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_FUNC_DECL tmat4x4< T, P > pickMatrix(tvec2< T, P > const ¢er, tvec2< T, P > const &delta, tvec4< U, P > const &viewport)
Define a picking region.
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_FUNC_DECL tmat4x4< T, P > lookAt(tvec3< T, P > const &eye, tvec3< T, P > const ¢er, tvec3< T, P > const &up)
Build a look at view matrix.