0.9.6
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 
198  template <typename T>
199  GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveFov(
200  T fov,
201  T width,
202  T height,
203  T near,
204  T far);
205 
213  template <typename T>
214  GLM_FUNC_DECL tmat4x4<T, defaultp> infinitePerspective(
215  T fovy, T aspect, T near);
216 
224  template <typename T>
225  GLM_FUNC_DECL tmat4x4<T, defaultp> tweakedInfinitePerspective(
226  T fovy, T aspect, T near);
227 
236  template <typename T>
237  GLM_FUNC_DECL tmat4x4<T, defaultp> tweakedInfinitePerspective(
238  T fovy, T aspect, T near, T ep);
239 
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);
256 
267  template <typename T, typename U, precision P>
268  GLM_FUNC_DECL tvec3<T, P> unProject(
269  tvec3<T, P> const & win,
270  tmat4x4<T, P> const & model,
271  tmat4x4<T, P> const & proj,
272  tvec4<U, P> const & viewport);
273 
282  template <typename T, precision P, typename U>
283  GLM_FUNC_DECL tmat4x4<T, P> pickMatrix(
284  tvec2<T, P> const & center,
285  tvec2<T, P> const & delta,
286  tvec4<U, P> const & viewport);
287 
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);
300 
302 }//namespace glm
303 
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.
Definition: _noise.hpp:39
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 &center, 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 &center, tvec3< T, P > const &up)
Build a look at view matrix.