0.9.9 API documenation
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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. 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 > | 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 > | 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 ¢er, 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 ¢er, 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 ¢er, 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, T zNear, T zFar) |
Creates a matrix for an orthographic parallel viewing volume, using the default handedness. 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 > | orthoLH (T left, T right, T bottom, T top, T zNear, T zFar) |
Creates a matrix for an orthographic parallel viewing volume, using left-handedness. 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-handedness. 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. 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. 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 > | 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 > | 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 > | perspectiveRH (T fovy, T aspect, T near, T far) |
Creates a matrix for a right handed, symetric perspective-view frustum. More... | |
template<typename T , qualifier Q, typename U > | |
GLM_FUNC_DECL mat< 4, 4, T, Q > | pickMatrix (vec< 2, T, Q > const ¢er, 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. 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. More... | |
Definition in file matrix_transform.hpp.