0.9.9 API documentation
ext/matrix_transform.hpp
Go to the documentation of this file.
1 
20 #pragma once
21 
22 // Dependencies
23 #include "../gtc/constants.hpp"
24 #include "../geometric.hpp"
25 #include "../trigonometric.hpp"
26 #include "../matrix.hpp"
27 
28 #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
29 # pragma message("GLM: GLM_EXT_matrix_transform extension included")
30 #endif
31 
32 namespace glm
33 {
36 
38  template<typename genType>
39  GLM_FUNC_DECL GLM_CONSTEXPR genType identity();
40 
63  template<typename T, qualifier Q>
64  GLM_FUNC_DECL mat<4, 4, T, Q> translate(
65  mat<4, 4, T, Q> const& m, vec<3, T, Q> const& v);
66 
79  template<typename T, qualifier Q>
80  GLM_FUNC_DECL mat<4, 4, T, Q> rotate(
81  mat<4, 4, T, Q> const& m, T angle, vec<3, T, Q> const& axis);
82 
94  template<typename T, qualifier Q>
95  GLM_FUNC_DECL mat<4, 4, T, Q> scale(
96  mat<4, 4, T, Q> const& m, vec<3, T, Q> const& v);
97 
108  template<typename T, qualifier Q>
109  GLM_FUNC_DECL mat<4, 4, T, Q> lookAtRH(
110  vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up);
111 
122  template<typename T, qualifier Q>
123  GLM_FUNC_DECL mat<4, 4, T, Q> lookAtLH(
124  vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up);
125 
137  template<typename T, qualifier Q>
138  GLM_FUNC_DECL mat<4, 4, T, Q> lookAt(
139  vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up);
140 
142 }//namespace glm
143 
144 #include "matrix_transform.inl"
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.
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.
GLM_FUNC_DECL T angle(qua< T, Q > const &x)
Returns the quaternion rotation angle.
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.
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.
GLM_FUNC_DECL GLM_CONSTEXPR genType identity()
Builds an identity matrix.
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.
GLM_FUNC_DECL vec< 3, T, Q > axis(qua< T, Q > const &x)
Returns the q rotation axis.
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.
Definition: common.hpp:20