24 #include "../mat4x4.hpp"
25 #include "../vec2.hpp"
26 #include "../vec3.hpp"
27 #include "../vec4.hpp"
28 #include "../gtc/constants.hpp"
30 #if GLM_MESSAGES == GLM_MESSAGES_ENABLED && !defined(GLM_EXT_INCLUDED)
31 # pragma message("GLM: GLM_GTC_matrix_transform extension included")
58 template<
typename T, qualifier Q>
60 mat<4, 4, T, Q>
const& m,
61 vec<3, T, Q>
const& v);
73 template<
typename T, qualifier Q>
74 GLM_FUNC_DECL mat<4, 4, T, Q>
rotate(
75 mat<4, 4, T, Q>
const& m,
77 vec<3, T, Q>
const&
axis);
88 template<
typename T, qualifier Q>
89 GLM_FUNC_DECL mat<4, 4, T, Q>
scale(
90 mat<4, 4, T, Q>
const& m,
91 vec<3, T, Q>
const& v);
100 GLM_FUNC_DECL mat<4, 4, T, defaultp>
ortho(
114 GLM_FUNC_DECL mat<4, 4, T, defaultp>
orthoLH(
128 GLM_FUNC_DECL mat<4, 4, T, defaultp>
orthoRH(
143 GLM_FUNC_DECL mat<4, 4, T, defaultp>
ortho(
155 GLM_FUNC_DECL mat<4, 4, T, defaultp>
frustum(
168 GLM_FUNC_DECL mat<4, 4, T, defaultp>
frustumLH(
181 GLM_FUNC_DECL mat<4, 4, T, defaultp>
frustumRH(
295 T fovy, T aspect, T near);
306 T fovy, T aspect, T near);
317 T fovy, T aspect, T near);
328 T fovy, T aspect, T near);
340 T fovy, T aspect, T near, T ep);
353 template<
typename T,
typename U, qualifier Q>
354 GLM_FUNC_DECL vec<3, T, Q>
project(
355 vec<3, T, Q>
const& obj,
356 mat<4, 4, T, Q>
const& model,
357 mat<4, 4, T, Q>
const&
proj,
358 vec<4, U, Q>
const& viewport);
371 template<
typename T,
typename U, qualifier Q>
373 vec<3, T, Q>
const& win,
374 mat<4, 4, T, Q>
const& model,
375 mat<4, 4, T, Q>
const&
proj,
376 vec<4, U, Q>
const& viewport);
387 template<
typename T, qualifier Q,
typename U>
389 vec<2, T, Q>
const& center,
390 vec<2, T, Q>
const& delta,
391 vec<4, U, Q>
const& viewport);
401 template<
typename T, qualifier Q>
402 GLM_FUNC_DECL mat<4, 4, T, Q>
lookAt(
403 vec<3, T, Q>
const& eye,
404 vec<3, T, Q>
const& center,
405 vec<3, T, Q>
const& up);
414 template<
typename T, qualifier Q>
415 GLM_FUNC_DECL mat<4, 4, T, Q>
lookAtRH(
416 vec<3, T, Q>
const& eye,
417 vec<3, T, Q>
const& center,
418 vec<3, T, Q>
const& up);
427 template<
typename T, qualifier Q>
428 GLM_FUNC_DECL mat<4, 4, T, Q>
lookAtLH(
429 vec<3, T, Q>
const& eye,
430 vec<3, T, Q>
const& center,
431 vec<3, T, Q>
const& up);
436 #include "matrix_transform.inl"
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.
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.
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 han...
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 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...
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.
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.
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.
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.
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 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...
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.
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.
GLM_FUNC_DECL vec< 3, T, Q > axis(tquat< T, Q > const &x)
Returns the q rotation axis.
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.
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.
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.
GLM_FUNC_DECL T angle(tquat< T, Q > const &x)
Returns the quaternion rotation angle.
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.
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.
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.
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.
GLM_FUNC_DECL genType proj(genType const &x, genType const &Normal)
Projects x on Normal.
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.
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.
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.
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, 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...