1.0.0 API documentation
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Functions | |
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 using default near and far clip planes definition. More... | |
template<typename T , typename U , qualifier Q> | |
GLM_FUNC_DECL vec< 3, T, Q > | projectNO (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 , typename U , qualifier Q> | |
GLM_FUNC_DECL vec< 3, T, Q > | projectZO (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 , 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 using default near and far clip planes definition. More... | |
template<typename T , typename U , qualifier Q> | |
GLM_FUNC_DECL vec< 3, T, Q > | unProjectNO (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... | |
template<typename T , typename U , qualifier Q> | |
GLM_FUNC_DECL vec< 3, T, Q > | unProjectZO (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... | |
Functions that generate common projection transformation matrices.
The matrices generated by this extension use standard OpenGL fixed-function conventions. For example, the lookAt function generates a transform from world space into the specific eye space that the projective matrix functions (perspective, ortho, etc) are designed to expect. The OpenGL compatibility specifications defines the particular layout of this eye space.
Include <glm/ext/matrix_projection.hpp> to use the features of this extension.
GLM_FUNC_DECL mat<4, 4, T, Q> glm::pickMatrix | ( | vec< 2, T, Q > const & | center, |
vec< 2, T, Q > const & | delta, | ||
vec< 4, U, Q > const & | viewport | ||
) |
Define a picking region.
center | Specify the center of a picking region in window coordinates. |
delta | Specify the width and height, respectively, of the picking region in window coordinates. |
viewport | Rendering viewport |
T | Native type used for the computation. Currently supported: half (not recommended), float or double. |
U | Currently supported: Floating-point types and integer types. |
GLM_FUNC_DECL vec<3, T, Q> glm::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 using default near and far clip planes definition.
To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE.
obj | Specify the object coordinates. |
model | Specifies the current modelview matrix |
proj | Specifies the current projection matrix |
viewport | Specifies the current viewport |
T | Native type used for the computation. Currently supported: half (not recommended), float or double. |
U | Currently supported: Floating-point types and integer types. |
GLM_FUNC_DECL vec<3, T, Q> glm::projectNO | ( | 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.
The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
obj | Specify the object coordinates. |
model | Specifies the current modelview matrix |
proj | Specifies the current projection matrix |
viewport | Specifies the current viewport |
T | Native type used for the computation. Currently supported: half (not recommended), float or double. |
U | Currently supported: Floating-point types and integer types. |
GLM_FUNC_DECL vec<3, T, Q> glm::projectZO | ( | 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.
The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
obj | Specify the object coordinates. |
model | Specifies the current modelview matrix |
proj | Specifies the current projection matrix |
viewport | Specifies the current viewport |
T | Native type used for the computation. Currently supported: half (not recommended), float or double. |
U | Currently supported: Floating-point types and integer types. |
GLM_FUNC_DECL vec<3, T, Q> glm::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 using default near and far clip planes definition.
To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE.
win | Specify the window coordinates to be mapped. |
model | Specifies the modelview matrix |
proj | Specifies the projection matrix |
viewport | Specifies the viewport |
T | Native type used for the computation. Currently supported: half (not recommended), float or double. |
U | Currently supported: Floating-point types and integer types. |
GLM_FUNC_DECL vec<3, T, Q> glm::unProjectNO | ( | 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.
The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
win | Specify the window coordinates to be mapped. |
model | Specifies the modelview matrix |
proj | Specifies the projection matrix |
viewport | Specifies the viewport |
T | Native type used for the computation. Currently supported: half (not recommended), float or double. |
U | Currently supported: Floating-point types and integer types. |
GLM_FUNC_DECL vec<3, T, Q> glm::unProjectZO | ( | 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.
The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
win | Specify the window coordinates to be mapped. |
model | Specifies the modelview matrix |
proj | Specifies the projection matrix |
viewport | Specifies the viewport |
T | Native type used for the computation. Currently supported: half (not recommended), float or double. |
U | Currently supported: Floating-point types and integer types. |