49 #include "../mat4x4.hpp"
50 #include "../vec2.hpp"
51 #include "../vec3.hpp"
52 #include "../vec4.hpp"
53 #include "../gtc/constants.hpp"
55 #if(defined(GLM_MESSAGES) && !defined(GLM_EXT_INCLUDED))
56 # pragma message("GLM: GLM_GTC_matrix_transform extension included")
82 template <
typename T, precision P>
84 tmat4x4<T, P>
const & m,
85 tvec3<T, P>
const & v);
96 template <
typename T, precision P>
97 GLM_FUNC_DECL tmat4x4<T, P>
rotate(
98 tmat4x4<T, P>
const & m,
100 tvec3<T, P>
const &
axis);
110 template <
typename T, precision P>
111 GLM_FUNC_DECL tmat4x4<T, P>
scale(
112 tmat4x4<T, P>
const & m,
113 tvec3<T, P>
const & v);
126 template <
typename T>
127 GLM_FUNC_DECL tmat4x4<T, defaultp>
ortho(
144 template <
typename T>
145 GLM_FUNC_DECL tmat4x4<T, defaultp>
ortho(
161 template <
typename T>
162 GLM_FUNC_DECL tmat4x4<T, defaultp>
frustum(
178 template <
typename T>
194 template <
typename T>
209 template <
typename T>
211 T fovy, T aspect, T near);
220 template <
typename T>
222 T fovy, T aspect, T near);
232 template <
typename T>
234 T fovy, T aspect, T near, T ep);
246 template <
typename T,
typename U, precision P>
247 GLM_FUNC_DECL tvec3<T, P>
project(
248 tvec3<T, P>
const & obj,
249 tmat4x4<T, P>
const & model,
250 tmat4x4<T, P>
const &
proj,
251 tvec4<U, P>
const & viewport);
263 template <
typename T,
typename U, precision P>
265 tvec3<T, P>
const & win,
266 tmat4x4<T, P>
const & model,
267 tmat4x4<T, P>
const &
proj,
268 tvec4<U, P>
const & viewport);
278 template <
typename T, precision P,
typename U>
280 tvec2<T, P>
const & center,
281 tvec2<T, P>
const & delta,
282 tvec4<U, P>
const & viewport);
291 template <
typename T, precision P>
292 GLM_FUNC_DECL tmat4x4<T, P>
lookAt(
293 tvec3<T, P>
const & eye,
294 tvec3<T, P>
const & center,
295 tvec3<T, P>
const & up);
300 #include "matrix_transform.inl"
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 > lookAt(tvec3< T, P > const &eye, tvec3< T, P > const ¢er, tvec3< T, P > const &up)
Build a look at view matrix.
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, 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, defaultp > perspective(T fovy, T aspect, T near, T far)
Creates a matrix for a symetric perspective-view frustum.
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.
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 vecType proj(vecType const &x, vecType const &Normal)
Projects x on Normal.
GLM_FUNC_DECL tmat4x4< T, P > pickMatrix(tvec2< T, P > const ¢er, tvec2< T, P > const &delta, tvec4< U, P > const &viewport)
Define a picking region.
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 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 T angle(tquat< T, P > const &x)
Returns the quaternion rotation angle.
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.