0.9.8 API documenation
Functions
matrix_transform.hpp File Reference

GLM_GTC_matrix_transform More...

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Functions

template<typename T >
GLM_FUNC_DECL tmat4x4< 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 tmat4x4< 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 tmat4x4< 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 tmat4x4< 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 tmat4x4< 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 tmat4x4< 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 , precision P>
GLM_FUNC_DECL tmat4x4< T, P > lookAt (tvec3< T, P > const &eye, tvec3< T, P > const &center, tvec3< T, P > const &up)
 Build a look at view matrix based on the default handedness. More...
 
template<typename T , precision P>
GLM_FUNC_DECL tmat4x4< T, P > lookAtLH (tvec3< T, P > const &eye, tvec3< T, P > const &center, tvec3< T, P > const &up)
 Build a left handed look at view matrix. More...
 
template<typename T , precision P>
GLM_FUNC_DECL tmat4x4< T, P > lookAtRH (tvec3< T, P > const &eye, tvec3< T, P > const &center, tvec3< T, P > const &up)
 Build a right handed look at view matrix. More...
 
template<typename T >
GLM_FUNC_DECL tmat4x4< 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 tmat4x4< 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 tmat4x4< 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 tmat4x4< 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 tmat4x4< 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 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 and the default handedness. More...
 
template<typename T >
GLM_FUNC_DECL tmat4x4< 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 tmat4x4< 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 tmat4x4< 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 tmat4x4< 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 , precision P, typename U >
GLM_FUNC_DECL tmat4x4< T, P > pickMatrix (tvec2< T, P > const &center, tvec2< T, P > const &delta, tvec4< U, P > const &viewport)
 Define a picking region. More...
 
template<typename T , typename U , precision P>
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. More...
 
template<typename T , precision P>
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. More...
 
template<typename T , precision P>
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. More...
 
template<typename T , precision P>
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. More...
 
template<typename T >
GLM_FUNC_DECL tmat4x4< 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 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 hardware that doesn't support depth clamping. More...
 
template<typename T , typename U , precision P>
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. More...
 

Detailed Description

GLM_GTC_matrix_transform

See also
GLM Core (dependence)
GLM_GTX_transform
GLM_GTX_transform2

Definition in file matrix_transform.hpp.