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glm
glm
gtc
matrix_transform.hpp
Go to the documentation of this file.
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#ifndef GLM_GTC_matrix_transform
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#define GLM_GTC_matrix_transform GLM_VERSION
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// Dependency:
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#include "../glm.hpp"
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#if(defined(GLM_MESSAGES) && !defined(glm_ext))
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# pragma message("GLM: GLM_GTC_matrix_transform extension included")
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#endif
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namespace
glm
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{
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template
<
typename
T>
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detail::tmat4x4<T>
translate
(
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detail::tmat4x4<T>
const
& m,
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detail::tvec3<T>
const
& v);
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template
<
typename
T>
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detail::tmat4x4<T>
rotate
(
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detail::tmat4x4<T>
const
& m,
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T
const
&
angle
,
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detail::tvec3<T>
const
&
axis
);
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template
<
typename
T>
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detail::tmat4x4<T>
scale
(
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detail::tmat4x4<T>
const
& m,
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detail::tvec3<T>
const
& v);
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template
<
typename
T>
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detail::tmat4x4<T>
ortho
(
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T
const
& left,
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T
const
& right,
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T
const
& bottom,
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T
const
& top,
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T
const
& zNear,
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T
const
& zFar);
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template
<
typename
T>
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detail::tmat4x4<T>
ortho
(
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T
const
& left,
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T
const
& right,
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T
const
& bottom,
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T
const
& top);
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template
<
typename
T>
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detail::tmat4x4<T>
frustum
(
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T
const
& left,
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T
const
& right,
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T
const
& bottom,
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T
const
& top,
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T
const
& near,
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T
const
& far);
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template
<
typename
T>
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detail::tmat4x4<T>
perspective
(
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T
const
& fovy,
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T
const
& aspect,
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T
const
& near,
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T
const
& far);
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template
<
typename
valType>
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detail::tmat4x4<valType>
perspectiveFov
(
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valType
const
& fov,
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valType
const
& width,
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valType
const
& height,
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valType
const
& near,
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valType
const
& far);
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template
<
typename
T>
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detail::tmat4x4<T>
infinitePerspective
(
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T fovy, T aspect, T near);
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template
<
typename
T>
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detail::tmat4x4<T>
tweakedInfinitePerspective
(
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T fovy, T aspect, T near);
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template
<
typename
T,
typename
U>
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detail::tvec3<T>
project
(
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detail::tvec3<T>
const
& obj,
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detail::tmat4x4<T>
const
& model,
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detail::tmat4x4<T>
const
&
proj
,
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detail::tvec4<U>
const
& viewport);
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template
<
typename
T,
typename
U>
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detail::tvec3<T>
unProject
(
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detail::tvec3<T>
const
& win,
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detail::tmat4x4<T>
const
& model,
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detail::tmat4x4<T>
const
&
proj
,
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detail::tvec4<U>
const
& viewport);
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template
<
typename
T,
typename
U>
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detail::tmat4x4<T>
pickMatrix
(
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detail::tvec2<T>
const
& center,
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detail::tvec2<T>
const
& delta,
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detail::tvec4<U>
const
& viewport);
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template
<
typename
T>
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detail::tmat4x4<T>
lookAt
(
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detail::tvec3<T>
const
& eye,
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detail::tvec3<T>
const
& center,
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detail::tvec3<T>
const
& up);
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}
//namespace glm
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#include "matrix_transform.inl"
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#endif//GLM_GTC_matrix_transform
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