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")
57 template<
typename T, qualifier P>
59 mat<4, 4, T, P>
const& m,
60 vec<3, T, P>
const & v);
71 template<
typename T, qualifier P>
72 GLM_FUNC_DECL mat<4, 4, T, P>
rotate(
73 mat<4, 4, T, P>
const& m,
75 vec<3, T, P>
const &
axis);
85 template<
typename T, qualifier P>
86 GLM_FUNC_DECL mat<4, 4, T, P>
scale(
87 mat<4, 4, T, P>
const& m,
88 vec<3, T, P>
const & v);
102 GLM_FUNC_DECL mat<4, 4, T, defaultp>
ortho(
122 GLM_FUNC_DECL mat<4, 4, T, defaultp>
orthoLH(
142 GLM_FUNC_DECL mat<4, 4, T, defaultp>
orthoRH(
160 GLM_FUNC_DECL mat<4, 4, T, defaultp>
ortho(
177 GLM_FUNC_DECL mat<4, 4, T, defaultp>
frustum(
196 GLM_FUNC_DECL mat<4, 4, T, defaultp>
frustumLH(
215 GLM_FUNC_DECL mat<4, 4, T, defaultp>
frustumRH(
328 T fovy, T aspect, T near);
339 T fovy, T aspect, T near);
350 T fovy, T aspect, T near);
361 T fovy, T aspect, T near);
373 T fovy, T aspect, T near, T ep);
385 template<
typename T,
typename U, qualifier P>
386 GLM_FUNC_DECL vec<3, T, P>
project(
387 vec<3, T, P>
const & obj,
388 mat<4, 4, T, P>
const& model,
389 mat<4, 4, T, P>
const&
proj,
390 vec<4, U, P>
const & viewport);
402 template<
typename T,
typename U, qualifier P>
404 vec<3, T, P>
const & win,
405 mat<4, 4, T, P>
const& model,
406 mat<4, 4, T, P>
const&
proj,
407 vec<4, U, P>
const & viewport);
417 template<
typename T, qualifier P,
typename U>
419 vec<2, T, P>
const & center,
420 vec<2, T, P>
const & delta,
421 vec<4, U, P>
const & viewport);
430 template<
typename T, qualifier P>
431 GLM_FUNC_DECL mat<4, 4, T, P>
lookAt(
432 vec<3, T, P>
const & eye,
433 vec<3, T, P>
const & center,
434 vec<3, T, P>
const & up);
443 template<
typename T, qualifier P>
444 GLM_FUNC_DECL mat<4, 4, T, P>
lookAtRH(
445 vec<3, T, P>
const & eye,
446 vec<3, T, P>
const & center,
447 vec<3, T, P>
const & up);
456 template<
typename T, qualifier P>
457 GLM_FUNC_DECL mat<4, 4, T, P>
lookAtLH(
458 vec<3, T, P>
const & eye,
459 vec<3, T, P>
const & center,
460 vec<3, T, P>
const & up);
465 #include "matrix_transform.inl"
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 > 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 vec< 3, T, P > unProject(vec< 3, T, P > const &win, mat< 4, 4, T, P > const &model, mat< 4, 4, T, P > const &proj, vec< 4, U, P > const &viewport)
Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.
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 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, P > lookAt(vec< 3, T, P > const &eye, vec< 3, T, P > const ¢er, vec< 3, T, P > const &up)
Build a look at view matrix based on the default handedness.
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, P > pickMatrix(vec< 2, T, P > const ¢er, vec< 2, T, P > const &delta, vec< 4, U, P > const &viewport)
Define a picking region.
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, P > lookAtLH(vec< 3, T, P > const &eye, vec< 3, T, P > const ¢er, vec< 3, T, P > const &up)
Build a left handed look at view matrix.
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 T angle(tquat< T, P > const &x)
Returns the quaternion rotation angle.
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 vec< 3, T, P > axis(tquat< T, P > const &x)
Returns the q rotation axis.
GLM_FUNC_DECL mat< 4, 4, T, P > translate(mat< 4, 4, T, P > const &m, vec< 3, T, P > const &v)
Builds a translation 4 * 4 matrix created from a vector of 3 components.
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 vec< 3, T, P > project(vec< 3, T, P > const &obj, mat< 4, 4, T, P > const &model, mat< 4, 4, T, P > const &proj, vec< 4, U, P > const &viewport)
Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates.
GLM_FUNC_DECL mat< 4, 4, T, P > lookAtRH(vec< 3, T, P > const &eye, vec< 3, T, P > const ¢er, vec< 3, T, P > const &up)
Build a right handed look at view matrix.
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, 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 > perspectiveLH(T fovy, T aspect, T near, T far)
Creates a matrix for a left handed, symetric perspective-view frustum.
GLM_FUNC_DECL genType proj(genType const &x, genType const &Normal)
Projects x on Normal.
GLM_FUNC_DECL mat< 4, 4, T, P > rotate(mat< 4, 4, T, P > const &m, T angle, vec< 3, T, P > const &axis)
Builds a rotation 4 * 4 matrix created from an axis vector and an angle.
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, P > scale(mat< 4, 4, T, P > const &m, vec< 3, T, P > const &v)
Builds a scale 4 * 4 matrix created from 3 scalars.
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 > 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 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.