glm/glm/gtx/transform2.hpp
2010-11-12 17:41:38 +00:00

117 lines
3.7 KiB
C++

///////////////////////////////////////////////////////////////////////////////////////////////////
// OpenGL Mathematics Copyright (c) 2005 - 2010 G-Truc Creation (www.g-truc.net)
///////////////////////////////////////////////////////////////////////////////////////////////////
// Created : 2005-12-21
// Updated : 2006-11-13
// Licence : This source is under MIT License
// File : glm/gtx/transform2.hpp
///////////////////////////////////////////////////////////////////////////////////////////////////
// Dependency:
// - GLM core
// - GLM_GTX_transform
///////////////////////////////////////////////////////////////////////////////////////////////////
#ifndef glm_gtx_transform2
#define glm_gtx_transform2
// Dependency:
#include "../glm.hpp"
#include "../gtx/transform.hpp"
namespace glm
{
namespace test{
void main_gtx_transform2();
}//namespace test
namespace gtx{
//! GLM_GTX_transform2 extension: Add extra transformation matrices
namespace transform2
{
using namespace gtx::transform;
//! Transforms a matrix with a shearing on X axis.
//! From GLM_GTX_transform2 extension.
template <typename T>
detail::tmat3x3<T> shearX2D(
detail::tmat3x3<T> const & m,
T y);
//! Transforms a matrix with a shearing on Y axis.
//! From GLM_GTX_transform2 extension.
template <typename T>
detail::tmat3x3<T> shearY2D(
detail::tmat3x3<T> const & m,
T x);
//! Transforms a matrix with a shearing on X axis
//! From GLM_GTX_transform2 extension.
template <typename T>
detail::tmat4x4<T> shearX3D(
const detail::tmat4x4<T> & m,
T y,
T z);
//! Transforms a matrix with a shearing on Y axis.
//! From GLM_GTX_transform2 extension.
template <typename T>
detail::tmat4x4<T> shearY3D(
const detail::tmat4x4<T> & m,
T x,
T z);
//! Transforms a matrix with a shearing on Z axis.
//! From GLM_GTX_transform2 extension.
template <typename T>
detail::tmat4x4<T> shearZ3D(
const detail::tmat4x4<T> & m,
T x,
T y);
//template <typename T> inline detail::tmat4x4<T> shear(const detail::tmat4x4<T> & m, shearPlane, planePoint, angle)
// Identity + tan(angle) * cross(Normal, OnPlaneVector) 0
// - dot(PointOnPlane, normal) * OnPlaneVector 1
// Reflect functions seem to don't work
//template <typename T> detail::tmat3x3<T> reflect2D(const detail::tmat3x3<T> & m, const detail::tvec3<T>& normal){return reflect2DGTX(m, normal);} //!< \brief Build a reflection matrix (from GLM_GTX_transform2 extension)
//template <typename T> detail::tmat4x4<T> reflect3D(const detail::tmat4x4<T> & m, const detail::tvec3<T>& normal){return reflect3DGTX(m, normal);} //!< \brief Build a reflection matrix (from GLM_GTX_transform2 extension)
//! Build planar projection matrix along normal axis.
//! From GLM_GTX_transform2 extension.
template <typename T>
detail::tmat3x3<T> proj2D(
const detail::tmat3x3<T> & m,
const detail::tvec3<T>& normal);
//! Build planar projection matrix along normal axis.
//! From GLM_GTX_transform2 extension.
template <typename T>
detail::tmat4x4<T> proj3D(
const detail::tmat4x4<T> & m,
const detail::tvec3<T>& normal);
//! Build a scale bias matrix.
//! From GLM_GTX_transform2 extension.
template <typename valType>
detail::tmat4x4<valType> scaleBias(
valType scale,
valType bias);
//! Build a scale bias matrix.
//! From GLM_GTX_transform2 extension.
template <typename valType>
detail::tmat4x4<valType> scaleBias(
detail::tmat4x4<valType> const & m,
valType scale,
valType bias);
}//namespace transform2
}//namespace gtx
}//namespace glm
#include "transform2.inl"
namespace glm{using namespace gtx::transform2;}
#endif//glm_gtx_transform2