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<div class="title">transform2.hpp</div> </div>
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<div class="fragment"><pre class="fragment"><a name="l00001"></a>00001
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<a name="l00002"></a>00002 <span class="comment">// OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)</span>
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<a name="l00004"></a>00004 <span class="comment"></span><span class="comment">// Created : 2005-12-21</span>
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<a name="l00005"></a>00005 <span class="comment">// Updated : 2006-11-13</span>
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<a name="l00006"></a>00006 <span class="comment">// Licence : This source is under MIT License</span>
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<a name="l00007"></a>00007 <span class="comment">// File : glm/gtx/transform2.hpp</span>
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<a name="l00009"></a>00009 <span class="comment"></span><span class="comment">// Dependency:</span>
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<a name="l00010"></a>00010 <span class="comment">// - GLM core</span>
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<a name="l00011"></a>00011 <span class="comment">// - GLM_GTX_transform</span>
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<a name="l00013"></a>00013 <span class="comment"></span>
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<a name="l00014"></a>00014 <span class="preprocessor">#ifndef glm_gtx_transform2</span>
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<a name="l00015"></a>00015 <span class="preprocessor"></span><span class="preprocessor">#define glm_gtx_transform2</span>
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<a name="l00016"></a>00016 <span class="preprocessor"></span>
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<a name="l00017"></a>00017 <span class="comment">// Dependency:</span>
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<a name="l00018"></a>00018 <span class="preprocessor">#include "../glm.hpp"</span>
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<a name="l00019"></a>00019 <span class="preprocessor">#include "../gtx/transform.hpp"</span>
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<a name="l00020"></a>00020
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<a name="l00021"></a>00021 <span class="preprocessor">#if(defined(GLM_MESSAGES) && !defined(glm_ext))</span>
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<a name="l00022"></a>00022 <span class="preprocessor"></span><span class="preprocessor"># pragma message("GLM: GLM_GTX_transform2 extension included")</span>
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<a name="l00023"></a>00023 <span class="preprocessor"></span><span class="preprocessor">#endif</span>
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<a name="l00024"></a>00024 <span class="preprocessor"></span>
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<a name="l00025"></a>00025 <span class="keyword">namespace </span>glm{
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<a name="l00026"></a>00026 <span class="keyword">namespace </span>gtx{
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<a name="l00027"></a><a class="code" href="a00220.html">00027</a> <span class="keyword">namespace </span>transform2
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<a name="l00028"></a>00028 {
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<a name="l00029"></a>00029 <span class="keyword">using namespace </span>gtx::transform;
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<a name="l00030"></a>00030
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<a name="l00033"></a>00033
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<a name="l00036"></a>00036 <span class="keyword">template</span> <<span class="keyword">typename</span> T>
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<a name="l00037"></a>00037 <a class="code" href="a00014.html" title="Template for 3 * 3 matrix of floating-point numbers.">detail::tmat3x3<T></a> <a class="code" href="a00296.html#gaf9900000ffffcb4e50f0f97101a35a27" title="Transforms a matrix with a shearing on X axis.">shearX2D</a>(
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<a name="l00038"></a>00038 <a class="code" href="a00014.html" title="Template for 3 * 3 matrix of floating-point numbers.">detail::tmat3x3<T></a> <span class="keyword">const</span> & m,
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<a name="l00039"></a>00039 T y);
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<a name="l00040"></a>00040
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<a name="l00043"></a>00043 <span class="keyword">template</span> <<span class="keyword">typename</span> T>
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<a name="l00044"></a>00044 <a class="code" href="a00014.html" title="Template for 3 * 3 matrix of floating-point numbers.">detail::tmat3x3<T></a> <a class="code" href="a00296.html#ga73d1c5572f57bc69cd8296fa6411370a" title="Transforms a matrix with a shearing on Y axis.">shearY2D</a>(
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<a name="l00045"></a>00045 <a class="code" href="a00014.html" title="Template for 3 * 3 matrix of floating-point numbers.">detail::tmat3x3<T></a> <span class="keyword">const</span> & m,
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<a name="l00046"></a>00046 T x);
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<a name="l00047"></a>00047
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<a name="l00050"></a>00050 <span class="keyword">template</span> <<span class="keyword">typename</span> T>
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<a name="l00051"></a>00051 <a class="code" href="a00018.html" title="Template for 4 * 4 matrix of floating-point numbers.">detail::tmat4x4<T></a> <a class="code" href="a00296.html#ga8b165c7be525526861e19675cca6e192" title="Transforms a matrix with a shearing on X axis From GLM_GTX_transform2 extension.">shearX3D</a>(
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<a name="l00052"></a>00052 <span class="keyword">const</span> <a class="code" href="a00018.html" title="Template for 4 * 4 matrix of floating-point numbers.">detail::tmat4x4<T></a> & m,
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<a name="l00053"></a>00053 T y,
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<a name="l00054"></a>00054 T z);
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<a name="l00055"></a>00055
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<a name="l00058"></a>00058 <span class="keyword">template</span> <<span class="keyword">typename</span> T>
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<a name="l00059"></a>00059 <a class="code" href="a00018.html" title="Template for 4 * 4 matrix of floating-point numbers.">detail::tmat4x4<T></a> <a class="code" href="a00296.html#gab059e40261cbfe782efb81aa866f1399" title="Transforms a matrix with a shearing on Y axis.">shearY3D</a>(
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<a name="l00060"></a>00060 <span class="keyword">const</span> <a class="code" href="a00018.html" title="Template for 4 * 4 matrix of floating-point numbers.">detail::tmat4x4<T></a> & m,
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<a name="l00061"></a>00061 T x,
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<a name="l00062"></a>00062 T z);
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<a name="l00063"></a>00063
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<a name="l00066"></a>00066 <span class="keyword">template</span> <<span class="keyword">typename</span> T>
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<a name="l00067"></a>00067 <a class="code" href="a00018.html" title="Template for 4 * 4 matrix of floating-point numbers.">detail::tmat4x4<T></a> <a class="code" href="a00296.html#ga3fbd91d387fea4c3f2d74e0ef2250996" title="Transforms a matrix with a shearing on Z axis.">shearZ3D</a>(
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<a name="l00068"></a>00068 <span class="keyword">const</span> <a class="code" href="a00018.html" title="Template for 4 * 4 matrix of floating-point numbers.">detail::tmat4x4<T></a> & m,
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<a name="l00069"></a>00069 T x,
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<a name="l00070"></a>00070 T y);
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<a name="l00071"></a>00071
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<a name="l00072"></a>00072 <span class="comment">//template <typename T> GLM_FUNC_QUALIFIER detail::tmat4x4<T> shear(const detail::tmat4x4<T> & m, shearPlane, planePoint, angle)</span>
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<a name="l00073"></a>00073 <span class="comment">// Identity + tan(angle) * cross(Normal, OnPlaneVector) 0</span>
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<a name="l00074"></a>00074 <span class="comment">// - dot(PointOnPlane, normal) * OnPlaneVector 1</span>
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<a name="l00075"></a>00075
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<a name="l00076"></a>00076 <span class="comment">// Reflect functions seem to don't work</span>
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<a name="l00077"></a>00077 <span class="comment">//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)</span>
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<a name="l00078"></a>00078 <span class="comment">//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)</span>
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<a name="l00079"></a>00079
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<a name="l00082"></a>00082 <span class="keyword">template</span> <<span class="keyword">typename</span> T>
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<a name="l00083"></a>00083 <a class="code" href="a00014.html" title="Template for 3 * 3 matrix of floating-point numbers.">detail::tmat3x3<T></a> <a class="code" href="a00296.html#gad67f97fe49fb1709d6d8b6810c7c52fb" title="Build planar projection matrix along normal axis.">proj2D</a>(
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<a name="l00084"></a>00084 <span class="keyword">const</span> <a class="code" href="a00014.html" title="Template for 3 * 3 matrix of floating-point numbers.">detail::tmat3x3<T></a> & m,
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<a name="l00085"></a>00085 <span class="keyword">const</span> <a class="code" href="a00021.html" title="Basic 3D vector type.">detail::tvec3<T></a>& normal);
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<a name="l00086"></a>00086
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<a name="l00089"></a>00089 <span class="keyword">template</span> <<span class="keyword">typename</span> T>
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<a name="l00090"></a>00090 <a class="code" href="a00018.html" title="Template for 4 * 4 matrix of floating-point numbers.">detail::tmat4x4<T></a> <a class="code" href="a00296.html#gabc160967cd323027f973976457590482" title="Build planar projection matrix along normal axis.">proj3D</a>(
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<a name="l00091"></a>00091 <span class="keyword">const</span> <a class="code" href="a00018.html" title="Template for 4 * 4 matrix of floating-point numbers.">detail::tmat4x4<T></a> & m,
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<a name="l00092"></a>00092 <span class="keyword">const</span> <a class="code" href="a00021.html" title="Basic 3D vector type.">detail::tvec3<T></a>& normal);
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<a name="l00093"></a>00093
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<a name="l00096"></a>00096 <span class="keyword">template</span> <<span class="keyword">typename</span> valType>
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<a name="l00097"></a>00097 <a class="code" href="a00018.html" title="Template for 4 * 4 matrix of floating-point numbers.">detail::tmat4x4<valType></a> <a class="code" href="a00296.html#gae193c4807264f8454b1786ceeac02455" title="Build a scale bias matrix.">scaleBias</a>(
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<a name="l00098"></a>00098 valType <a class="code" href="a00244.html#ga6da77ee2c33d0d33de557a37ff35b197" title="Builds a scale 4 * 4 matrix created from 3 scalars.">scale</a>,
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<a name="l00099"></a>00099 valType bias);
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<a name="l00100"></a>00100
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<a name="l00103"></a>00103 <span class="keyword">template</span> <<span class="keyword">typename</span> valType>
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<a name="l00104"></a>00104 <a class="code" href="a00018.html" title="Template for 4 * 4 matrix of floating-point numbers.">detail::tmat4x4<valType></a> <a class="code" href="a00296.html#gae193c4807264f8454b1786ceeac02455" title="Build a scale bias matrix.">scaleBias</a>(
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<a name="l00105"></a>00105 <a class="code" href="a00018.html" title="Template for 4 * 4 matrix of floating-point numbers.">detail::tmat4x4<valType></a> <span class="keyword">const</span> & m,
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<a name="l00106"></a>00106 valType scale,
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<a name="l00107"></a>00107 valType bias);
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<a name="l00108"></a>00108
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<a name="l00110"></a>00110 }<span class="comment">// namespace transform2</span>
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<a name="l00111"></a>00111 }<span class="comment">// namespace gtx</span>
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<a name="l00112"></a>00112 }<span class="comment">// namespace glm</span>
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<a name="l00113"></a>00113
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<a name="l00114"></a>00114 <span class="preprocessor">#include "transform2.inl"</span>
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<a name="l00115"></a>00115
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<a name="l00116"></a>00116 <span class="keyword">namespace </span>glm{<span class="keyword">using namespace </span>gtx::transform2;}
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<a name="l00117"></a>00117
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<a name="l00118"></a>00118 <span class="preprocessor">#endif//glm_gtx_transform2</span>
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