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292 lines
11 KiB
C++
292 lines
11 KiB
C++
///////////////////////////////////////////////////////////////////////////////////
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/// OpenGL Mathematics (glm.g-truc.net)
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///
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/// Copyright (c) 2005 - 2013 G-Truc Creation (www.g-truc.net)
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/// Permission is hereby granted, free of charge, to any person obtaining a copy
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/// of this software and associated documentation files (the "Software"), to deal
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/// in the Software without restriction, including without limitation the rights
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/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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/// copies of the Software, and to permit persons to whom the Software is
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/// furnished to do so, subject to the following conditions:
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///
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/// The above copyright notice and this permission notice shall be included in
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/// all copies or substantial portions of the Software.
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///
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/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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/// THE SOFTWARE.
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///
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/// @ref gtc_matrix_transform
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/// @file glm/gtc/matrix_transform.hpp
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/// @date 2009-04-29 / 2011-05-16
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/// @author Christophe Riccio
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///
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/// @see core (dependence)
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/// @see gtx_transform
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/// @see gtx_transform2
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///
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/// @defgroup gtc_matrix_transform GLM_GTC_matrix_transform
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/// @ingroup gtc
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///
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/// @brief Defines functions that generate common transformation matrices.
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///
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/// The matrices generated by this extension use standard OpenGL fixed-function
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/// conventions. For example, the lookAt function generates a transform from world
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/// space into the specific eye space that the projective matrix functions
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/// (perspective, ortho, etc) are designed to expect. The OpenGL compatibility
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/// specifications defines the particular layout of this eye space.
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///
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/// <glm/gtc/matrix_transform.hpp> need to be included to use these functionalities.
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///////////////////////////////////////////////////////////////////////////////////
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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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/// @addtogroup gtc_matrix_transform
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/// @{
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/// Builds a translation 4 * 4 matrix created from a vector of 3 components.
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///
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/// @param m Input matrix multiplied by this translation matrix.
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/// @param v Coordinates of a translation vector.
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @code
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/// #include <glm/glm.hpp>
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/// #include <glm/gtc/matrix_transform.hpp>
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/// ...
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/// glm::mat4 m = glm::translate(glm::mat4(1.0f), glm::vec3(1.0f));
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/// // m[0][0] == 1.0f, m[0][1] == 0.0f, m[0][2] == 0.0f, m[0][3] == 0.0f
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/// // m[1][0] == 0.0f, m[1][1] == 1.0f, m[1][2] == 0.0f, m[1][3] == 0.0f
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/// // m[2][0] == 0.0f, m[2][1] == 0.0f, m[2][2] == 1.0f, m[2][3] == 0.0f
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/// // m[3][0] == 1.0f, m[3][1] == 1.0f, m[3][2] == 1.0f, m[3][3] == 1.0f
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/// @endcode
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/// @see gtc_matrix_transform
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/// @see gtx_transform
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/// @see - translate(T x, T y, T z)
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/// @see - translate(detail::tmat4x4<T, P> const & m, T x, T y, T z)
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/// @see - translate(detail::tvec3<T, P> const & v)
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template <typename T, precision P>
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detail::tmat4x4<T, P> translate(
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detail::tmat4x4<T, P> const & m,
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detail::tvec3<T, P> const & v);
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/// Builds a rotation 4 * 4 matrix created from an axis vector and an angle.
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///
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/// @param m Input matrix multiplied by this rotation matrix.
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/// @param angle Rotation angle expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise.
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/// @param axis Rotation axis, recommanded to be normalized.
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/// @tparam T Value type used to build the matrix. Supported: half, float or double.
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/// @see gtc_matrix_transform
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/// @see gtx_transform
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/// @see - rotate(T angle, T x, T y, T z)
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/// @see - rotate(detail::tmat4x4<T, P> const & m, T angle, T x, T y, T z)
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/// @see - rotate(T angle, detail::tvec3<T, P> const & v)
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template <typename T, precision P>
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detail::tmat4x4<T, P> rotate(
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detail::tmat4x4<T, P> const & m,
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T const & angle,
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detail::tvec3<T, P> const & axis);
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/// Builds a scale 4 * 4 matrix created from 3 scalars.
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///
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/// @param m Input matrix multiplied by this scale matrix.
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/// @param v Ratio of scaling for each axis.
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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/// @see gtx_transform
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/// @see - scale(T x, T y, T z) scale(T const & x, T const & y, T const & z)
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/// @see - scale(detail::tmat4x4<T, P> const & m, T x, T y, T z)
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/// @see - scale(detail::tvec3<T, P> const & v)
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template <typename T, precision P>
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detail::tmat4x4<T, P> scale(
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detail::tmat4x4<T, P> const & m,
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detail::tvec3<T, P> const & v);
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/// Creates a matrix for an orthographic parallel viewing volume.
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///
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/// @param left
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/// @param right
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/// @param bottom
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/// @param top
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/// @param zNear
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/// @param zFar
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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/// @see - glm::ortho(T const & left, T const & right, T const & bottom, T const & top)
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template <typename T>
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detail::tmat4x4<T, defaultp> 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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/// Creates a matrix for projecting two-dimensional coordinates onto the screen.
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///
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/// @param left
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/// @param right
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/// @param bottom
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/// @param top
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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/// @see - glm::ortho(T const & left, T const & right, T const & bottom, T const & top, T const & zNear, T const & zFar)
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template <typename T>
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detail::tmat4x4<T, defaultp> 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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/// Creates a frustum matrix.
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///
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/// @param left
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/// @param right
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/// @param bottom
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/// @param top
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/// @param near
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/// @param far
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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template <typename T, precision P>
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detail::tmat4x4<T, P> 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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/// Creates a matrix for a symetric perspective-view frustum.
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///
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/// @param fovy Expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise.
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/// @param aspect
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/// @param near
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/// @param far
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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template <typename T, precision P>
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detail::tmat4x4<T, P> 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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/// Builds a perspective projection matrix based on a field of view.
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///
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/// @param fov Expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise.
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/// @param width
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/// @param height
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/// @param near
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/// @param far
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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template <typename T, precision P>
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detail::tmat4x4<T, P> perspectiveFov(
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T const & fov,
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T const & width,
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T const & height,
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T const & near,
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T const & far);
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/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite.
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///
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/// @param fovy Expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise.
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/// @param aspect
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/// @param near
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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template <typename T, precision P>
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detail::tmat4x4<T, P> infinitePerspective(
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T fovy, T aspect, T near);
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/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping.
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///
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/// @param fovy Expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise.
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/// @param aspect
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/// @param near
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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template <typename T, precision P>
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detail::tmat4x4<T, P> tweakedInfinitePerspective(
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T fovy, T aspect, T near);
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/// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates.
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///
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/// @param obj
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/// @param model
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/// @param proj
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/// @param viewport
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/// @tparam T Native type used for the computation. Currently supported: half (not recommanded), float or double.
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/// @tparam U Currently supported: Floating-point types and integer types.
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/// @see gtc_matrix_transform
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template <typename T, typename U, precision P>
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detail::tvec3<T, P> project(
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detail::tvec3<T, P> const & obj,
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detail::tmat4x4<T, P> const & model,
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detail::tmat4x4<T, P> const & proj,
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detail::tvec4<U, P> const & viewport);
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/// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.
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///
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/// @param win
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/// @param model
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/// @param proj
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/// @param viewport
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/// @tparam T Native type used for the computation. Currently supported: half (not recommanded), float or double.
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/// @tparam U Currently supported: Floating-point types and integer types.
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/// @see gtc_matrix_transform
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template <typename T, typename U, precision P>
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detail::tvec3<T, P> unProject(
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detail::tvec3<T, P> const & win,
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detail::tmat4x4<T, P> const & model,
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detail::tmat4x4<T, P> const & proj,
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detail::tvec4<U, P> const & viewport);
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/// Define a picking region
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///
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/// @param center
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/// @param delta
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/// @param viewport
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/// @tparam T Native type used for the computation. Currently supported: half (not recommanded), float or double.
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/// @tparam U Currently supported: Floating-point types and integer types.
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/// @see gtc_matrix_transform
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template <typename T, precision P, typename U>
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detail::tmat4x4<T, P> pickMatrix(
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detail::tvec2<T, P> const & center,
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detail::tvec2<T, P> const & delta,
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detail::tvec4<U, P> const & viewport);
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/// Build a look at view matrix.
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///
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/// @param eye Position of the camera
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/// @param center Position where the camera is looking at
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/// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)
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/// @see gtc_matrix_transform
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/// @see - frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal) frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal)
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template <typename T, precision P>
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detail::tmat4x4<T, P> lookAt(
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detail::tvec3<T, P> const & eye,
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detail::tvec3<T, P> const & center,
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detail::tvec3<T, P> const & up);
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/// @}
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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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