GLM  0.9.5
matrix_transform.hpp
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1 
46 #ifndef GLM_GTC_matrix_transform
47 #define GLM_GTC_matrix_transform
48 
49 // Dependency:
50 #include "../mat4x4.hpp"
51 #include "../vec2.hpp"
52 #include "../vec3.hpp"
53 #include "../vec4.hpp"
54 
55 #if(defined(GLM_MESSAGES) && !defined(GLM_EXT_INCLUDED))
56 # pragma message("GLM: GLM_GTC_matrix_transform extension included")
57 #endif
58 
59 namespace glm
60 {
63 
84  template <typename T, precision P>
85  GLM_FUNC_DECL detail::tmat4x4<T, P> translate(
86  detail::tmat4x4<T, P> const & m,
87  detail::tvec3<T, P> const & v);
88 
100  template <typename T, precision P>
101  GLM_FUNC_DECL detail::tmat4x4<T, P> rotate(
102  detail::tmat4x4<T, P> const & m,
103  T const & angle,
104  detail::tvec3<T, P> const & axis);
105 
116  template <typename T, precision P>
117  GLM_FUNC_DECL detail::tmat4x4<T, P> scale(
118  detail::tmat4x4<T, P> const & m,
119  detail::tvec3<T, P> const & v);
120 
132  template <typename T>
133  GLM_FUNC_DECL detail::tmat4x4<T, defaultp> ortho(
134  T const & left,
135  T const & right,
136  T const & bottom,
137  T const & top,
138  T const & zNear,
139  T const & zFar);
140 
150  template <typename T>
151  GLM_FUNC_DECL detail::tmat4x4<T, defaultp> ortho(
152  T const & left,
153  T const & right,
154  T const & bottom,
155  T const & top);
156 
167  template <typename T, precision P>
168  GLM_FUNC_DECL detail::tmat4x4<T, P> frustum(
169  T const & left,
170  T const & right,
171  T const & bottom,
172  T const & top,
173  T const & near,
174  T const & far);
175 
184  template <typename T, precision P>
185  GLM_FUNC_DECL detail::tmat4x4<T, P> perspective(
186  T const & fovy,
187  T const & aspect,
188  T const & near,
189  T const & far);
190 
200  template <typename T, precision P>
201  GLM_FUNC_DECL detail::tmat4x4<T, P> perspectiveFov(
202  T const & fov,
203  T const & width,
204  T const & height,
205  T const & near,
206  T const & far);
207 
215  template <typename T, precision P>
216  GLM_FUNC_DECL detail::tmat4x4<T, P> infinitePerspective(
217  T fovy, T aspect, T near);
218 
226  template <typename T, precision P>
227  GLM_FUNC_DECL detail::tmat4x4<T, P> tweakedInfinitePerspective(
228  T fovy, T aspect, T near);
229 
239  template <typename T, typename U, precision P>
240  GLM_FUNC_DECL detail::tvec3<T, P> project(
241  detail::tvec3<T, P> const & obj,
242  detail::tmat4x4<T, P> const & model,
243  detail::tmat4x4<T, P> const & proj,
244  detail::tvec4<U, P> const & viewport);
245 
255  template <typename T, typename U, precision P>
256  GLM_FUNC_DECL detail::tvec3<T, P> unProject(
257  detail::tvec3<T, P> const & win,
258  detail::tmat4x4<T, P> const & model,
259  detail::tmat4x4<T, P> const & proj,
260  detail::tvec4<U, P> const & viewport);
261 
270  template <typename T, precision P, typename U>
271  GLM_FUNC_DECL detail::tmat4x4<T, P> pickMatrix(
272  detail::tvec2<T, P> const & center,
273  detail::tvec2<T, P> const & delta,
274  detail::tvec4<U, P> const & viewport);
275 
283  template <typename T, precision P>
284  GLM_FUNC_DECL detail::tmat4x4<T, P> lookAt(
285  detail::tvec3<T, P> const & eye,
286  detail::tvec3<T, P> const & center,
287  detail::tvec3<T, P> const & up);
288 
290 }//namespace glm
291 
292 #include "matrix_transform.inl"
293 
294 #endif//GLM_GTC_matrix_transform
GLM_FUNC_DECL detail::tmat4x4< T, P > rotate(detail::tmat4x4< T, P > const &m, T const &angle, detail::tvec3< T, P > const &axis)
Builds a rotation 4 * 4 matrix created from an axis vector and an angle.
vecType proj(vecType const &x, vecType const &Normal)
Projects x on Normal.
GLM_FUNC_DECL T angle(detail::tquat< T, P > const &x)
Returns the quaternion rotation angle.
GLM_FUNC_DECL detail::tmat4x4< T, P > scale(detail::tmat4x4< T, P > const &m, detail::tvec3< T, P > const &v)
Builds a scale 4 * 4 matrix created from 3 scalars.
GLM_FUNC_DECL detail::tmat4x4< T, P > tweakedInfinitePerspective(T fovy, T aspect, T near)
Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics har...
GLM_FUNC_DECL detail::tmat4x4< T, P > translate(detail::tmat4x4< T, P > const &m, detail::tvec3< T, P > const &v)
Builds a translation 4 * 4 matrix created from a vector of 3 components.
GLM_FUNC_DECL detail::tmat4x4< T, P > perspective(T const &fovy, T const &aspect, T const &near, T const &far)
Creates a matrix for a symetric perspective-view frustum.
GLM_FUNC_DECL detail::tmat4x4< T, P > pickMatrix(detail::tvec2< T, P > const &center, detail::tvec2< T, P > const &delta, detail::tvec4< U, P > const &viewport)
Define a picking region.
GLM_FUNC_DECL detail::tmat4x4< T, P > infinitePerspective(T fovy, T aspect, T near)
Creates a matrix for a symmetric perspective-view frustum with far plane at infinite.
GLM_FUNC_DECL detail::tmat4x4< T, defaultp > ortho(T const &left, T const &right, T const &bottom, T const &top, T const &zNear, T const &zFar)
Creates a matrix for an orthographic parallel viewing volume.
GLM_FUNC_DECL detail::tvec3< T, P > axis(detail::tquat< T, P > const &x)
Returns the q rotation axis.
GLM_FUNC_DECL detail::tvec3< T, P > unProject(detail::tvec3< T, P > const &win, detail::tmat4x4< T, P > const &model, detail::tmat4x4< T, P > const &proj, detail::tvec4< U, P > const &viewport)
Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.
GLM_FUNC_DECL detail::tmat4x4< T, P > perspectiveFov(T const &fov, T const &width, T const &height, T const &near, T const &far)
Builds a perspective projection matrix based on a field of view.
GLM_FUNC_DECL detail::tmat4x4< T, P > lookAt(detail::tvec3< T, P > const &eye, detail::tvec3< T, P > const &center, detail::tvec3< T, P > const &up)
Build a look at view matrix.
GLM_FUNC_DECL detail::tmat4x4< T, P > frustum(T const &left, T const &right, T const &bottom, T const &top, T const &near, T const &far)
Creates a frustum matrix.
GLM_FUNC_DECL detail::tvec3< T, P > project(detail::tvec3< T, P > const &obj, detail::tmat4x4< T, P > const &model, detail::tmat4x4< T, P > const &proj, detail::tvec4< U, P > const &viewport)
Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates.