GLM  0.9.5
Functions
GLM_GTC_matrix_transform

Functions

template<typename T , precision P>
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)
 
template<typename T , precision P>
GLM_FUNC_DECL detail::tmat4x4
< T, P > 
infinitePerspective (T fovy, T aspect, T near)
 
template<typename T , precision P>
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)
 
template<typename T >
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)
 
template<typename T >
GLM_FUNC_DECL detail::tmat4x4
< T, defaultp > 
ortho (T const &left, T const &right, T const &bottom, T const &top)
 
template<typename T , precision P>
GLM_FUNC_DECL detail::tmat4x4
< T, P > 
perspective (T const &fovy, T const &aspect, T const &near, T const &far)
 
template<typename T , precision P>
GLM_FUNC_DECL detail::tmat4x4
< T, P > 
perspectiveFov (T const &fov, T const &width, T const &height, T const &near, T const &far)
 
template<typename T , precision P, typename U >
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)
 
template<typename T , typename U , precision P>
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)
 
template<typename T , precision P>
GLM_FUNC_DECL detail::tmat4x4
< T, P > 
rotate (detail::tmat4x4< T, P > const &m, T const &angle, detail::tvec3< T, P > const &axis)
 
template<typename T , precision P>
GLM_FUNC_DECL detail::tmat4x4
< T, P > 
scale (detail::tmat4x4< T, P > const &m, detail::tvec3< T, P > const &v)
 
template<typename T , precision P>
GLM_FUNC_DECL detail::tmat4x4
< T, P > 
translate (detail::tmat4x4< T, P > const &m, detail::tvec3< T, P > const &v)
 
template<typename T , precision P>
GLM_FUNC_DECL detail::tmat4x4
< T, P > 
tweakedInfinitePerspective (T fovy, T aspect, T near)
 
template<typename T , typename U , precision P>
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)
 

Detailed Description

Defines functions that generate common transformation matrices.

The matrices generated by this extension use standard OpenGL fixed-function conventions. For example, the lookAt function generates a transform from world space into the specific eye space that the projective matrix functions (perspective, ortho, etc) are designed to expect. The OpenGL compatibility specifications defines the particular layout of this eye space.

<glm/gtc/matrix_transform.hpp> need to be included to use these functionalities.

Function Documentation

GLM_FUNC_DECL detail::tmat4x4<T, P> glm::frustum ( T const &  left,
T const &  right,
T const &  bottom,
T const &  top,
T const &  near,
T const &  far 
)

Creates a frustum matrix.

Parameters
left
right
bottom
top
near
far
Template Parameters
TValue type used to build the matrix. Currently supported: half (not recommanded), float or double.
See Also
GLM_GTC_matrix_transform
GLM_FUNC_DECL detail::tmat4x4<T, P> glm::infinitePerspective ( fovy,
aspect,
near 
)

Creates a matrix for a symmetric perspective-view frustum with far plane at infinite.

Parameters
fovyExpressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise.
aspect
near
Template Parameters
TValue type used to build the matrix. Currently supported: half (not recommanded), float or double.
See Also
GLM_GTC_matrix_transform
GLM_FUNC_DECL detail::tmat4x4<T, P> glm::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.

Parameters
eyePosition of the camera
centerPosition where the camera is looking at
upNormalized up vector, how the camera is oriented. Typically (0, 0, 1)
See Also
GLM_GTC_matrix_transform
- 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)
GLM_FUNC_DECL detail::tmat4x4<T, defaultp> glm::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.

Parameters
left
right
bottom
top
zNear
zFar
Template Parameters
TValue type used to build the matrix. Currently supported: half (not recommanded), float or double.
See Also
GLM_GTC_matrix_transform
- glm::ortho(T const & left, T const & right, T const & bottom, T const & top)
GLM_FUNC_DECL detail::tmat4x4<T, defaultp> glm::ortho ( T const &  left,
T const &  right,
T const &  bottom,
T const &  top 
)

Creates a matrix for projecting two-dimensional coordinates onto the screen.

Parameters
left
right
bottom
top
Template Parameters
TValue type used to build the matrix. Currently supported: half (not recommanded), float or double.
See Also
GLM_GTC_matrix_transform
- glm::ortho(T const & left, T const & right, T const & bottom, T const & top, T const & zNear, T const & zFar)
GLM_FUNC_DECL detail::tmat4x4<T, P> glm::perspective ( T const &  fovy,
T const &  aspect,
T const &  near,
T const &  far 
)

Creates a matrix for a symetric perspective-view frustum.

Parameters
fovyExpressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise.
aspect
near
far
Template Parameters
TValue type used to build the matrix. Currently supported: half (not recommanded), float or double.
See Also
GLM_GTC_matrix_transform
GLM_FUNC_DECL detail::tmat4x4<T, P> glm::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.

Parameters
fovExpressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise.
width
height
near
far
Template Parameters
TValue type used to build the matrix. Currently supported: half (not recommanded), float or double.
See Also
GLM_GTC_matrix_transform
GLM_FUNC_DECL detail::tmat4x4<T, P> glm::pickMatrix ( detail::tvec2< T, P > const &  center,
detail::tvec2< T, P > const &  delta,
detail::tvec4< U, P > const &  viewport 
)

Define a picking region.

Parameters
center
delta
viewport
Template Parameters
TNative type used for the computation. Currently supported: half (not recommanded), float or double.
UCurrently supported: Floating-point types and integer types.
See Also
GLM_GTC_matrix_transform
GLM_FUNC_DECL detail::tvec3<T, P> glm::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.

Parameters
obj
model
proj
viewport
Template Parameters
TNative type used for the computation. Currently supported: half (not recommanded), float or double.
UCurrently supported: Floating-point types and integer types.
See Also
GLM_GTC_matrix_transform
GLM_FUNC_DECL detail::tmat4x4<T, P> glm::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.

Parameters
mInput matrix multiplied by this rotation matrix.
angleRotation angle expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise.
axisRotation axis, recommanded to be normalized.
Template Parameters
TValue type used to build the matrix. Supported: half, float or double.
See Also
GLM_GTC_matrix_transform
GLM_GTX_transform
- rotate(T angle, T x, T y, T z)
- rotate(detail::tmat4x4<T, P> const & m, T angle, T x, T y, T z)
- rotate(T angle, detail::tvec3<T, P> const & v)
GLM_FUNC_DECL detail::tmat4x4<T, P> glm::scale ( detail::tmat4x4< T, P > const &  m,
detail::tvec3< T, P > const &  v 
)

Builds a scale 4 * 4 matrix created from 3 scalars.

Parameters
mInput matrix multiplied by this scale matrix.
vRatio of scaling for each axis.
Template Parameters
TValue type used to build the matrix. Currently supported: half (not recommanded), float or double.
See Also
GLM_GTC_matrix_transform
GLM_GTX_transform
- scale(T x, T y, T z) scale(T const & x, T const & y, T const & z)
- scale(detail::tmat4x4<T, P> const & m, T x, T y, T z)
- scale(detail::tvec3<T, P> const & v)
GLM_FUNC_DECL detail::tmat4x4<T, P> glm::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.

Parameters
mInput matrix multiplied by this translation matrix.
vCoordinates of a translation vector.
Template Parameters
TValue type used to build the matrix. Currently supported: half (not recommanded), float or double.
* #include <glm/glm.hpp>
* #include <glm/gtc/matrix_transform.hpp>
* ...
* // m[0][0] == 1.0f, m[0][1] == 0.0f, m[0][2] == 0.0f, m[0][3] == 0.0f
* // m[1][0] == 0.0f, m[1][1] == 1.0f, m[1][2] == 0.0f, m[1][3] == 0.0f
* // m[2][0] == 0.0f, m[2][1] == 0.0f, m[2][2] == 1.0f, m[2][3] == 0.0f
* // m[3][0] == 1.0f, m[3][1] == 1.0f, m[3][2] == 1.0f, m[3][3] == 1.0f
*
See Also
GLM_GTC_matrix_transform
GLM_GTX_transform
- translate(T x, T y, T z)
- translate(detail::tmat4x4<T, P> const & m, T x, T y, T z)
- translate(detail::tvec3<T, P> const & v)
GLM_FUNC_DECL detail::tmat4x4<T, P> glm::tweakedInfinitePerspective ( fovy,
aspect,
near 
)

Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping.

Parameters
fovyExpressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise.
aspect
near
Template Parameters
TValue type used to build the matrix. Currently supported: half (not recommanded), float or double.
See Also
GLM_GTC_matrix_transform
GLM_FUNC_DECL detail::tvec3<T, P> glm::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.

Parameters
win
model
proj
viewport
Template Parameters
TNative type used for the computation. Currently supported: half (not recommanded), float or double.
UCurrently supported: Floating-point types and integer types.
See Also
GLM_GTC_matrix_transform