24 #include "../mat4x4.hpp"
25 #include "../vec2.hpp"
26 #include "../vec3.hpp"
27 #include "../vec4.hpp"
28 #include "../gtc/constants.hpp"
30 #if GLM_MESSAGES == GLM_MESSAGES_ENABLED && !defined(GLM_EXT_INCLUDED)
31 # pragma message("GLM: GLM_GTC_matrix_transform extension included")
57 template <
typename T, precision P>
59 tmat4x4<T, P>
const & m,
60 tvec3<T, P>
const & v);
71 template <
typename T, precision P>
72 GLM_FUNC_DECL tmat4x4<T, P>
rotate(
73 tmat4x4<T, P>
const & m,
75 tvec3<T, P>
const &
axis);
85 template <
typename T, precision P>
86 GLM_FUNC_DECL tmat4x4<T, P>
scale(
87 tmat4x4<T, P>
const & m,
88 tvec3<T, P>
const & v);
101 template <
typename T>
102 GLM_FUNC_DECL tmat4x4<T, defaultp>
ortho(
121 template <
typename T>
122 GLM_FUNC_DECL tmat4x4<T, defaultp>
orthoLH(
141 template <
typename T>
142 GLM_FUNC_DECL tmat4x4<T, defaultp>
orthoRH(
159 template <
typename T>
160 GLM_FUNC_DECL tmat4x4<T, defaultp>
ortho(
176 template <
typename T>
177 GLM_FUNC_DECL tmat4x4<T, defaultp>
frustum(
195 template <
typename T>
196 GLM_FUNC_DECL tmat4x4<T, defaultp>
frustumLH(
214 template <
typename T>
215 GLM_FUNC_DECL tmat4x4<T, defaultp>
frustumRH(
231 template <
typename T>
246 template <
typename T>
261 template <
typename T>
277 template <
typename T>
294 template <
typename T>
311 template <
typename T>
326 template <
typename T>
328 T fovy, T aspect, T near);
337 template <
typename T>
339 T fovy, T aspect, T near);
348 template <
typename T>
350 T fovy, T aspect, T near);
359 template <
typename T>
361 T fovy, T aspect, T near);
371 template <
typename T>
373 T fovy, T aspect, T near, T ep);
385 template <
typename T,
typename U, precision P>
386 GLM_FUNC_DECL tvec3<T, P>
project(
387 tvec3<T, P>
const & obj,
388 tmat4x4<T, P>
const & model,
389 tmat4x4<T, P>
const &
proj,
390 tvec4<U, P>
const & viewport);
402 template <
typename T,
typename U, precision P>
404 tvec3<T, P>
const & win,
405 tmat4x4<T, P>
const & model,
406 tmat4x4<T, P>
const &
proj,
407 tvec4<U, P>
const & viewport);
417 template <
typename T, precision P,
typename U>
419 tvec2<T, P>
const & center,
420 tvec2<T, P>
const & delta,
421 tvec4<U, P>
const & viewport);
430 template <
typename T, precision P>
431 GLM_FUNC_DECL tmat4x4<T, P>
lookAt(
432 tvec3<T, P>
const & eye,
433 tvec3<T, P>
const & center,
434 tvec3<T, P>
const & up);
443 template <
typename T, precision P>
444 GLM_FUNC_DECL tmat4x4<T, P>
lookAtRH(
445 tvec3<T, P>
const & eye,
446 tvec3<T, P>
const & center,
447 tvec3<T, P>
const & up);
456 template <
typename T, precision P>
457 GLM_FUNC_DECL tmat4x4<T, P>
lookAtLH(
458 tvec3<T, P>
const & eye,
459 tvec3<T, P>
const & center,
460 tvec3<T, P>
const & up);
465 #include "matrix_transform.inl"
GLM_FUNC_DECL tmat4x4< T, defaultp > infinitePerspectiveRH(T fovy, T aspect, T near)
Creates a matrix for a right handed, symmetric perspective-view frustum with far plane at infinite...
GLM_FUNC_DECL vecType proj(vecType const &x, vecType const &Normal)
Projects x on Normal.
GLM_FUNC_DECL tmat4x4< T, P > lookAtLH(tvec3< T, P > const &eye, tvec3< T, P > const ¢er, tvec3< T, P > const &up)
Build a left handed look at view matrix.
GLM_FUNC_DECL tmat4x4< T, defaultp > frustum(T left, T right, T bottom, T top, T near, T far)
Creates a frustum matrix with default handedness.
GLM_FUNC_DECL tmat4x4< T, defaultp > infinitePerspective(T fovy, T aspect, T near)
Creates a matrix for a symmetric perspective-view frustum with far plane at infinite with default han...
GLM_FUNC_DECL tmat4x4< T, P > lookAt(tvec3< T, P > const &eye, tvec3< T, P > const ¢er, tvec3< T, P > const &up)
Build a look at view matrix based on the default handedness.
GLM_FUNC_DECL tmat4x4< T, P > rotate(tmat4x4< T, P > const &m, T angle, tvec3< T, P > const &axis)
Builds a rotation 4 * 4 matrix created from an axis vector and an angle.
GLM_FUNC_DECL tvec3< T, P > project(tvec3< T, P > const &obj, tmat4x4< T, P > const &model, tmat4x4< T, P > const &proj, tvec4< U, P > const &viewport)
Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates.
GLM_FUNC_DECL tmat4x4< T, defaultp > perspectiveFovLH(T fov, T width, T height, T near, T far)
Builds a left handed perspective projection matrix based on a field of view.
GLM_FUNC_DECL tmat4x4< T, P > lookAtRH(tvec3< T, P > const &eye, tvec3< T, P > const ¢er, tvec3< T, P > const &up)
Build a right handed look at view matrix.
GLM_FUNC_DECL tmat4x4< T, defaultp > perspectiveFovRH(T fov, T width, T height, T near, T far)
Builds a right handed perspective projection matrix based on a field of view.
GLM_FUNC_DECL tmat4x4< T, defaultp > perspectiveFov(T fov, T width, T height, T near, T far)
Builds a perspective projection matrix based on a field of view and the default handedness.
GLM_FUNC_DECL tmat4x4< T, defaultp > tweakedInfinitePerspective(T fovy, T aspect, T near, T ep)
Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics har...
GLM_FUNC_DECL tmat4x4< T, defaultp > orthoLH(T left, T right, T bottom, T top, T zNear, T zFar)
Creates a matrix for an orthographic parallel viewing volume, using left-handedness.
GLM_FUNC_DECL tmat4x4< T, defaultp > orthoRH(T left, T right, T bottom, T top, T zNear, T zFar)
Creates a matrix for an orthographic parallel viewing volume, using right-handedness.
GLM_FUNC_DECL tmat4x4< T, P > translate(tmat4x4< T, P > const &m, tvec3< T, P > const &v)
Builds a translation 4 * 4 matrix created from a vector of 3 components.
GLM_FUNC_DECL tvec3< T, P > axis(tquat< T, P > const &x)
Returns the q rotation axis.
GLM_FUNC_DECL tmat4x4< T, P > scale(tmat4x4< T, P > const &m, tvec3< T, P > const &v)
Builds a scale 4 * 4 matrix created from 3 scalars.
GLM_FUNC_DECL tmat4x4< T, defaultp > perspective(T fovy, T aspect, T near, T far)
Creates a matrix for a symetric perspective-view frustum based on the default handedness.
GLM_FUNC_DECL tmat4x4< T, defaultp > infinitePerspectiveLH(T fovy, T aspect, T near)
Creates a matrix for a left handed, symmetric perspective-view frustum with far plane at infinite...
GLM_FUNC_DECL T angle(tquat< T, P > const &x)
Returns the quaternion rotation angle.
GLM_FUNC_DECL tmat4x4< T, defaultp > frustumRH(T left, T right, T bottom, T top, T near, T far)
Creates a right handed frustum matrix.
GLM_FUNC_DECL tvec3< T, P > unProject(tvec3< T, P > const &win, tmat4x4< T, P > const &model, tmat4x4< T, P > const &proj, tvec4< U, P > const &viewport)
Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.
GLM_FUNC_DECL tmat4x4< T, defaultp > perspectiveRH(T fovy, T aspect, T near, T far)
Creates a matrix for a right handed, symetric perspective-view frustum.
GLM_FUNC_DECL tmat4x4< T, P > pickMatrix(tvec2< T, P > const ¢er, tvec2< T, P > const &delta, tvec4< U, P > const &viewport)
Define a picking region.
GLM_FUNC_DECL tmat4x4< T, defaultp > frustumLH(T left, T right, T bottom, T top, T near, T far)
Creates a left handed frustum matrix.
GLM_FUNC_DECL tmat4x4< T, defaultp > perspectiveLH(T fovy, T aspect, T near, T far)
Creates a matrix for a left handed, symetric perspective-view frustum.
GLM_FUNC_DECL tmat4x4< T, defaultp > ortho(T left, T right, T bottom, T top)
Creates a matrix for projecting two-dimensional coordinates onto the screen.