0.9.9 API documenation
Functions
GLM_EXT_matrix_transform

Functions

template<typename genType >
GLM_FUNC_DECL GLM_CONSTEXPR genType identity ()
 
template<typename T , qualifier Q>
GLM_FUNC_DECL mat< 4, 4, T, Q > lookAt (vec< 3, T, Q > const &eye, vec< 3, T, Q > const &center, vec< 3, T, Q > const &up)
 
template<typename T , qualifier Q>
GLM_FUNC_DECL mat< 4, 4, T, Q > lookAtLH (vec< 3, T, Q > const &eye, vec< 3, T, Q > const &center, vec< 3, T, Q > const &up)
 
template<typename T , qualifier Q>
GLM_FUNC_DECL mat< 4, 4, T, Q > lookAtRH (vec< 3, T, Q > const &eye, vec< 3, T, Q > const &center, vec< 3, T, Q > const &up)
 
template<typename T , qualifier Q>
GLM_FUNC_DECL mat< 4, 4, T, Q > rotate (mat< 4, 4, T, Q > const &m, T angle, vec< 3, T, Q > const &axis)
 
template<typename T , qualifier Q>
GLM_FUNC_DECL mat< 4, 4, T, Q > scale (mat< 4, 4, T, Q > const &m, vec< 3, T, Q > const &v)
 
template<typename T , qualifier Q>
GLM_FUNC_DECL mat< 4, 4, T, Q > translate (mat< 4, 4, T, Q > const &m, vec< 3, T, Q > const &v)
 

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.

Include <glm/ext/matrix_transform.hpp> to use the features of this extension.

See also
GLM_EXT_matrix_projection
GLM_EXT_matrix_clip_space

Function Documentation

◆ lookAt()

GLM_FUNC_DECL mat<4, 4, T, Q> glm::lookAt ( vec< 3, T, Q > const &  eye,
vec< 3, T, Q > const &  center,
vec< 3, T, Q > const &  up 
)

Build a look at view matrix based on the default handedness.

Parameters
eyePosition of the camera
centerPosition where the camera is looking at
upNormalized up vector, how the camera is oriented. Typically (0, 0, 1)
Template Parameters
TA floating-point scalar type
QA value from qualifier enum
See also
- 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)
gluLookAt man page

◆ lookAtLH()

GLM_FUNC_DECL mat<4, 4, T, Q> glm::lookAtLH ( vec< 3, T, Q > const &  eye,
vec< 3, T, Q > const &  center,
vec< 3, T, Q > const &  up 
)

Build a left handed 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)
Template Parameters
TA floating-point scalar type
QA value from qualifier enum
See also
- 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)

◆ lookAtRH()

GLM_FUNC_DECL mat<4, 4, T, Q> glm::lookAtRH ( vec< 3, T, Q > const &  eye,
vec< 3, T, Q > const &  center,
vec< 3, T, Q > const &  up 
)

Build a right handed 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)
Template Parameters
TA floating-point scalar type
QA value from qualifier enum
See also
- 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)

◆ rotate()

GLM_FUNC_DECL mat<4, 4, T, Q> glm::rotate ( mat< 4, 4, T, Q > const &  m,
angle,
vec< 3, T, Q > 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.
axisRotation axis, recommended to be normalized.
Template Parameters
TA floating-point scalar type
QA value from qualifier enum
See also
- rotate(mat<4, 4, T, Q> const& m, T angle, T x, T y, T z)
- rotate(T angle, vec<3, T, Q> const& v)
glRotate man page

◆ scale()

GLM_FUNC_DECL mat<4, 4, T, Q> glm::scale ( mat< 4, 4, T, Q > const &  m,
vec< 3, T, Q > 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
TA floating-point scalar type
QA value from qualifier enum
See also
- scale(mat<4, 4, T, Q> const& m, T x, T y, T z)
- scale(vec<3, T, Q> const& v)
glScale man page

◆ translate()

GLM_FUNC_DECL mat<4, 4, T, Q> glm::translate ( mat< 4, 4, T, Q > const &  m,
vec< 3, T, Q > 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
TA floating-point scalar type
QA value from qualifier enum
#include <glm/glm.hpp>
...
glm::mat4 m = glm::translate(glm::mat4(1.0f), glm::vec3(1.0f));
// 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
- translate(mat<4, 4, T, Q> const& m, T x, T y, T z)
- translate(vec<3, T, Q> const& v)
glTranslate man page