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matrix_transform.hpp
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1
21 #pragma once
22
23 // Dependencies
24 #include "../mat4x4.hpp"
25 #include "../vec2.hpp"
26 #include "../vec3.hpp"
27 #include "../vec4.hpp"
28 #include "../gtc/constants.hpp"
29
30 #if GLM_MESSAGES == GLM_MESSAGES_ENABLED && !defined(GLM_EXT_INCLUDED)
31 # pragma message("GLM: GLM_GTC_matrix_transform extension included")
32 #endif
33
34 namespace glm
35 {
38
57 template <typename T, precision P>
58 GLM_FUNC_DECL tmat4x4<T, P> translate(
59 tmat4x4<T, P> const & m,
60 tvec3<T, P> const & v);
61
71 template <typename T, precision P>
72 GLM_FUNC_DECL tmat4x4<T, P> rotate(
73 tmat4x4<T, P> const & m,
74 T angle,
75 tvec3<T, P> const & axis);
76
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);
89
101 template <typename T>
102 GLM_FUNC_DECL tmat4x4<T, defaultp> ortho(
103 T left,
104 T right,
105 T bottom,
106 T top,
107 T zNear,
108 T zFar);
109
121 template <typename T>
122 GLM_FUNC_DECL tmat4x4<T, defaultp> orthoLH(
123 T left,
124 T right,
125 T bottom,
126 T top,
127 T zNear,
128 T zFar);
129
141 template <typename T>
142 GLM_FUNC_DECL tmat4x4<T, defaultp> orthoRH(
143 T left,
144 T right,
145 T bottom,
146 T top,
147 T zNear,
148 T zFar);
149
159 template <typename T>
160 GLM_FUNC_DECL tmat4x4<T, defaultp> ortho(
161 T left,
162 T right,
163 T bottom,
164 T top);
165
176 template <typename T>
177 GLM_FUNC_DECL tmat4x4<T, defaultp> frustum(
178 T left,
179 T right,
180 T bottom,
181 T top,
182 T near,
183 T far);
184
195 template <typename T>
196 GLM_FUNC_DECL tmat4x4<T, defaultp> frustumLH(
197 T left,
198 T right,
199 T bottom,
200 T top,
201 T near,
202 T far);
203
214 template <typename T>
215 GLM_FUNC_DECL tmat4x4<T, defaultp> frustumRH(
216 T left,
217 T right,
218 T bottom,
219 T top,
220 T near,
221 T far);
222
231 template <typename T>
232 GLM_FUNC_DECL tmat4x4<T, defaultp> perspective(
233 T fovy,
234 T aspect,
235 T near,
236 T far);
237
246 template <typename T>
247 GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveRH(
248 T fovy,
249 T aspect,
250 T near,
251 T far);
252
261 template <typename T>
262 GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveLH(
263 T fovy,
264 T aspect,
265 T near,
266 T far);
267
277 template <typename T>
278 GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveFov(
279 T fov,
280 T width,
281 T height,
282 T near,
283 T far);
284
294 template <typename T>
295 GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveFovRH(
296 T fov,
297 T width,
298 T height,
299 T near,
300 T far);
301
311 template <typename T>
312 GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveFovLH(
313 T fov,
314 T width,
315 T height,
316 T near,
317 T far);
318
326 template <typename T>
327 GLM_FUNC_DECL tmat4x4<T, defaultp> infinitePerspective(
328 T fovy, T aspect, T near);
329
337 template <typename T>
338 GLM_FUNC_DECL tmat4x4<T, defaultp> infinitePerspectiveLH(
339 T fovy, T aspect, T near);
340
348 template <typename T>
349 GLM_FUNC_DECL tmat4x4<T, defaultp> infinitePerspectiveRH(
350 T fovy, T aspect, T near);
351
359 template <typename T>
360 GLM_FUNC_DECL tmat4x4<T, defaultp> tweakedInfinitePerspective(
361 T fovy, T aspect, T near);
362
371 template <typename T>
372 GLM_FUNC_DECL tmat4x4<T, defaultp> tweakedInfinitePerspective(
373 T fovy, T aspect, T near, T ep);
374
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);
391
402 template <typename T, typename U, precision P>
403 GLM_FUNC_DECL tvec3<T, P> unProject(
404 tvec3<T, P> const & win,
405 tmat4x4<T, P> const & model,
406 tmat4x4<T, P> const & proj,
407 tvec4<U, P> const & viewport);
408
417 template <typename T, precision P, typename U>
418 GLM_FUNC_DECL tmat4x4<T, P> pickMatrix(
419 tvec2<T, P> const & center,
420 tvec2<T, P> const & delta,
421 tvec4<U, P> const & viewport);
422
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);
435
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);
448
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);
461
463 }//namespace glm
464
465 #include "matrix_transform.inl"
glm::infinitePerspectiveRH
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::proj
GLM_FUNC_DECL vecType proj(vecType const &x, vecType const &Normal)
Projects x on Normal.
glm::lookAtLH
GLM_FUNC_DECL tmat4x4< T, P > lookAtLH(tvec3< T, P > const &eye, tvec3< T, P > const &center, tvec3< T, P > const &up)
Build a left handed look at view matrix.
glm::frustum
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::infinitePerspective
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::lookAt
GLM_FUNC_DECL tmat4x4< T, P > lookAt(tvec3< T, P > const &eye, tvec3< T, P > const &center, tvec3< T, P > const &up)
Build a look at view matrix based on the default handedness.
glm::rotate
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::project
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::perspectiveFovLH
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
Definition: _noise.hpp:11
glm::lookAtRH
GLM_FUNC_DECL tmat4x4< T, P > lookAtRH(tvec3< T, P > const &eye, tvec3< T, P > const &center, tvec3< T, P > const &up)
Build a right handed look at view matrix.
glm::perspectiveFovRH
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::perspectiveFov
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::tweakedInfinitePerspective
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::orthoLH
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::orthoRH
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::translate
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::axis
GLM_FUNC_DECL tvec3< T, P > axis(tquat< T, P > const &x)
Returns the q rotation axis.
glm::scale
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::perspective
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::infinitePerspectiveLH
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::angle
GLM_FUNC_DECL T angle(tquat< T, P > const &x)
Returns the quaternion rotation angle.
glm::frustumRH
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::unProject
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::perspectiveRH
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::pickMatrix
GLM_FUNC_DECL tmat4x4< T, P > pickMatrix(tvec2< T, P > const &center, tvec2< T, P > const &delta, tvec4< U, P > const &viewport)
Define a picking region.
glm::frustumLH
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::perspectiveLH
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::ortho
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.