| /////////////////////////////////////////////////////////////////////////////////// |
| /// OpenGL Mathematics (glm.g-truc.net) |
| /// |
| /// Copyright (c) 2005 - 2014 G-Truc Creation (www.g-truc.net) |
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| /// |
| /// @ref gtc_matrix_transform |
| /// @file glm/gtc/matrix_transform.hpp |
| /// @date 2009-04-29 / 2011-05-16 |
| /// @author Christophe Riccio |
| /// |
| /// @see core (dependence) |
| /// @see gtx_transform |
| /// @see gtx_transform2 |
| /// |
| /// @defgroup gtc_matrix_transform GLM_GTC_matrix_transform |
| /// @ingroup gtc |
| /// |
| /// @brief 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. |
| /////////////////////////////////////////////////////////////////////////////////// |
| |
| #ifndef GLM_GTC_matrix_transform |
| #define GLM_GTC_matrix_transform |
| |
| // Dependency: |
| #include "../mat4x4.hpp" |
| #include "../vec2.hpp" |
| #include "../vec3.hpp" |
| #include "../vec4.hpp" |
| |
| #if(defined(GLM_MESSAGES) && !defined(GLM_EXT_INCLUDED)) |
| # pragma message("GLM: GLM_GTC_matrix_transform extension included") |
| #endif |
| |
| namespace glm |
| { |
| /// @addtogroup gtc_matrix_transform |
| /// @{ |
| |
| /// Builds a translation 4 * 4 matrix created from a vector of 3 components. |
| /// |
| /// @param m Input matrix multiplied by this translation matrix. |
| /// @param v Coordinates of a translation vector. |
| /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. |
| /// @code |
| /// #include <glm/glm.hpp> |
| /// #include <glm/gtc/matrix_transform.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 |
| /// @endcode |
| /// @see gtc_matrix_transform |
| /// @see gtx_transform |
| /// @see - translate(T x, T y, T z) |
| /// @see - translate(detail::tmat4x4<T, P> const & m, T x, T y, T z) |
| /// @see - translate(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); |
| |
| /// Builds a rotation 4 * 4 matrix created from an axis vector and an angle. |
| /// |
| /// @param m Input matrix multiplied by this rotation matrix. |
| /// @param angle Rotation angle expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise. |
| /// @param axis Rotation axis, recommanded to be normalized. |
| /// @tparam T Value type used to build the matrix. Supported: half, float or double. |
| /// @see gtc_matrix_transform |
| /// @see gtx_transform |
| /// @see - rotate(T angle, T x, T y, T z) |
| /// @see - rotate(detail::tmat4x4<T, P> const & m, T angle, T x, T y, T z) |
| /// @see - rotate(T angle, detail::tvec3<T, P> const & v) |
| 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); |
| |
| /// Builds a scale 4 * 4 matrix created from 3 scalars. |
| /// |
| /// @param m Input matrix multiplied by this scale matrix. |
| /// @param v Ratio of scaling for each axis. |
| /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. |
| /// @see gtc_matrix_transform |
| /// @see gtx_transform |
| /// @see - scale(T x, T y, T z) scale(T const & x, T const & y, T const & z) |
| /// @see - scale(detail::tmat4x4<T, P> const & m, T x, T y, T z) |
| /// @see - scale(detail::tvec3<T, P> const & v) |
| 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); |
| |
| /// Creates a matrix for an orthographic parallel viewing volume. |
| /// |
| /// @param left |
| /// @param right |
| /// @param bottom |
| /// @param top |
| /// @param zNear |
| /// @param zFar |
| /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. |
| /// @see gtc_matrix_transform |
| /// @see - glm::ortho(T const & left, T const & right, T const & bottom, T const & top) |
| 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); |
| |
| /// Creates a matrix for projecting two-dimensional coordinates onto the screen. |
| /// |
| /// @param left |
| /// @param right |
| /// @param bottom |
| /// @param top |
| /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. |
| /// @see gtc_matrix_transform |
| /// @see - glm::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); |
| |
| /// Creates a frustum matrix. |
| /// |
| /// @param left |
| /// @param right |
| /// @param bottom |
| /// @param top |
| /// @param near |
| /// @param far |
| /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. |
| /// @see gtc_matrix_transform |
| 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); |
| |
| /// Creates a matrix for a symetric perspective-view frustum. |
| /// |
| /// @param fovy Expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise. |
| /// @param aspect |
| /// @param near |
| /// @param far |
| /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. |
| /// @see gtc_matrix_transform |
| 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); |
| |
| /// Builds a perspective projection matrix based on a field of view. |
| /// |
| /// @param fov Expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise. |
| /// @param width |
| /// @param height |
| /// @param near |
| /// @param far |
| /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. |
| /// @see gtc_matrix_transform |
| 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); |
| |
| /// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite. |
| /// |
| /// @param fovy Expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise. |
| /// @param aspect |
| /// @param near |
| /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. |
| /// @see gtc_matrix_transform |
| template <typename T, precision P> |
| 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 for graphics hardware that doesn't support depth clamping. |
| /// |
| /// @param fovy Expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise. |
| /// @param aspect |
| /// @param near |
| /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. |
| /// @see gtc_matrix_transform |
| template <typename T, precision P> |
| GLM_FUNC_DECL detail::tmat4x4<T, P> tweakedInfinitePerspective( |
| T fovy, T aspect, T near); |
| |
| /// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates. |
| /// |
| /// @param obj |
| /// @param model |
| /// @param proj |
| /// @param viewport |
| /// @tparam T Native type used for the computation. Currently supported: half (not recommanded), float or double. |
| /// @tparam U Currently supported: Floating-point types and integer types. |
| /// @see gtc_matrix_transform |
| 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); |
| |
| /// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates. |
| /// |
| /// @param win |
| /// @param model |
| /// @param proj |
| /// @param viewport |
| /// @tparam T Native type used for the computation. Currently supported: half (not recommanded), float or double. |
| /// @tparam U Currently supported: Floating-point types and integer types. |
| /// @see gtc_matrix_transform |
| 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); |
| |
| /// Define a picking region |
| /// |
| /// @param center |
| /// @param delta |
| /// @param viewport |
| /// @tparam T Native type used for the computation. Currently supported: half (not recommanded), float or double. |
| /// @tparam U Currently supported: Floating-point types and integer types. |
| /// @see gtc_matrix_transform |
| 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); |
| |
| /// Build a look at view matrix. |
| /// |
| /// @param eye Position of the camera |
| /// @param center Position where the camera is looking at |
| /// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1) |
| /// @see gtc_matrix_transform |
| /// @see - 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) |
| 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); |
| |
| /// @} |
| }//namespace glm |
| |
| #include "matrix_transform.inl" |
| |
| #endif//GLM_GTC_matrix_transform |