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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
58 template<typename T, qualifier Q>
59 GLM_FUNC_DECL mat<4, 4, T, Q> translate(
60 mat<4, 4, T, Q> const& m,
61 vec<3, T, Q> const& v);
62
73 template<typename T, qualifier Q>
74 GLM_FUNC_DECL mat<4, 4, T, Q> rotate(
75 mat<4, 4, T, Q> const& m,
76 T angle,
77 vec<3, T, Q> const& axis);
78
88 template<typename T, qualifier Q>
89 GLM_FUNC_DECL mat<4, 4, T, Q> scale(
90 mat<4, 4, T, Q> const& m,
91 vec<3, T, Q> const& v);
92
99 template<typename T>
100 GLM_FUNC_DECL mat<4, 4, T, defaultp> ortho(
101 T left,
102 T right,
103 T bottom,
104 T top,
105 T zNear,
106 T zFar);
107
113 template<typename T>
114 GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH(
115 T left,
116 T right,
117 T bottom,
118 T top,
119 T zNear,
120 T zFar);
121
127 template<typename T>
128 GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH(
129 T left,
130 T right,
131 T bottom,
132 T top,
133 T zNear,
134 T zFar);
135
142 template<typename T>
143 GLM_FUNC_DECL mat<4, 4, T, defaultp> ortho(
144 T left,
145 T right,
146 T bottom,
147 T top);
148
154 template<typename T>
155 GLM_FUNC_DECL mat<4, 4, T, defaultp> frustum(
156 T left,
157 T right,
158 T bottom,
159 T top,
160 T near,
161 T far);
162
167 template<typename T>
168 GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH(
169 T left,
170 T right,
171 T bottom,
172 T top,
173 T near,
174 T far);
175
180 template<typename T>
181 GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH(
182 T left,
183 T right,
184 T bottom,
185 T top,
186 T near,
187 T far);
188
198 template<typename T>
199 GLM_FUNC_DECL mat<4, 4, T, defaultp> perspective(
200 T fovy,
201 T aspect,
202 T near,
203 T far);
204
213 template<typename T>
214 GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH(
215 T fovy,
216 T aspect,
217 T near,
218 T far);
219
228 template<typename T>
229 GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH(
230 T fovy,
231 T aspect,
232 T near,
233 T far);
234
244 template<typename T>
245 GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFov(
246 T fov,
247 T width,
248 T height,
249 T near,
250 T far);
251
261 template<typename T>
262 GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovRH(
263 T fov,
264 T width,
265 T height,
266 T near,
267 T far);
268
278 template<typename T>
279 GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovLH(
280 T fov,
281 T width,
282 T height,
283 T near,
284 T far);
285
293 template<typename T>
294 GLM_FUNC_DECL mat<4, 4, T, defaultp> infinitePerspective(
295 T fovy, T aspect, T near);
296
304 template<typename T>
305 GLM_FUNC_DECL mat<4, 4, T, defaultp> infinitePerspectiveLH(
306 T fovy, T aspect, T near);
307
315 template<typename T>
316 GLM_FUNC_DECL mat<4, 4, T, defaultp> infinitePerspectiveRH(
317 T fovy, T aspect, T near);
318
326 template<typename T>
327 GLM_FUNC_DECL mat<4, 4, T, defaultp> tweakedInfinitePerspective(
328 T fovy, T aspect, T near);
329
338 template<typename T>
339 GLM_FUNC_DECL mat<4, 4, T, defaultp> tweakedInfinitePerspective(
340 T fovy, T aspect, T near, T ep);
341
353 template<typename T, typename U, qualifier Q>
354 GLM_FUNC_DECL vec<3, T, Q> project(
355 vec<3, T, Q> const& obj,
356 mat<4, 4, T, Q> const& model,
357 mat<4, 4, T, Q> const& proj,
358 vec<4, U, Q> const& viewport);
359
371 template<typename T, typename U, qualifier Q>
372 GLM_FUNC_DECL vec<3, T, Q> unProject(
373 vec<3, T, Q> const& win,
374 mat<4, 4, T, Q> const& model,
375 mat<4, 4, T, Q> const& proj,
376 vec<4, U, Q> const& viewport);
377
387 template<typename T, qualifier Q, typename U>
388 GLM_FUNC_DECL mat<4, 4, T, Q> pickMatrix(
389 vec<2, T, Q> const& center,
390 vec<2, T, Q> const& delta,
391 vec<4, U, Q> const& viewport);
392
401 template<typename T, qualifier Q>
402 GLM_FUNC_DECL mat<4, 4, T, Q> lookAt(
403 vec<3, T, Q> const& eye,
404 vec<3, T, Q> const& center,
405 vec<3, T, Q> const& up);
406
414 template<typename T, qualifier Q>
415 GLM_FUNC_DECL mat<4, 4, T, Q> lookAtRH(
416 vec<3, T, Q> const& eye,
417 vec<3, T, Q> const& center,
418 vec<3, T, Q> const& up);
419
427 template<typename T, qualifier Q>
428 GLM_FUNC_DECL mat<4, 4, T, Q> lookAtLH(
429 vec<3, T, Q> const& eye,
430 vec<3, T, Q> const& center,
431 vec<3, T, Q> const& up);
432
434 }//namespace glm
435
436 #include "matrix_transform.inl"
glm::unProject
GLM_FUNC_DECL vec< 3, T, Q > unProject(vec< 3, T, Q > const &win, mat< 4, 4, T, Q > const &model, mat< 4, 4, T, Q > const &proj, vec< 4, U, Q > const &viewport)
Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.
glm::perspectiveFovLH
GLM_FUNC_DECL mat< 4, 4, 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::infinitePerspective
GLM_FUNC_DECL mat< 4, 4, 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::rotate
GLM_FUNC_DECL mat< 4, 4, T, Q > rotate(mat< 4, 4, T, Q > const &m, T angle, vec< 3, T, Q > const &axis)
Builds a rotation 4 * 4 matrix created from an axis vector and an angle.
glm::infinitePerspectiveLH
GLM_FUNC_DECL mat< 4, 4, 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::pickMatrix
GLM_FUNC_DECL mat< 4, 4, T, Q > pickMatrix(vec< 2, T, Q > const &center, vec< 2, T, Q > const &delta, vec< 4, U, Q > const &viewport)
Define a picking region.
glm::perspectiveFovRH
GLM_FUNC_DECL mat< 4, 4, 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::frustum
GLM_FUNC_DECL mat< 4, 4, T, defaultp > frustum(T left, T right, T bottom, T top, T near, T far)
Creates a frustum matrix with default handedness.
glm
Definition: common.hpp:20
glm::frustumRH
GLM_FUNC_DECL mat< 4, 4, T, defaultp > frustumRH(T left, T right, T bottom, T top, T near, T far)
Creates a right handed frustum matrix.
glm::scale
GLM_FUNC_DECL mat< 4, 4, T, Q > scale(mat< 4, 4, T, Q > const &m, vec< 3, T, Q > const &v)
Builds a scale 4 * 4 matrix created from 3 scalars.
glm::infinitePerspectiveRH
GLM_FUNC_DECL mat< 4, 4, 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::lookAtRH
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)
Build a right handed look at view matrix.
glm::orthoRH
GLM_FUNC_DECL mat< 4, 4, 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::axis
GLM_FUNC_DECL vec< 3, T, Q > axis(tquat< T, Q > const &x)
Returns the q rotation axis.
glm::perspectiveRH
GLM_FUNC_DECL mat< 4, 4, T, defaultp > perspectiveRH(T fovy, T aspect, T near, T far)
Creates a matrix for a right handed, symetric perspective-view frustum.
glm::perspectiveFov
GLM_FUNC_DECL mat< 4, 4, 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::lookAtLH
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)
Build a left handed look at view matrix.
glm::angle
GLM_FUNC_DECL T angle(tquat< T, Q > const &x)
Returns the quaternion rotation angle.
glm::perspectiveLH
GLM_FUNC_DECL mat< 4, 4, T, defaultp > perspectiveLH(T fovy, T aspect, T near, T far)
Creates a matrix for a left handed, symetric perspective-view frustum.
glm::frustumLH
GLM_FUNC_DECL mat< 4, 4, T, defaultp > frustumLH(T left, T right, T bottom, T top, T near, T far)
Creates a left handed frustum matrix.
glm::lookAt
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)
Build a look at view matrix based on the default handedness.
glm::orthoLH
GLM_FUNC_DECL mat< 4, 4, 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::proj
GLM_FUNC_DECL genType proj(genType const &x, genType const &Normal)
Projects x on Normal.
glm::ortho
GLM_FUNC_DECL mat< 4, 4, T, defaultp > ortho(T left, T right, T bottom, T top)
Creates a matrix for projecting two-dimensional coordinates onto the screen.
glm::project
GLM_FUNC_DECL vec< 3, T, Q > project(vec< 3, T, Q > const &obj, mat< 4, 4, T, Q > const &model, mat< 4, 4, T, Q > const &proj, vec< 4, U, Q > const &viewport)
Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates.
glm::perspective
GLM_FUNC_DECL mat< 4, 4, 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::translate
GLM_FUNC_DECL mat< 4, 4, T, Q > 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.
glm::tweakedInfinitePerspective
GLM_FUNC_DECL mat< 4, 4, 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...