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, qualifier P>
 
   59                 mat<4, 4, T, P> 
const& m,
 
   60                 vec<3, T, P> 
const & v);
 
   71         template<
typename T, qualifier P>
 
   72         GLM_FUNC_DECL mat<4, 4, T, P> 
rotate(
 
   73                 mat<4, 4, T, P> 
const& m,
 
   75                 vec<3, T, P> 
const & 
axis);
 
   85         template<
typename T, qualifier P>
 
   86         GLM_FUNC_DECL mat<4, 4, T, P> 
scale(
 
   87                 mat<4, 4, T, P> 
const& m,
 
   88                 vec<3, T, P> 
const & v);
 
  102         GLM_FUNC_DECL mat<4, 4, T, defaultp> 
ortho(
 
  122         GLM_FUNC_DECL mat<4, 4, T, defaultp> 
orthoLH(
 
  142         GLM_FUNC_DECL mat<4, 4, T, defaultp> 
orthoRH(
 
  160         GLM_FUNC_DECL mat<4, 4, T, defaultp> 
ortho(
 
  177         GLM_FUNC_DECL mat<4, 4, T, defaultp> 
frustum(
 
  196         GLM_FUNC_DECL mat<4, 4, T, defaultp> 
frustumLH(
 
  215         GLM_FUNC_DECL mat<4, 4, T, defaultp> 
frustumRH(
 
  328                 T fovy, T aspect, T near);
 
  339                 T fovy, T aspect, T near);
 
  350                 T fovy, T aspect, T near);
 
  361                 T fovy, T aspect, T near);
 
  373                 T fovy, T aspect, T near, T ep);
 
  385         template<
typename T, 
typename U, qualifier P>
 
  386         GLM_FUNC_DECL vec<3, T, P> 
project(
 
  387                 vec<3, T, P> 
const & obj,
 
  388                 mat<4, 4, T, P> 
const& model,
 
  389                 mat<4, 4, T, P> 
const& 
proj,
 
  390                 vec<4, U, P> 
const & viewport);
 
  402         template<
typename T, 
typename U, qualifier P>
 
  404                 vec<3, T, P> 
const & win,
 
  405                 mat<4, 4, T, P> 
const& model,
 
  406                 mat<4, 4, T, P> 
const& 
proj,
 
  407                 vec<4, U, P> 
const & viewport);
 
  417         template<
typename T, qualifier P, 
typename U>
 
  419                 vec<2, T, P> 
const & center,
 
  420                 vec<2, T, P> 
const & delta,
 
  421                 vec<4, U, P> 
const & viewport);
 
  430         template<
typename T, qualifier P>
 
  431         GLM_FUNC_DECL mat<4, 4, T, P> 
lookAt(
 
  432                 vec<3, T, P> 
const & eye,
 
  433                 vec<3, T, P> 
const & center,
 
  434                 vec<3, T, P> 
const & up);
 
  443         template<
typename T, qualifier P>
 
  444         GLM_FUNC_DECL mat<4, 4, T, P> 
lookAtRH(
 
  445                 vec<3, T, P> 
const & eye,
 
  446                 vec<3, T, P> 
const & center,
 
  447                 vec<3, T, P> 
const & up);
 
  456         template<
typename T, qualifier P>
 
  457         GLM_FUNC_DECL mat<4, 4, T, P> 
lookAtLH(
 
  458                 vec<3, T, P> 
const & eye,
 
  459                 vec<3, T, P> 
const & center,
 
  460                 vec<3, T, P> 
const & up);
 
  465 #include "matrix_transform.inl" 
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_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...
GLM_FUNC_DECL vec< 3, T, P > unProject(vec< 3, T, P > const &win, mat< 4, 4, T, P > const &model, mat< 4, 4, T, P > const &proj, vec< 4, U, P > const &viewport)
Map the specified window coordinates (win.x, win.y, win.z) into object coordinates. 
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_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_FUNC_DECL mat< 4, 4, T, P > lookAt(vec< 3, T, P > const &eye, vec< 3, T, P > const ¢er, vec< 3, T, P > const &up)
Build a look at view matrix based on the default handedness. 
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_FUNC_DECL mat< 4, 4, T, P > pickMatrix(vec< 2, T, P > const ¢er, vec< 2, T, P > const &delta, vec< 4, U, P > const &viewport)
Define a picking region. 
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_FUNC_DECL mat< 4, 4, T, P > lookAtLH(vec< 3, T, P > const &eye, vec< 3, T, P > const ¢er, vec< 3, T, P > const &up)
Build a left handed look at view matrix. 
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_FUNC_DECL T angle(tquat< T, P > const &x)
Returns the quaternion rotation angle. 
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_FUNC_DECL vec< 3, T, P > axis(tquat< T, P > const &x)
Returns the q rotation axis. 
GLM_FUNC_DECL mat< 4, 4, T, P > translate(mat< 4, 4, T, P > const &m, vec< 3, T, P > const &v)
Builds a translation 4 * 4 matrix created from a vector of 3 components. 
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_FUNC_DECL vec< 3, T, P > project(vec< 3, T, P > const &obj, mat< 4, 4, T, P > const &model, mat< 4, 4, T, P > const &proj, vec< 4, U, P > const &viewport)
Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates. 
GLM_FUNC_DECL mat< 4, 4, T, P > lookAtRH(vec< 3, T, P > const &eye, vec< 3, T, P > const ¢er, vec< 3, T, P > const &up)
Build a right handed look at view matrix. 
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_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_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_FUNC_DECL genType proj(genType const &x, genType const &Normal)
Projects x on Normal. 
GLM_FUNC_DECL mat< 4, 4, T, P > rotate(mat< 4, 4, T, P > const &m, T angle, vec< 3, T, P > const &axis)
Builds a rotation 4 * 4 matrix created from an axis vector and an angle. 
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_FUNC_DECL mat< 4, 4, T, P > scale(mat< 4, 4, T, P > const &m, vec< 3, T, P > const &v)
Builds a scale 4 * 4 matrix created from 3 scalars. 
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_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_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.