23 #include "../gtc/constants.hpp"    24 #include "../geometric.hpp"    25 #include "../trigonometric.hpp"    26 #include "../matrix.hpp"    28 #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)    29 #   pragma message("GLM: GLM_EXT_matrix_transform extension included")    38     template<
typename genType>
    39     GLM_FUNC_DECL GLM_CONSTEXPR genType 
identity();
    63     template<
typename T, qualifier Q>
    65         mat<4, 4, T, Q> 
const& m, vec<3, T, Q> 
const& v);
    79     template<
typename T, qualifier Q>
    80     GLM_FUNC_DECL mat<4, 4, T, Q> 
rotate(
    81         mat<4, 4, T, Q> 
const& m, T 
angle, vec<3, T, Q> 
const& 
axis);
    94     template<
typename T, qualifier Q>
    95     GLM_FUNC_DECL mat<4, 4, T, Q> 
scale(
    96         mat<4, 4, T, Q> 
const& m, vec<3, T, Q> 
const& v);
   108     template<
typename T, qualifier Q>
   109     GLM_FUNC_DECL mat<4, 4, T, Q> 
lookAtRH(
   110         vec<3, T, Q> 
const& eye, vec<3, T, Q> 
const& center, vec<3, T, Q> 
const& up);
   122     template<
typename T, qualifier Q>
   123     GLM_FUNC_DECL mat<4, 4, T, Q> 
lookAtLH(
   124         vec<3, T, Q> 
const& eye, vec<3, T, Q> 
const& center, vec<3, T, Q> 
const& up);
   137     template<
typename T, qualifier Q>
   138     GLM_FUNC_DECL mat<4, 4, T, Q> 
lookAt(
   139         vec<3, T, Q> 
const& eye, vec<3, T, Q> 
const& center, vec<3, T, Q> 
const& up);
   144 #include "matrix_transform.inl" 
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_FUNC_DECL vec< 3, T, Q > axis(qua< T, Q > const &x)
Returns the q rotation axis. 
GLM_FUNC_DECL GLM_CONSTEXPR genType identity()
Builds an identity matrix. 
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_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_FUNC_DECL mat< 4, 4, T, Q > lookAtRH(vec< 3, T, Q > const &eye, vec< 3, T, Q > const ¢er, vec< 3, T, Q > const &up)
Build a right handed look at view matrix. 
GLM_FUNC_DECL mat< 4, 4, T, Q > lookAtLH(vec< 3, T, Q > const &eye, vec< 3, T, Q > const ¢er, vec< 3, T, Q > const &up)
Build a left handed look at view matrix. 
GLM_FUNC_DECL T angle(qua< T, Q > const &x)
Returns the quaternion rotation angle. 
GLM_FUNC_DECL mat< 4, 4, T, Q > lookAt(vec< 3, T, Q > const &eye, vec< 3, T, Q > const ¢er, vec< 3, T, Q > const &up)
Build a look at view matrix based on the default handedness.