53 #include "../mat4x4.hpp" 
   54 #include "../vec2.hpp" 
   55 #include "../vec3.hpp" 
   56 #include "../vec4.hpp" 
   57 #include "../gtc/constants.hpp" 
   59 #if(defined(GLM_MESSAGES) && !defined(GLM_EXT_INCLUDED)) 
   60 #       pragma message("GLM: GLM_GTC_matrix_transform extension included") 
   86         template <
typename T, precision P>
 
   88                 tmat4x4<T, P> 
const & m,
 
   89                 tvec3<T, P> 
const & v);
 
  100         template <
typename T, precision P>
 
  101         GLM_FUNC_DECL tmat4x4<T, P> 
rotate(
 
  102                 tmat4x4<T, P> 
const & m,
 
  104                 tvec3<T, P> 
const & 
axis);
 
  114         template <
typename T, precision P>
 
  115         GLM_FUNC_DECL tmat4x4<T, P> 
scale(
 
  116                 tmat4x4<T, P> 
const & m,
 
  117                 tvec3<T, P> 
const & v);
 
  130         template <
typename T>
 
  131         GLM_FUNC_DECL tmat4x4<T, defaultp> 
ortho(
 
  148         template <
typename T>
 
  149         GLM_FUNC_DECL tmat4x4<T, defaultp> 
ortho(
 
  165         template <
typename T>
 
  166         GLM_FUNC_DECL tmat4x4<T, defaultp> 
frustum(
 
  182         template <
typename T>
 
  198         template <
typename T>
 
  213         template <
typename T>
 
  229         template <
typename T>
 
  246         template <
typename T>
 
  263         template <
typename T>
 
  278         template <
typename T>
 
  280                 T fovy, T aspect, T near);
 
  289         template <
typename T>
 
  291                 T fovy, T aspect, T near);
 
  301         template <
typename T>
 
  303                 T fovy, T aspect, T near, T ep);
 
  315         template <
typename T, 
typename U, precision P>
 
  316         GLM_FUNC_DECL tvec3<T, P> 
project(
 
  317                 tvec3<T, P> 
const & obj,
 
  318                 tmat4x4<T, P> 
const & model,
 
  319                 tmat4x4<T, P> 
const & 
proj,
 
  320                 tvec4<U, P> 
const & viewport);
 
  332         template <
typename T, 
typename U, precision P>
 
  334                 tvec3<T, P> 
const & win,
 
  335                 tmat4x4<T, P> 
const & model,
 
  336                 tmat4x4<T, P> 
const & 
proj,
 
  337                 tvec4<U, P> 
const & viewport);
 
  347         template <
typename T, precision P, 
typename U>
 
  349                 tvec2<T, P> 
const & center,
 
  350                 tvec2<T, P> 
const & delta,
 
  351                 tvec4<U, P> 
const & viewport);
 
  360         template <
typename T, precision P>
 
  361         GLM_FUNC_DECL tmat4x4<T, P> 
lookAt(
 
  362                 tvec3<T, P> 
const & eye,
 
  363                 tvec3<T, P> 
const & center,
 
  364                 tvec3<T, P> 
const & up);
 
  373         template <
typename T, precision P>
 
  374         GLM_FUNC_DECL tmat4x4<T, P> 
lookAtRH(
 
  375                 tvec3<T, P> 
const & eye,
 
  376                 tvec3<T, P> 
const & center,
 
  377                 tvec3<T, P> 
const & up);
 
  386         template <
typename T, precision P>
 
  387         GLM_FUNC_DECL tmat4x4<T, P> 
lookAtLH(
 
  388                 tvec3<T, P> 
const & eye,
 
  389                 tvec3<T, P> 
const & center,
 
  390                 tvec3<T, P> 
const & up);
 
  395 #include "matrix_transform.inl" 
GLM_FUNC_DECL vecType proj(vecType const &x, vecType const &Normal)
Projects x on Normal. 
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_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_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_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_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_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_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. 
GLM_FUNC_DECL tmat4x4< T, P > lookAt(tvec3< T, P > const &eye, tvec3< T, P > const ¢er, tvec3< T, P > const &up)
Build a look at view matrix based on the default handedness. 
GLM_FUNC_DECL tmat4x4< T, P > pickMatrix(tvec2< T, P > const ¢er, tvec2< T, P > const &delta, tvec4< U, P > const &viewport)
Define a picking region. 
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_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. 
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_FUNC_DECL tvec3< T, P > axis(tquat< T, P > const &x)
Returns the q rotation axis. 
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_FUNC_DECL T angle(tquat< T, P > const &x)
Returns the quaternion rotation angle. 
GLM_FUNC_DECL tmat4x4< T, defaultp > frustum(T left, T right, T bottom, T top, T near, T far)
Creates a frustum matrix. 
GLM_FUNC_DECL tmat4x4< T, P > lookAtLH(tvec3< T, P > const &eye, tvec3< T, P > const ¢er, tvec3< T, P > const &up)
Build a left handed look at view matrix. 
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_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_FUNC_DECL tmat4x4< T, P > lookAtRH(tvec3< T, P > const &eye, tvec3< T, P > const ¢er, tvec3< T, P > const &up)
Build a right handed look at view matrix. 
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.