glm/glm/gtc/matrix_transform.hpp
2011-06-10 17:36:30 +01:00

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///////////////////////////////////////////////////////////////////////////////////
/// OpenGL Mathematics (glm.g-truc.net)
///
/// Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
/// Permission is hereby granted, free of charge, to any person obtaining a copy
/// of this software and associated documentation files (the "Software"), to deal
/// in the Software without restriction, including without limitation the rights
/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
/// copies of the Software, and to permit persons to whom the Software is
/// furnished to do so, subject to the following conditions:
///
/// The above copyright notice and this permission notice shall be included in
/// all copies or substantial portions of the Software.
///
/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
/// THE SOFTWARE.
///
/// @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: Matrix transform functions
/// @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 90
// Dependency:
#include "../glm.hpp"
#if(defined(GLM_MESSAGES) && !defined(glm_ext))
# 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.
/// @see - gtc_matrix_transform
/// @see - gtx_transform:
/// - @link translate(T x, T y, T z) translate(T x, T y, T z) @endlink
/// - @link translate(detail::tmat4x4<T> const & m, T x, T y, T z) translate(mat4x4<T> const & m, T x, T y, T z) @endlink
/// - @link translate(detail::tvec3<T> const & v) translate(vec3<T> const & v) @endlink
template <typename T>
detail::tmat4x4<T> translate(
detail::tmat4x4<T> const & m,
detail::tvec3<T> const & v);
/// Builds a rotation 4 * 4 matrix created from an axis vector and an angle expressed in degrees.
/// @see - gtc_matrix_transform
/// @see - gtx_transform:
/// - @link rotate(T angle, T x, T y, T z) rotate(T const & angle, T const & x, T const & y, T const & z) @endlink
/// - @link rotate(detail::tmat4x4<T> const & m, T angle, T x, T y, T z) rotate(mat4x4<T> const & m, T const & angle, T const & x, T const & y, T const & z) @endlink
/// - @link rotate(T angle, detail::tvec3<T> const & v) rotate(T const & angle, vec3<T> const & v) @endlink
template <typename T>
detail::tmat4x4<T> rotate(
detail::tmat4x4<T> const & m,
T const & angle,
detail::tvec3<T> const & v);
/// Builds a scale 4 * 4 matrix created from 3 scalars.
/// @see - gtc_matrix_transform
/// @see - gtx_transform:
/// - @link scale(T x, T y, T z) scale(T const & x, T const & y, T const & z) @endlink
/// - @link scale(detail::tmat4x4<T> const & m, T x, T y, T z) scale(mat4x4<T> const & m, T const & angle, T const & x, T const & y, T const & z) @endlink
/// - @link scale(detail::tvec3<T> const & v) scale(vec3<T> const & v) @endlink
template <typename T>
detail::tmat4x4<T> scale(
detail::tmat4x4<T> const & m,
detail::tvec3<T> const & v);
/// Creates a matrix for an orthographic parallel viewing volume.
/// @see - gtc_matrix_transform:
/// - @link glm::ortho(T const & left, T const & right, T const & bottom, T const & top) ortho(T const & left, T const & right, T const & bottom, T const & top) @endlink
template <typename T>
detail::tmat4x4<T> 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.
/// @see - gtc_matrix_transform:
/// - @link glm::ortho(T const & left, T const & right, T const & bottom, T const & top, T const & zNear, T const & zFar) ortho(T const & left, T const & right, T const & bottom, T const & top, T const & zNear, T const & zFar) @endlink
template <typename T>
detail::tmat4x4<T> ortho(
T const & left,
T const & right,
T const & bottom,
T const & top);
/// Creates a frustum matrix.
/// @see - gtc_matrix_transform
template <typename T>
detail::tmat4x4<T> frustum(
T const & left,
T const & right,
T const & bottom,
T const & top,
T const & nearVal,
T const & farVal);
/// Creates a matrix for a symetric perspective-view frustum.
/// @see - gtc_matrix_transform
template <typename T>
detail::tmat4x4<T> perspective(
T const & fovy,
T const & aspect,
T const & zNear,
T const & zFar);
/// Builds a perspective projection matrix based on a field of view
/// @see - gtc_matrix_transform
template <typename valType>
detail::tmat4x4<valType> perspectiveFov(
valType const & fov,
valType const & width,
valType const & height,
valType const & zNear,
valType const & zFar);
/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite .
/// @see - gtc_matrix_transform
template <typename T>
detail::tmat4x4<T> infinitePerspective(
T fovy, T aspect, T zNear);
/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping.
/// @see - gtc_matrix_transform
template <typename T>
detail::tmat4x4<T> tweakedInfinitePerspective(
T fovy, T aspect, T zNear);
/// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates.
/// @see - gtc_matrix_transform
template <typename T, typename U>
detail::tvec3<T> project(
detail::tvec3<T> const & obj,
detail::tmat4x4<T> const & model,
detail::tmat4x4<T> const & proj,
detail::tvec4<U> const & viewport);
/// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.
/// @see - gtc_matrix_transform
template <typename T, typename U>
detail::tvec3<T> unProject(
detail::tvec3<T> const & win,
detail::tmat4x4<T> const & model,
detail::tmat4x4<T> const & proj,
detail::tvec4<U> const & viewport);
/// Define a picking region
/// @see - gtc_matrix_transform
template <typename T, typename U>
detail::tmat4x4<T> pickMatrix(
detail::tvec2<T> const & center,
detail::tvec2<T> const & delta,
detail::tvec4<U> const & viewport);
/// Build a look at view matrix.
/// @see - gtc_matrix_transform:
/// - @link 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) @endlink
/// @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)
template <typename T>
detail::tmat4x4<T> lookAt(
detail::tvec3<T> const & eye,
detail::tvec3<T> const & center,
detail::tvec3<T> const & up);
/// @}
}//namespace glm
#include "matrix_transform.inl"
#endif//GLM_GTC_matrix_transform