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author | LaG1924 <12997935+LaG1924@users.noreply.github.com> | 2018-01-13 03:51:33 +0100 |
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committer | LaG1924 <12997935+LaG1924@users.noreply.github.com> | 2018-01-13 03:51:34 +0100 |
commit | 6f67371bb1b46579ae837d0e0c61ac1b291be743 (patch) | |
tree | 5a43692a064d84e5c5688b1b3639342555139c3c /depedencies/include/glm/gtc/matrix_transform.hpp | |
parent | Backported to C++14 (diff) | |
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Diffstat (limited to 'depedencies/include/glm/gtc/matrix_transform.hpp')
-rw-r--r-- | depedencies/include/glm/gtc/matrix_transform.hpp | 465 |
1 files changed, 0 insertions, 465 deletions
diff --git a/depedencies/include/glm/gtc/matrix_transform.hpp b/depedencies/include/glm/gtc/matrix_transform.hpp deleted file mode 100644 index c97b89a..0000000 --- a/depedencies/include/glm/gtc/matrix_transform.hpp +++ /dev/null @@ -1,465 +0,0 @@ -/// @ref gtc_matrix_transform -/// @file glm/gtc/matrix_transform.hpp -/// -/// @see core (dependence) -/// @see gtx_transform -/// @see gtx_transform2 -/// -/// @defgroup gtc_matrix_transform GLM_GTC_matrix_transform -/// @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. - -#pragma once - -// Dependencies -#include "../mat4x4.hpp" -#include "../vec2.hpp" -#include "../vec3.hpp" -#include "../vec4.hpp" -#include "../gtc/constants.hpp" - -#if GLM_MESSAGES == GLM_MESSAGES_ENABLED && !defined(GLM_EXT_INCLUDED) -# 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. - /// - /// @param m Input matrix multiplied by this translation matrix. - /// @param v Coordinates of a translation vector. - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. - /// @code - /// #include <glm/glm.hpp> - /// #include <glm/gtc/matrix_transform.hpp> - /// ... - /// glm::mat4 m = glm::translate(glm::mat4(1.0f), glm::vec3(1.0f)); - /// // m[0][0] == 1.0f, m[0][1] == 0.0f, m[0][2] == 0.0f, m[0][3] == 0.0f - /// // m[1][0] == 0.0f, m[1][1] == 1.0f, m[1][2] == 0.0f, m[1][3] == 0.0f - /// // m[2][0] == 0.0f, m[2][1] == 0.0f, m[2][2] == 1.0f, m[2][3] == 0.0f - /// // m[3][0] == 1.0f, m[3][1] == 1.0f, m[3][2] == 1.0f, m[3][3] == 1.0f - /// @endcode - /// @see gtc_matrix_transform - /// @see - translate(tmat4x4<T, P> const & m, T x, T y, T z) - /// @see - translate(tvec3<T, P> const & v) - template <typename T, precision P> - GLM_FUNC_DECL tmat4x4<T, P> translate( - tmat4x4<T, P> const & m, - tvec3<T, P> const & v); - - /// Builds a rotation 4 * 4 matrix created from an axis vector and an angle. - /// - /// @param m Input matrix multiplied by this rotation matrix. - /// @param angle Rotation angle expressed in radians. - /// @param axis Rotation axis, recommended to be normalized. - /// @tparam T Value type used to build the matrix. Supported: half, float or double. - /// @see gtc_matrix_transform - /// @see - rotate(tmat4x4<T, P> const & m, T angle, T x, T y, T z) - /// @see - rotate(T angle, tvec3<T, P> const & v) - template <typename T, precision P> - GLM_FUNC_DECL tmat4x4<T, P> rotate( - tmat4x4<T, P> const & m, - T angle, - tvec3<T, P> const & axis); - - /// Builds a scale 4 * 4 matrix created from 3 scalars. - /// - /// @param m Input matrix multiplied by this scale matrix. - /// @param v Ratio of scaling for each axis. - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. - /// @see gtc_matrix_transform - /// @see - scale(tmat4x4<T, P> const & m, T x, T y, T z) - /// @see - scale(tvec3<T, P> const & v) - template <typename T, precision P> - GLM_FUNC_DECL tmat4x4<T, P> scale( - tmat4x4<T, P> const & m, - tvec3<T, P> const & v); - - /// Creates a matrix for an orthographic parallel viewing volume, using the default handedness. - /// - /// @param left - /// @param right - /// @param bottom - /// @param top - /// @param zNear - /// @param zFar - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. - /// @see gtc_matrix_transform - /// @see - glm::ortho(T const & left, T const & right, T const & bottom, T const & top) - template <typename T> - GLM_FUNC_DECL tmat4x4<T, defaultp> ortho( - T left, - T right, - T bottom, - T top, - T zNear, - T zFar); - - /// Creates a matrix for an orthographic parallel viewing volume, using left-handedness. - /// - /// @param left - /// @param right - /// @param bottom - /// @param top - /// @param zNear - /// @param zFar - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. - /// @see gtc_matrix_transform - /// @see - glm::ortho(T const & left, T const & right, T const & bottom, T const & top) - template <typename T> - GLM_FUNC_DECL tmat4x4<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 right-handedness. - /// - /// @param left - /// @param right - /// @param bottom - /// @param top - /// @param zNear - /// @param zFar - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. - /// @see gtc_matrix_transform - /// @see - glm::ortho(T const & left, T const & right, T const & bottom, T const & top) - template <typename T> - GLM_FUNC_DECL tmat4x4<T, defaultp> orthoRH( - T left, - T right, - T bottom, - T top, - T zNear, - T zFar); - - /// Creates a matrix for projecting two-dimensional coordinates onto the screen. - /// - /// @param left - /// @param right - /// @param bottom - /// @param top - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. - /// @see gtc_matrix_transform - /// @see - glm::ortho(T const & left, T const & right, T const & bottom, T const & top, T const & zNear, T const & zFar) - template <typename T> - GLM_FUNC_DECL tmat4x4<T, defaultp> ortho( - T left, - T right, - T bottom, - T top); - - /// Creates a frustum matrix with default handedness. - /// - /// @param left - /// @param right - /// @param bottom - /// @param top - /// @param near - /// @param far - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. - /// @see gtc_matrix_transform - template <typename T> - GLM_FUNC_DECL tmat4x4<T, defaultp> frustum( - T left, - T right, - T bottom, - T top, - T near, - T far); - - /// Creates a left handed frustum matrix. - /// - /// @param left - /// @param right - /// @param bottom - /// @param top - /// @param near - /// @param far - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. - /// @see gtc_matrix_transform - template <typename T> - GLM_FUNC_DECL tmat4x4<T, defaultp> frustumLH( - T left, - T right, - T bottom, - T top, - T near, - T far); - - /// Creates a right handed frustum matrix. - /// - /// @param left - /// @param right - /// @param bottom - /// @param top - /// @param near - /// @param far - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. - /// @see gtc_matrix_transform - template <typename T> - GLM_FUNC_DECL tmat4x4<T, defaultp> frustumRH( - T left, - T right, - T bottom, - T top, - T near, - T far); - - /// Creates a matrix for a symetric perspective-view frustum based on the default handedness. - /// - /// @param fovy Specifies the field of view angle in the y direction. Expressed in radians. - /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). - /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). - /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. - /// @see gtc_matrix_transform - template <typename T> - GLM_FUNC_DECL tmat4x4<T, defaultp> perspective( - T fovy, - T aspect, - T near, - T far); - - /// Creates a matrix for a right handed, symetric perspective-view frustum. - /// - /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. - /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). - /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). - /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. - /// @see gtc_matrix_transform - template <typename T> - GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveRH( - T fovy, - T aspect, - T near, - T far); - - /// Creates a matrix for a left handed, symetric perspective-view frustum. - /// - /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. - /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). - /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). - /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. - /// @see gtc_matrix_transform - template <typename T> - GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveLH( - T fovy, - T aspect, - T near, - T far); - - /// Builds a perspective projection matrix based on a field of view and the default handedness. - /// - /// @param fov Expressed in radians. - /// @param width - /// @param height - /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). - /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. - /// @see gtc_matrix_transform - template <typename T> - GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveFov( - T fov, - T width, - T height, - T near, - T far); - - /// Builds a right handed perspective projection matrix based on a field of view. - /// - /// @param fov Expressed in radians. - /// @param width - /// @param height - /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). - /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. - /// @see gtc_matrix_transform - template <typename T> - GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveFovRH( - T fov, - T width, - T height, - T near, - T far); - - /// Builds a left handed perspective projection matrix based on a field of view. - /// - /// @param fov Expressed in radians. - /// @param width - /// @param height - /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). - /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. - /// @see gtc_matrix_transform - template <typename T> - GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveFovLH( - T fov, - T width, - T height, - T near, - T far); - - /// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite with default handedness. - /// - /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. - /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). - /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. - /// @see gtc_matrix_transform - template <typename T> - GLM_FUNC_DECL tmat4x4<T, defaultp> infinitePerspective( - T fovy, T aspect, T near); - - /// Creates a matrix for a left handed, symmetric perspective-view frustum with far plane at infinite. - /// - /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. - /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). - /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. - /// @see gtc_matrix_transform - template <typename T> - GLM_FUNC_DECL tmat4x4<T, defaultp> infinitePerspectiveLH( - T fovy, T aspect, T near); - - /// Creates a matrix for a right handed, symmetric perspective-view frustum with far plane at infinite. - /// - /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. - /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). - /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. - /// @see gtc_matrix_transform - template <typename T> - GLM_FUNC_DECL tmat4x4<T, defaultp> infinitePerspectiveRH( - T fovy, T aspect, T near); - - /// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping. - /// - /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. - /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). - /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. - /// @see gtc_matrix_transform - template <typename T> - GLM_FUNC_DECL tmat4x4<T, defaultp> tweakedInfinitePerspective( - T fovy, T aspect, T near); - - /// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping. - /// - /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. - /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). - /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). - /// @param ep - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. - /// @see gtc_matrix_transform - template <typename T> - GLM_FUNC_DECL tmat4x4<T, defaultp> tweakedInfinitePerspective( - T fovy, T aspect, T near, T ep); - - /// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates. - /// - /// @param obj Specify the object coordinates. - /// @param model Specifies the current modelview matrix - /// @param proj Specifies the current projection matrix - /// @param viewport Specifies the current viewport - /// @return Return the computed window coordinates. - /// @tparam T Native type used for the computation. Currently supported: half (not recommanded), float or double. - /// @tparam U Currently supported: Floating-point types and integer types. - /// @see gtc_matrix_transform - template <typename T, typename U, precision P> - 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 window coordinates (win.x, win.y, win.z) into object coordinates. - /// - /// @param win Specify the window coordinates to be mapped. - /// @param model Specifies the modelview matrix - /// @param proj Specifies the projection matrix - /// @param viewport Specifies the viewport - /// @return Returns the computed object coordinates. - /// @tparam T Native type used for the computation. Currently supported: half (not recommanded), float or double. - /// @tparam U Currently supported: Floating-point types and integer types. - /// @see gtc_matrix_transform - template <typename T, typename U, precision P> - 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); - - /// Define a picking region - /// - /// @param center - /// @param delta - /// @param viewport - /// @tparam T Native type used for the computation. Currently supported: half (not recommanded), float or double. - /// @tparam U Currently supported: Floating-point types and integer types. - /// @see gtc_matrix_transform - template <typename T, precision P, typename U> - GLM_FUNC_DECL tmat4x4<T, P> pickMatrix( - tvec2<T, P> const & center, - tvec2<T, P> const & delta, - tvec4<U, P> const & viewport); - - /// Build a look at view matrix based on the default handedness. - /// - /// @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) - /// @see gtc_matrix_transform - /// @see - 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) - template <typename T, precision P> - GLM_FUNC_DECL tmat4x4<T, P> lookAt( - tvec3<T, P> const & eye, - tvec3<T, P> const & center, - tvec3<T, P> const & up); - - /// Build a right handed look at view matrix. - /// - /// @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) - /// @see gtc_matrix_transform - /// @see - 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) - template <typename T, precision P> - GLM_FUNC_DECL tmat4x4<T, P> lookAtRH( - tvec3<T, P> const & eye, - tvec3<T, P> const & center, - tvec3<T, P> const & up); - - /// Build a left handed look at view matrix. - /// - /// @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) - /// @see gtc_matrix_transform - /// @see - 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) - template <typename T, precision P> - GLM_FUNC_DECL tmat4x4<T, P> lookAtLH( - tvec3<T, P> const & eye, - tvec3<T, P> const & center, - tvec3<T, P> const & up); - - /// @} -}//namespace glm - -#include "matrix_transform.inl" |