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-/// @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"