/////////////////////////////////////////////////////////////////////////////////// /// OpenGL Mathematics (glm.g-truc.net) /// /// Copyright (c) 2005 - 2013 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 /// @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. /// /// need to be included to use these functionalities. /////////////////////////////////////////////////////////////////////////////////// #ifndef GLM_GTC_matrix_transform #define GLM_GTC_matrix_transform GLM_VERSION // 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. /// /// @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 /// #include /// ... /// 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 gtx_transform /// @see - translate(T x, T y, T z) /// @see - translate(detail::tmat4x4 const & m, T x, T y, T z) /// @see - translate(detail::tvec3 const & v) template detail::tmat4x4 translate( detail::tmat4x4 const & m, detail::tvec3 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 if GLM_FORCE_RADIANS is define or degrees otherwise. /// @param axis Rotation axis, recommanded to be normalized. /// @tparam T Value type used to build the matrix. Supported: half, float or double. /// @see gtc_matrix_transform /// @see gtx_transform /// @see - rotate(T angle, T x, T y, T z) /// @see - rotate(detail::tmat4x4 const & m, T angle, T x, T y, T z) /// @see - rotate(T angle, detail::tvec3 const & v) template detail::tmat4x4 rotate( detail::tmat4x4 const & m, T const & angle, detail::tvec3 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 gtx_transform /// @see - scale(T x, T y, T z) scale(T const & x, T const & y, T const & z) /// @see - scale(detail::tmat4x4 const & m, T x, T y, T z) /// @see - scale(detail::tvec3 const & v) template detail::tmat4x4 scale( detail::tmat4x4 const & m, detail::tvec3 const & v); /// Creates a matrix for an orthographic parallel viewing volume. /// /// @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 detail::tmat4x4 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. /// /// @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 detail::tmat4x4 ortho( T const & left, T const & right, T const & bottom, T const & top); /// Creates a 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 detail::tmat4x4 frustum( T const & left, T const & right, T const & bottom, T const & top, T const & near, T const & far); /// Creates a matrix for a symetric perspective-view frustum. /// /// @param fovy Expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise. /// @param aspect /// @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 detail::tmat4x4 perspective( T const & fovy, T const & aspect, T const & near, T const & far); /// Builds a perspective projection matrix based on a field of view. /// /// @param fov Expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise. /// @param width /// @param height /// @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 detail::tmat4x4 perspectiveFov( valType const & fov, valType const & width, valType const & height, valType const & near, valType const & far); /// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite. /// /// @param fovy Expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise. /// @param aspect /// @param near /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. /// @see gtc_matrix_transform template detail::tmat4x4 infinitePerspective( 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 Expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise. /// @param aspect /// @param near /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. /// @see gtc_matrix_transform template detail::tmat4x4 tweakedInfinitePerspective( T fovy, T aspect, T near); /// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates. /// /// @param obj /// @param model /// @param proj /// @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 detail::tvec3 project( detail::tvec3 const & obj, detail::tmat4x4 const & model, detail::tmat4x4 const & proj, detail::tvec4 const & viewport); /// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates. /// /// @param win /// @param model /// @param proj /// @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 detail::tvec3 unProject( detail::tvec3 const & win, detail::tmat4x4 const & model, detail::tmat4x4 const & proj, detail::tvec4 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 detail::tmat4x4 pickMatrix( detail::tvec2 const & center, detail::tvec2 const & delta, detail::tvec4 const & viewport); /// Build a 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 detail::tmat4x4 lookAt( detail::tvec3 const & eye, detail::tvec3 const & center, detail::tvec3 const & up); /// @} }//namespace glm #include "matrix_transform.inl" #endif//GLM_GTC_matrix_transform