/// @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" |