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@ -1,14 +1,33 @@ |
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///////////////////////////////////////////////////////////////////////////////////////////////////
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//! OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
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///////////////////////////////////////////////////////////////////////////////////////////////////
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//! Created : 2009-04-29
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//! Updated : 2009-04-29
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//! Licence : This source is under MIT License
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///////////////////////////////////////////////////////////////////////////////////
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//! OpenGL Mathematics (glm.g-truc.net)
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///////////////////////////////////////////////////////////////////////////////////
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//! Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
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//! Permission is hereby granted, free of charge, to any person obtaining a copy
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//! of this software and associated documentation files (the "Software"), to deal
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//! in the Software without restriction, including without limitation the rights
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//! to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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//! copies of the Software, and to permit persons to whom the Software is
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//! furnished to do so, subject to the following conditions:
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//!
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//! The above copyright notice and this permission notice shall be included in
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//! all copies or substantial portions of the Software.
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//!
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//! THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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//! IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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//! FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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//! AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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//! LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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//! OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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//! THE SOFTWARE.
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///////////////////////////////////////////////////////////////////////////////////
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//! \ref gtc_matrix_transform GLM_GTC_matrix_transform
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//! \date 2009-04-29 / 2011-05-16
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//! \file glm/gtc/matrix_transform.hpp
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///////////////////////////////////////////////////////////////////////////////////////////////////
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//! \author Christophe Riccio
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///////////////////////////////////////////////////////////////////////////////////
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//! Dependency:
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//! - GLM core
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///////////////////////////////////////////////////////////////////////////////////////////////////
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//! - \ref core GLM core
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///////////////////////////////////////////////////////////////////////////////////
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#ifndef glm_gtc_matrix_transform |
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#define glm_gtc_matrix_transform |
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@ -34,14 +53,16 @@ namespace glm |
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///@{
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//! Builds a translation 4 * 4 matrix created from a vector of 3 components.
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//! From GLM_GTC_matrix_transform extension.
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//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
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//! - See also: \link glm::gtx::transform::translate GLM_GTX_transform \endlink
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template <typename T>
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detail::tmat4x4<T> translate( |
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detail::tmat4x4<T> const & m, |
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detail::tvec3<T> const & v); |
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//! Builds a rotation 4 * 4 matrix created from an axis vector and an angle expressed in degrees.
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//! From GLM_GTC_matrix_transform extension.
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//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
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//! - See also: \link glm::gtx::transform::rotate GLM_GTX_transform \endlink
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template <typename T>
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detail::tmat4x4<T> rotate( |
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detail::tmat4x4<T> const & m, |
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@ -49,14 +70,15 @@ namespace glm |
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detail::tvec3<T> const & v); |
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//! Builds a scale 4 * 4 matrix created from 3 scalars.
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//! From GLM_GTC_matrix_transform extension.
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//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
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//! - See also: \link glm::gtx::transform::scale GLM_GTX_transform \endlink
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template <typename T>
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detail::tmat4x4<T> scale( |
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detail::tmat4x4<T> const & m, |
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detail::tvec3<T> const & v); |
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//! Creates a matrix for an orthographic parallel viewing volume.
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//! From GLM_GTC_matrix_transform extension.
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//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
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template <typename T>
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detail::tmat4x4<T> ortho( |
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T const & left,
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T const & zFar); |
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//! Creates a matrix for projecting two-dimensional coordinates onto the screen.
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//! From GLM_GTC_matrix_transform extension.
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//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
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template <typename T>
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detail::tmat4x4<T> ortho( |
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T const & left,
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@ -76,7 +98,7 @@ namespace glm |
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T const & top); |
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//! Creates a frustum matrix.
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//! From GLM_GTC_matrix_transform extension.
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//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
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template <typename T>
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detail::tmat4x4<T> frustum( |
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T const & left,
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@ -87,7 +109,7 @@ namespace glm |
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T const & farVal); |
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//! Creates a matrix for a symetric perspective-view frustum.
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//! From GLM_GTC_matrix_transform extension.
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//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
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template <typename T>
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detail::tmat4x4<T> perspective( |
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T const & fovy,
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T const & zFar); |
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//! Builds a perspective projection matrix based on a field of view
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//! From GLM_GTC_matrix_transform extension.
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//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
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template <typename valType>
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detail::tmat4x4<valType> perspectiveFov( |
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valType const & fov,
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valType const & zFar); |
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//! Creates a matrix for a symmetric perspective-view frustum with far plane at infinite .
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//! From GLM_GTC_matrix_transform extension.
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//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
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template <typename T>
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detail::tmat4x4<T> infinitePerspective( |
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T fovy, T aspect, T zNear); |
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//! Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping.
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//! From GLM_GTC_matrix_transform extension.
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//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
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template <typename T>
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detail::tmat4x4<T> tweakedInfinitePerspective( |
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T fovy, T aspect, T zNear); |
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//! Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates.
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//! From GLM_GTC_matrix_transform extension.
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//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
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template <typename T, typename U>
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detail::tvec3<T> project( |
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detail::tvec3<T> const & obj,
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detail::tvec4<U> const & viewport); |
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//! Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.
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//! From GLM_GTC_matrix_transform extension.
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//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
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template <typename T, typename U>
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detail::tvec3<T> unProject( |
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detail::tvec3<T> const & win,
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detail::tvec4<U> const & viewport); |
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//! Define a picking region
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//! From GLM_GTC_matrix_transform extension.
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//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
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template <typename T, typename U>
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detail::tmat4x4<T> pickMatrix( |
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detail::tvec2<T> const & center,
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detail::tvec4<U> const & viewport); |
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//! Build a look at view matrix.
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//! From GLM_GTC_matrix_transform extension.
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//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
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template <typename T>
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detail::tmat4x4<T> lookAt( |
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detail::tvec3<T> const & eye,
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