|
|
@ -60,9 +60,9 @@ namespace glm |
|
|
|
|
|
|
|
|
|
|
|
/// Builds a translation 4 * 4 matrix created from a vector of 3 components.
|
|
|
|
/// Builds a translation 4 * 4 matrix created from a vector of 3 components.
|
|
|
|
///
|
|
|
|
///
|
|
|
|
/// @param m Matrix multiplied by this translation matrix.
|
|
|
|
/// @param m Input matrix multiplied by this translation matrix.
|
|
|
|
/// @param v Coordinates of a translation vector.
|
|
|
|
/// @param v Coordinates of a translation vector.
|
|
|
|
/// @tparam T Value type used to build the translation matrix. Currently supported: half (not recommanded), float or double.
|
|
|
|
/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
|
|
|
|
/// @code
|
|
|
|
/// @code
|
|
|
|
/// #include <glm/glm.hpp>
|
|
|
|
/// #include <glm/glm.hpp>
|
|
|
|
/// #include <glm/gtc/matrix_transform.hpp>
|
|
|
|
/// #include <glm/gtc/matrix_transform.hpp>
|
|
|
@ -85,6 +85,10 @@ namespace glm |
|
|
|
|
|
|
|
|
|
|
|
/// Builds a rotation 4 * 4 matrix created from an axis vector and an angle expressed in degrees.
|
|
|
|
/// Builds a rotation 4 * 4 matrix created from an axis vector and an angle expressed in degrees.
|
|
|
|
///
|
|
|
|
///
|
|
|
|
|
|
|
|
/// @param m Input matrix multiplied by this rotation matrix.
|
|
|
|
|
|
|
|
/// @param angle Rotation angle expressed in degrees.
|
|
|
|
|
|
|
|
/// @param axis Rotation axis, recommanded to be normalized.
|
|
|
|
|
|
|
|
/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
|
|
|
|
/// @see gtc_matrix_transform
|
|
|
|
/// @see gtc_matrix_transform
|
|
|
|
/// @see gtx_transform
|
|
|
|
/// @see gtx_transform
|
|
|
|
/// @see - rotate(T angle, T x, T y, T z)
|
|
|
|
/// @see - rotate(T angle, T x, T y, T z)
|
|
|
@ -94,10 +98,13 @@ namespace glm |
|
|
|
detail::tmat4x4<T> rotate( |
|
|
|
detail::tmat4x4<T> rotate( |
|
|
|
detail::tmat4x4<T> const & m, |
|
|
|
detail::tmat4x4<T> const & m, |
|
|
|
T const & angle,
|
|
|
|
T const & angle,
|
|
|
|
detail::tvec3<T> const & v); |
|
|
|
detail::tvec3<T> const & axis); |
|
|
|
|
|
|
|
|
|
|
|
/// Builds a scale 4 * 4 matrix created from 3 scalars.
|
|
|
|
/// 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 gtc_matrix_transform
|
|
|
|
/// @see gtx_transform
|
|
|
|
/// @see gtx_transform
|
|
|
|
/// @see - scale(T x, T y, T z) scale(T const & x, T const & y, T const & z)
|
|
|
|
/// @see - scale(T x, T y, T z) scale(T const & x, T const & y, T const & z)
|
|
|
@ -110,6 +117,13 @@ namespace glm |
|
|
|
|
|
|
|
|
|
|
|
/// Creates a matrix for an orthographic parallel viewing volume.
|
|
|
|
/// 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 gtc_matrix_transform
|
|
|
|
/// @see - glm::ortho(T const & left, T const & right, T const & bottom, T const & top)
|
|
|
|
/// @see - glm::ortho(T const & left, T const & right, T const & bottom, T const & top)
|
|
|
|
template <typename T>
|
|
|
|
template <typename T>
|
|
|
@ -123,6 +137,11 @@ namespace glm |
|
|
|
|
|
|
|
|
|
|
|
/// Creates a matrix for projecting two-dimensional coordinates onto the screen.
|
|
|
|
/// 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 gtc_matrix_transform
|
|
|
|
/// @see - glm::ortho(T const & left, T const & right, T const & bottom, T const & top, T const & zNear, T const & zFar)
|
|
|
|
/// @see - glm::ortho(T const & left, T const & right, T const & bottom, T const & top, T const & zNear, T const & zFar)
|
|
|
|
template <typename T>
|
|
|
|
template <typename T>
|
|
|
@ -134,6 +153,13 @@ namespace glm |
|
|
|
|
|
|
|
|
|
|
|
/// Creates a frustum matrix.
|
|
|
|
/// 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
|
|
|
|
/// @see gtc_matrix_transform
|
|
|
|
template <typename T>
|
|
|
|
template <typename T>
|
|
|
|
detail::tmat4x4<T> frustum( |
|
|
|
detail::tmat4x4<T> frustum( |
|
|
@ -141,46 +167,71 @@ namespace glm |
|
|
|
T const & right,
|
|
|
|
T const & right,
|
|
|
|
T const & bottom,
|
|
|
|
T const & bottom,
|
|
|
|
T const & top,
|
|
|
|
T const & top,
|
|
|
|
T const & nearVal,
|
|
|
|
T const & near,
|
|
|
|
T const & farVal); |
|
|
|
T const & far); |
|
|
|
|
|
|
|
|
|
|
|
/// Creates a matrix for a symetric perspective-view frustum.
|
|
|
|
/// Creates a matrix for a symetric perspective-view frustum.
|
|
|
|
///
|
|
|
|
///
|
|
|
|
|
|
|
|
/// @param fovy
|
|
|
|
|
|
|
|
/// @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
|
|
|
|
/// @see gtc_matrix_transform
|
|
|
|
template <typename T>
|
|
|
|
template <typename T>
|
|
|
|
detail::tmat4x4<T> perspective( |
|
|
|
detail::tmat4x4<T> perspective( |
|
|
|
T const & fovy,
|
|
|
|
T const & fovy,
|
|
|
|
T const & aspect,
|
|
|
|
T const & aspect,
|
|
|
|
T const & zNear,
|
|
|
|
T const & near,
|
|
|
|
T const & zFar); |
|
|
|
T const & far); |
|
|
|
|
|
|
|
|
|
|
|
/// Builds a perspective projection matrix based on a field of view.
|
|
|
|
/// Builds a perspective projection matrix based on a field of view.
|
|
|
|
///
|
|
|
|
///
|
|
|
|
|
|
|
|
/// @param fov
|
|
|
|
|
|
|
|
/// @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
|
|
|
|
/// @see gtc_matrix_transform
|
|
|
|
template <typename valType>
|
|
|
|
template <typename valType>
|
|
|
|
detail::tmat4x4<valType> perspectiveFov( |
|
|
|
detail::tmat4x4<valType> perspectiveFov( |
|
|
|
valType const & fov,
|
|
|
|
valType const & fov,
|
|
|
|
valType const & width,
|
|
|
|
valType const & width,
|
|
|
|
valType const & height,
|
|
|
|
valType const & height,
|
|
|
|
valType const & zNear,
|
|
|
|
valType const & near,
|
|
|
|
valType const & zFar); |
|
|
|
valType const & far); |
|
|
|
|
|
|
|
|
|
|
|
/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite.
|
|
|
|
/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite.
|
|
|
|
///
|
|
|
|
///
|
|
|
|
|
|
|
|
/// @param fovy
|
|
|
|
|
|
|
|
/// @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
|
|
|
|
/// @see gtc_matrix_transform
|
|
|
|
template <typename T>
|
|
|
|
template <typename T>
|
|
|
|
detail::tmat4x4<T> infinitePerspective( |
|
|
|
detail::tmat4x4<T> infinitePerspective( |
|
|
|
T fovy, T aspect, T zNear); |
|
|
|
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.
|
|
|
|
/// 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
|
|
|
|
|
|
|
|
/// @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
|
|
|
|
/// @see gtc_matrix_transform
|
|
|
|
template <typename T>
|
|
|
|
template <typename T>
|
|
|
|
detail::tmat4x4<T> tweakedInfinitePerspective( |
|
|
|
detail::tmat4x4<T> tweakedInfinitePerspective( |
|
|
|
T fovy, T aspect, T zNear); |
|
|
|
T fovy, T aspect, T near); |
|
|
|
|
|
|
|
|
|
|
|
/// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates.
|
|
|
|
/// 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
|
|
|
|
/// @see gtc_matrix_transform
|
|
|
|
template <typename T, typename U>
|
|
|
|
template <typename T, typename U>
|
|
|
|
detail::tvec3<T> project( |
|
|
|
detail::tvec3<T> project( |
|
|
@ -191,6 +242,12 @@ namespace glm |
|
|
|
|
|
|
|
|
|
|
|
/// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.
|
|
|
|
/// 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
|
|
|
|
/// @see gtc_matrix_transform
|
|
|
|
template <typename T, typename U>
|
|
|
|
template <typename T, typename U>
|
|
|
|
detail::tvec3<T> unProject( |
|
|
|
detail::tvec3<T> unProject( |
|
|
@ -201,6 +258,11 @@ namespace glm |
|
|
|
|
|
|
|
|
|
|
|
/// Define a picking region
|
|
|
|
/// 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
|
|
|
|
/// @see gtc_matrix_transform
|
|
|
|
template <typename T, typename U>
|
|
|
|
template <typename T, typename U>
|
|
|
|
detail::tmat4x4<T> pickMatrix( |
|
|
|
detail::tmat4x4<T> pickMatrix( |
|
|
@ -210,11 +272,11 @@ namespace glm |
|
|
|
|
|
|
|
|
|
|
|
/// Build a look at view matrix.
|
|
|
|
/// Build a look at view matrix.
|
|
|
|
///
|
|
|
|
///
|
|
|
|
/// @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)
|
|
|
|
|
|
|
|
/// @param eye Position of the camera
|
|
|
|
/// @param eye Position of the camera
|
|
|
|
/// @param center Position where the camera is looking at
|
|
|
|
/// @param center Position where the camera is looking at
|
|
|
|
/// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)
|
|
|
|
/// @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>
|
|
|
|
template <typename T>
|
|
|
|
detail::tmat4x4<T> lookAt( |
|
|
|
detail::tmat4x4<T> lookAt( |
|
|
|
detail::tvec3<T> const & eye,
|
|
|
|
detail::tvec3<T> const & eye,
|
|
|
|