49 #include "../mat4x4.hpp" 
   50 #include "../vec2.hpp" 
   51 #include "../vec3.hpp" 
   52 #include "../vec4.hpp" 
   53 #include "../gtc/constants.hpp" 
   55 #if(defined(GLM_MESSAGES) && !defined(GLM_EXT_INCLUDED)) 
   56 #       pragma message("GLM: GLM_GTC_matrix_transform extension included") 
   82         template <
typename T, precision P>
 
   84                 tmat4x4<T, P> 
const & m,
 
   85                 tvec3<T, P> 
const & v);
 
   96         template <
typename T, precision P>
 
   97         GLM_FUNC_DECL tmat4x4<T, P> 
rotate(
 
   98                 tmat4x4<T, P> 
const & m,
 
  100                 tvec3<T, P> 
const & 
axis);
 
  110         template <
typename T, precision P>
 
  111         GLM_FUNC_DECL tmat4x4<T, P> 
scale(
 
  112                 tmat4x4<T, P> 
const & m,
 
  113                 tvec3<T, P> 
const & v);
 
  126         template <
typename T>
 
  127         GLM_FUNC_DECL tmat4x4<T, defaultp> 
ortho(
 
  144         template <
typename T>
 
  145         GLM_FUNC_DECL tmat4x4<T, defaultp> 
ortho(
 
  161         template <
typename T>
 
  162         GLM_FUNC_DECL tmat4x4<T, defaultp> 
frustum(
 
  178         template <
typename T>
 
  194         template <
typename T>
 
  209         template <
typename T>
 
  211                 T fovy, T aspect, T near);
 
  220         template <
typename T>
 
  222                 T fovy, T aspect, T near);
 
  232         template <
typename T>
 
  234                 T fovy, T aspect, T near, T ep);
 
  246         template <
typename T, 
typename U, precision P>
 
  247         GLM_FUNC_DECL tvec3<T, P> 
project(
 
  248                 tvec3<T, P> 
const & obj,
 
  249                 tmat4x4<T, P> 
const & model,
 
  250                 tmat4x4<T, P> 
const & 
proj,
 
  251                 tvec4<U, P> 
const & viewport);
 
  263         template <
typename T, 
typename U, precision P>
 
  265                 tvec3<T, P> 
const & win,
 
  266                 tmat4x4<T, P> 
const & model,
 
  267                 tmat4x4<T, P> 
const & 
proj,
 
  268                 tvec4<U, P> 
const & viewport);
 
  278         template <
typename T, precision P, 
typename U>
 
  280                 tvec2<T, P> 
const & center,
 
  281                 tvec2<T, P> 
const & delta,
 
  282                 tvec4<U, P> 
const & viewport);
 
  291         template <
typename T, precision P>
 
  292         GLM_FUNC_DECL tmat4x4<T, P> 
lookAt(
 
  293                 tvec3<T, P> 
const & eye,
 
  294                 tvec3<T, P> 
const & center,
 
  295                 tvec3<T, P> 
const & up);
 
  300 #include "matrix_transform.inl" 
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)
Map the specified window coordinates (win.x, win.y, win.z) into object coordinates. 
GLM_FUNC_DECL tmat4x4< T, P > lookAt(tvec3< T, P > const &eye, tvec3< T, P > const ¢er, tvec3< T, P > const &up)
Build a look at view matrix. 
GLM_FUNC_DECL tmat4x4< T, P > translate(tmat4x4< T, P > const &m, tvec3< T, P > const &v)
Builds a translation 4 * 4 matrix created from a vector of 3 components. 
GLM_FUNC_DECL tmat4x4< T, defaultp > frustum(T left, T right, T bottom, T top, T near, T far)
Creates a frustum matrix. 
GLM_FUNC_DECL tmat4x4< T, defaultp > tweakedInfinitePerspective(T fovy, T aspect, T near, T ep)
Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics har...
GLM_FUNC_DECL tmat4x4< T, defaultp > infinitePerspective(T fovy, T aspect, T near)
Creates a matrix for a symmetric perspective-view frustum with far plane at infinite. 
GLM_FUNC_DECL tmat4x4< T, defaultp > perspective(T fovy, T aspect, T near, T far)
Creates a matrix for a symetric perspective-view frustum. 
GLM_FUNC_DECL tmat4x4< T, P > rotate(tmat4x4< T, P > const &m, T angle, tvec3< T, P > const &axis)
Builds a rotation 4 * 4 matrix created from an axis vector and an angle. 
GLM_FUNC_DECL tmat4x4< T, defaultp > ortho(T left, T right, T bottom, T top)
Creates a matrix for projecting two-dimensional coordinates onto the screen. 
GLM_FUNC_DECL vecType proj(vecType const &x, vecType const &Normal)
Projects x on Normal. 
GLM_FUNC_DECL tmat4x4< T, P > pickMatrix(tvec2< T, P > const ¢er, tvec2< T, P > const &delta, tvec4< U, P > const &viewport)
Define a picking region. 
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 object coordinates (obj.x, obj.y, obj.z) into window coordinates. 
GLM_FUNC_DECL tmat4x4< T, P > scale(tmat4x4< T, P > const &m, tvec3< T, P > const &v)
Builds a scale 4 * 4 matrix created from 3 scalars. 
GLM_FUNC_DECL T angle(tquat< T, P > const &x)
Returns the quaternion rotation angle. 
GLM_FUNC_DECL tvec3< T, P > axis(tquat< T, P > const &x)
Returns the q rotation axis. 
GLM_FUNC_DECL tmat4x4< T, defaultp > perspectiveFov(T fov, T width, T height, T near, T far)
Builds a perspective projection matrix based on a field of view.