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731 lines
45 KiB
731 lines
45 KiB
/// @ref gtc_matrix_transform |
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/// @file glm/gtc/matrix_transform.hpp |
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/// |
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/// @see core (dependence) |
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/// @see gtx_transform |
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/// @see gtx_transform2 |
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/// |
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/// @defgroup gtc_matrix_transform GLM_GTC_matrix_transform |
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/// @ingroup gtc |
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/// |
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/// Include <glm/gtc/matrix_transform.hpp> to use the features of this extension. |
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/// |
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/// Defines functions that generate common transformation matrices. |
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/// |
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/// The matrices generated by this extension use standard OpenGL fixed-function |
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/// conventions. For example, the lookAt function generates a transform from world |
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/// space into the specific eye space that the projective matrix functions |
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/// (perspective, ortho, etc) are designed to expect. The OpenGL compatibility |
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/// specifications defines the particular layout of this eye space. |
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#pragma once |
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// Dependencies |
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#include "../mat4x4.hpp" |
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#include "../vec2.hpp" |
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#include "../vec3.hpp" |
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#include "../vec4.hpp" |
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#include "../gtc/constants.hpp" |
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#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) |
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# pragma message("GLM: GLM_GTC_matrix_transform extension included") |
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#endif |
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namespace glm |
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{ |
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/// @addtogroup gtc_matrix_transform |
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/// @{ |
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/// Builds an identity matrix. |
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template<typename genType> |
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GLM_FUNC_DECL genType identity(); |
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/// Builds a translation 4 * 4 matrix created from a vector of 3 components. |
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/// |
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/// @param m Input matrix multiplied by this translation matrix. |
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/// @param v Coordinates of a translation vector. |
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. |
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/// @code |
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/// #include <glm/glm.hpp> |
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/// #include <glm/gtc/matrix_transform.hpp> |
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/// ... |
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/// glm::mat4 m = glm::translate(glm::mat4(1.0f), glm::vec3(1.0f)); |
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/// // m[0][0] == 1.0f, m[0][1] == 0.0f, m[0][2] == 0.0f, m[0][3] == 0.0f |
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/// // m[1][0] == 0.0f, m[1][1] == 1.0f, m[1][2] == 0.0f, m[1][3] == 0.0f |
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/// // m[2][0] == 0.0f, m[2][1] == 0.0f, m[2][2] == 1.0f, m[2][3] == 0.0f |
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/// // m[3][0] == 1.0f, m[3][1] == 1.0f, m[3][2] == 1.0f, m[3][3] == 1.0f |
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/// @endcode |
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/// @see gtc_matrix_transform |
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/// @see - translate(mat<4, 4, T, Q> const& m, T x, T y, T z) |
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/// @see - translate(vec<3, T, Q> const& v) |
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/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glTranslate.xml">glTranslate man page</a> |
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template<typename T, qualifier Q> |
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GLM_FUNC_DECL mat<4, 4, T, Q> translate( |
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mat<4, 4, T, Q> const& m, vec<3, T, Q> const& v); |
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/// Builds a rotation 4 * 4 matrix created from an axis vector and an angle. |
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/// |
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/// @param m Input matrix multiplied by this rotation matrix. |
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/// @param angle Rotation angle expressed in radians. |
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/// @param axis Rotation axis, recommended to be normalized. |
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/// @tparam T Value type used to build the matrix. Supported: half, float or double. |
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/// @see gtc_matrix_transform |
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/// @see - rotate(mat<4, 4, T, Q> const& m, T angle, T x, T y, T z) |
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/// @see - rotate(T angle, vec<3, T, Q> const& v) |
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/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glRotate.xml">glRotate man page</a> |
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template<typename T, qualifier Q> |
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GLM_FUNC_DECL mat<4, 4, T, Q> rotate( |
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mat<4, 4, T, Q> const& m, T angle, vec<3, T, Q> const& axis); |
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/// Builds a scale 4 * 4 matrix created from 3 scalars. |
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/// |
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/// @param m Input matrix multiplied by this scale matrix. |
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/// @param v Ratio of scaling for each axis. |
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. |
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/// @see gtc_matrix_transform |
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/// @see - scale(mat<4, 4, T, Q> const& m, T x, T y, T z) |
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/// @see - scale(vec<3, T, Q> const& v) |
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/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glScale.xml">glScale man page</a> |
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template<typename T, qualifier Q> |
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GLM_FUNC_DECL mat<4, 4, T, Q> scale( |
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mat<4, 4, T, Q> const& m, vec<3, T, Q> const& v); |
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/// Creates a matrix for projecting two-dimensional coordinates onto the screen. |
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/// |
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. |
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/// @see gtc_matrix_transform |
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/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top, T const& zNear, T const& zFar) |
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/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluOrtho2D.xml">gluOrtho2D man page</a> |
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template<typename T> |
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GLM_FUNC_DECL mat<4, 4, T, defaultp> ortho( |
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T left, T right, T bottom, T top); |
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/// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates. |
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/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) |
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/// |
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. |
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/// @see gtc_matrix_transform |
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/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) |
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template<typename T> |
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GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH_ZO( |
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T left, T right, T bottom, T top, T zNear, T zFar); |
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/// Creates a matrix for an orthographic parallel viewing volume using right-handed coordinates. |
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/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) |
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/// |
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. |
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/// @see gtc_matrix_transform |
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/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) |
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template<typename T> |
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GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH_NO( |
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T left, T right, T bottom, T top, T zNear, T zFar); |
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/// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates. |
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/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) |
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/// |
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. |
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/// @see gtc_matrix_transform |
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/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) |
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template<typename T> |
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GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH_ZO( |
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T left, T right, T bottom, T top, T zNear, T zFar); |
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/// Creates a matrix for an orthographic parallel viewing volume, using right-handed coordinates. |
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/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) |
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/// |
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. |
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/// @see gtc_matrix_transform |
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/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) |
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template<typename T> |
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GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH_NO( |
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T left, T right, T bottom, T top, T zNear, T zFar); |
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/// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates. |
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/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) |
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/// |
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. |
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/// @see gtc_matrix_transform |
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/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) |
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template<typename T> |
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GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoZO( |
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T left, T right, T bottom, T top, T zNear, T zFar); |
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/// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. |
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/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) |
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/// |
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. |
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/// @see gtc_matrix_transform |
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/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) |
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template<typename T> |
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GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoNO( |
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T left, T right, T bottom, T top, T zNear, T zFar); |
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/// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates. |
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/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) |
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/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) |
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/// |
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. |
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/// @see gtc_matrix_transform |
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/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) |
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template<typename T> |
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GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH( |
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T left, T right, T bottom, T top, T zNear, T zFar); |
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/// Creates a matrix for an orthographic parallel viewing volume, using right-handed coordinates. |
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/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) |
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/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) |
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/// |
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. |
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/// @see gtc_matrix_transform |
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/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) |
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template<typename T> |
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GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH( |
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T left, T right, T bottom, T top, T zNear, T zFar); |
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/// Creates a matrix for an orthographic parallel viewing volume, using the default handedness and default near and far clip planes definition. |
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/// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE. |
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/// |
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. |
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/// @see gtc_matrix_transform |
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/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) |
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/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glOrtho.xml">glOrtho man page</a> |
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template<typename T> |
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GLM_FUNC_DECL mat<4, 4, T, defaultp> ortho( |
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T left, T right, T bottom, T top, T zNear, T zFar); |
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/// Creates a left handed frustum matrix. |
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/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) |
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/// |
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. |
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/// @see gtc_matrix_transform |
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template<typename T> |
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GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH_ZO( |
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T left, T right, T bottom, T top, T near, T far); |
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/// Creates a left handed frustum matrix. |
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/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) |
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/// |
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. |
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/// @see gtc_matrix_transform |
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template<typename T> |
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GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH_NO( |
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T left, T right, T bottom, T top, T near, T far); |
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/// Creates a right handed frustum matrix. |
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/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) |
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/// |
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. |
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/// @see gtc_matrix_transform |
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template<typename T> |
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GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH_ZO( |
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T left, T right, T bottom, T top, T near, T far); |
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/// Creates a right handed frustum matrix. |
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/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) |
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/// |
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. |
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/// @see gtc_matrix_transform |
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template<typename T> |
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GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH_NO( |
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T left, T right, T bottom, T top, T near, T far); |
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/// Creates a frustum matrix using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. |
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/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) |
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/// |
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. |
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/// @see gtc_matrix_transform |
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template<typename T> |
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GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumZO( |
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T left, T right, T bottom, T top, T near, T far); |
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/// Creates a frustum matrix using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. |
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/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) |
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/// |
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. |
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/// @see gtc_matrix_transform |
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template<typename T> |
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GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumNO( |
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T left, T right, T bottom, T top, T near, T far); |
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/// Creates a left handed frustum matrix. |
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/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) |
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/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) |
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/// |
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. |
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/// @see gtc_matrix_transform |
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template<typename T> |
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GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH( |
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T left, T right, T bottom, T top, T near, T far); |
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/// Creates a right handed frustum matrix. |
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/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) |
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/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) |
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/// |
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. |
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/// @see gtc_matrix_transform |
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template<typename T> |
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GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH( |
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T left, T right, T bottom, T top, T near, T far); |
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/// Creates a frustum matrix with default handedness, using the default handedness and default near and far clip planes definition. |
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/// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE. |
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/// |
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. |
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/// @see gtc_matrix_transform |
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/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glFrustum.xml">glFrustum man page</a> |
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template<typename T> |
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GLM_FUNC_DECL mat<4, 4, T, defaultp> frustum( |
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T left, T right, T bottom, T top, T near, T far); |
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/// Creates a matrix for a right handed, symetric perspective-view frustum. |
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/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) |
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/// |
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. |
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/// @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). |
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/// @param near Specifies the distance from the viewer to the near clipping plane (always positive). |
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/// @param far Specifies the distance from the viewer to the far clipping plane (always positive). |
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. |
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/// @see gtc_matrix_transform |
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template<typename T> |
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH_ZO( |
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T fovy, T aspect, T near, T far); |
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/// Creates a matrix for a right handed, symetric perspective-view frustum. |
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/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) |
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/// |
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. |
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/// @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). |
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/// @param near Specifies the distance from the viewer to the near clipping plane (always positive). |
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/// @param far Specifies the distance from the viewer to the far clipping plane (always positive). |
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. |
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/// @see gtc_matrix_transform |
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template<typename T> |
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH_NO( |
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T fovy, T aspect, T near, T far); |
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/// Creates a matrix for a left handed, symetric perspective-view frustum. |
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/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) |
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/// |
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. |
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/// @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). |
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/// @param near Specifies the distance from the viewer to the near clipping plane (always positive). |
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/// @param far Specifies the distance from the viewer to the far clipping plane (always positive). |
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. |
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/// @see gtc_matrix_transform |
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template<typename T> |
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH_ZO( |
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T fovy, T aspect, T near, T far); |
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/// Creates a matrix for a left handed, symetric perspective-view frustum. |
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/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) |
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/// |
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. |
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/// @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). |
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/// @param near Specifies the distance from the viewer to the near clipping plane (always positive). |
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/// @param far Specifies the distance from the viewer to the far clipping plane (always positive). |
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. |
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/// @see gtc_matrix_transform |
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template<typename T> |
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH_NO( |
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T fovy, T aspect, T near, T far); |
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/// Creates a matrix for a symetric perspective-view frustum using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. |
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/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) |
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/// |
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. |
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/// @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). |
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/// @param near Specifies the distance from the viewer to the near clipping plane (always positive). |
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/// @param far Specifies the distance from the viewer to the far clipping plane (always positive). |
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. |
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/// @see gtc_matrix_transform |
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template<typename T> |
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveZO( |
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T fovy, T aspect, T near, T far); |
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/// Creates a matrix for a symetric perspective-view frustum using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. |
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/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) |
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/// |
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. |
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/// @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). |
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/// @param near Specifies the distance from the viewer to the near clipping plane (always positive). |
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/// @param far Specifies the distance from the viewer to the far clipping plane (always positive). |
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. |
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/// @see gtc_matrix_transform |
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template<typename T> |
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveNO( |
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T fovy, T aspect, T near, T far); |
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/// Creates a matrix for a right handed, symetric perspective-view frustum. |
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/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) |
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/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) |
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/// |
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. |
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/// @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). |
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/// @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 recommended), float or double. |
|
/// @see gtc_matrix_transform |
|
template<typename T> |
|
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH( |
|
T fovy, T aspect, T near, T far); |
|
|
|
/// Creates a matrix for a left handed, symetric perspective-view frustum. |
|
/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) |
|
/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) |
|
/// |
|
/// @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 recommended), float or double. |
|
/// @see gtc_matrix_transform |
|
template<typename T> |
|
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH( |
|
T fovy, T aspect, T near, T far); |
|
|
|
/// Creates a matrix for a symetric perspective-view frustum based on the default handedness and default near and far clip planes definition. |
|
/// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE. |
|
/// |
|
/// @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 recommended), float or double. |
|
/// @see gtc_matrix_transform |
|
/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluPerspective.xml">gluPerspective man page</a> |
|
template<typename T> |
|
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspective( |
|
T fovy, T aspect, T near, T far); |
|
|
|
/// Builds a perspective projection matrix based on a field of view using right-handed coordinates. |
|
/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) |
|
/// |
|
/// @param fov Expressed in radians. |
|
/// @param width Width of the viewport |
|
/// @param height Height of the viewport |
|
/// @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 recommended), float or double. |
|
/// @see gtc_matrix_transform |
|
template<typename T> |
|
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovRH_ZO( |
|
T fov, T width, T height, T near, T far); |
|
|
|
/// Builds a perspective projection matrix based on a field of view using right-handed coordinates. |
|
/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) |
|
/// |
|
/// @param fov Expressed in radians. |
|
/// @param width Width of the viewport |
|
/// @param height Height of the viewport |
|
/// @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 recommended), float or double. |
|
/// @see gtc_matrix_transform |
|
template<typename T> |
|
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovRH_NO( |
|
T fov, T width, T height, T near, T far); |
|
|
|
/// Builds a perspective projection matrix based on a field of view using left-handed coordinates. |
|
/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) |
|
/// |
|
/// @param fov Expressed in radians. |
|
/// @param width Width of the viewport |
|
/// @param height Height of the viewport |
|
/// @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 recommended), float or double. |
|
/// @see gtc_matrix_transform |
|
template<typename T> |
|
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovLH_ZO( |
|
T fov, T width, T height, T near, T far); |
|
|
|
/// Builds a perspective projection matrix based on a field of view using left-handed coordinates. |
|
/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) |
|
/// |
|
/// @param fov Expressed in radians. |
|
/// @param width Width of the viewport |
|
/// @param height Height of the viewport |
|
/// @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 recommended), float or double. |
|
/// @see gtc_matrix_transform |
|
template<typename T> |
|
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovLH_NO( |
|
T fov, T width, T height, T near, T far); |
|
|
|
/// Builds a perspective projection matrix based on a field of view using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. |
|
/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) |
|
/// |
|
/// @param fov Expressed in radians. |
|
/// @param width Width of the viewport |
|
/// @param height Height of the viewport |
|
/// @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 recommended), float or double. |
|
/// @see gtc_matrix_transform |
|
template<typename T> |
|
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovZO( |
|
T fov, T width, T height, T near, T far); |
|
|
|
/// Builds a perspective projection matrix based on a field of view using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. |
|
/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) |
|
/// |
|
/// @param fov Expressed in radians. |
|
/// @param width Width of the viewport |
|
/// @param height Height of the viewport |
|
/// @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 recommended), float or double. |
|
/// @see gtc_matrix_transform |
|
template<typename T> |
|
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovNO( |
|
T fov, T width, T height, T near, T far); |
|
|
|
/// Builds a right handed perspective projection matrix based on a field of view. |
|
/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) |
|
/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) |
|
/// |
|
/// @param fov Expressed in radians. |
|
/// @param width Width of the viewport |
|
/// @param height Height of the viewport |
|
/// @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 recommended), float or double. |
|
/// @see gtc_matrix_transform |
|
template<typename T> |
|
GLM_FUNC_DECL mat<4, 4, 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. |
|
/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) |
|
/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) |
|
/// |
|
/// @param fov Expressed in radians. |
|
/// @param width Width of the viewport |
|
/// @param height Height of the viewport |
|
/// @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 recommended), float or double. |
|
/// @see gtc_matrix_transform |
|
template<typename T> |
|
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovLH( |
|
T fov, T width, T height, T near, T far); |
|
|
|
/// Builds a perspective projection matrix based on a field of view and the default handedness and default near and far clip planes definition. |
|
/// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE. |
|
/// |
|
/// @param fov Expressed in radians. |
|
/// @param width Width of the viewport |
|
/// @param height Height of the viewport |
|
/// @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 recommended), float or double. |
|
/// @see gtc_matrix_transform |
|
template<typename T> |
|
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFov( |
|
T fov, T width, T height, T near, T far); |
|
|
|
/// 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 recommended), float or double. |
|
/// @see gtc_matrix_transform |
|
template<typename T> |
|
GLM_FUNC_DECL mat<4, 4, 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 recommended), float or double. |
|
/// @see gtc_matrix_transform |
|
template<typename T> |
|
GLM_FUNC_DECL mat<4, 4, T, defaultp> infinitePerspectiveRH( |
|
T fovy, T aspect, T near); |
|
|
|
/// 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 recommended), float or double. |
|
/// @see gtc_matrix_transform |
|
template<typename T> |
|
GLM_FUNC_DECL mat<4, 4, T, defaultp> 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 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 recommended), float or double. |
|
/// @see gtc_matrix_transform |
|
template<typename T> |
|
GLM_FUNC_DECL mat<4, 4, 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 Epsilon |
|
/// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. |
|
/// @see gtc_matrix_transform |
|
template<typename T> |
|
GLM_FUNC_DECL mat<4, 4, 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. |
|
/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) |
|
/// |
|
/// @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 recommended), float or double. |
|
/// @tparam U Currently supported: Floating-point types and integer types. |
|
/// @see gtc_matrix_transform |
|
/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluProject.xml">gluProject man page</a> |
|
template<typename T, typename U, qualifier Q> |
|
GLM_FUNC_DECL vec<3, T, Q> projectZO( |
|
vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport); |
|
|
|
/// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates. |
|
/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) |
|
/// |
|
/// @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 recommended), float or double. |
|
/// @tparam U Currently supported: Floating-point types and integer types. |
|
/// @see gtc_matrix_transform |
|
/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluProject.xml">gluProject man page</a> |
|
template<typename T, typename U, qualifier Q> |
|
GLM_FUNC_DECL vec<3, T, Q> projectNO( |
|
vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport); |
|
|
|
/// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates using default near and far clip planes definition. |
|
/// To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE. |
|
/// |
|
/// @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 recommended), float or double. |
|
/// @tparam U Currently supported: Floating-point types and integer types. |
|
/// @see gtc_matrix_transform |
|
/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluProject.xml">gluProject man page</a> |
|
template<typename T, typename U, qualifier Q> |
|
GLM_FUNC_DECL vec<3, T, Q> project( |
|
vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport); |
|
|
|
/// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates. |
|
/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) |
|
/// |
|
/// @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 recommended), float or double. |
|
/// @tparam U Currently supported: Floating-point types and integer types. |
|
/// @see gtc_matrix_transform |
|
/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluUnProject.xml">gluUnProject man page</a> |
|
template<typename T, typename U, qualifier Q> |
|
GLM_FUNC_DECL vec<3, T, Q> unProjectZO( |
|
vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport); |
|
|
|
/// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates. |
|
/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) |
|
/// |
|
/// @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 recommended), float or double. |
|
/// @tparam U Currently supported: Floating-point types and integer types. |
|
/// @see gtc_matrix_transform |
|
/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluUnProject.xml">gluUnProject man page</a> |
|
template<typename T, typename U, qualifier Q> |
|
GLM_FUNC_DECL vec<3, T, Q> unProjectNO( |
|
vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport); |
|
|
|
/// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates using default near and far clip planes definition. |
|
/// To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE. |
|
/// |
|
/// @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 recommended), float or double. |
|
/// @tparam U Currently supported: Floating-point types and integer types. |
|
/// @see gtc_matrix_transform |
|
/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluUnProject.xml">gluUnProject man page</a> |
|
template<typename T, typename U, qualifier Q> |
|
GLM_FUNC_DECL vec<3, T, Q> unProject( |
|
vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport); |
|
|
|
/// Define a picking region |
|
/// |
|
/// @param center Specify the center of a picking region in window coordinates. |
|
/// @param delta Specify the width and height, respectively, of the picking region in window coordinates. |
|
/// @param viewport Rendering viewport |
|
/// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double. |
|
/// @tparam U Currently supported: Floating-point types and integer types. |
|
/// @see gtc_matrix_transform |
|
/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluPickMatrix.xml">gluPickMatrix man page</a> |
|
template<typename T, qualifier Q, typename U> |
|
GLM_FUNC_DECL mat<4, 4, T, Q> pickMatrix( |
|
vec<2, T, Q> const& center, vec<2, T, Q> const& delta, vec<4, U, Q> const& viewport); |
|
|
|
/// 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, qualifier Q> |
|
GLM_FUNC_DECL mat<4, 4, T, Q> lookAtRH( |
|
vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> 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, qualifier Q> |
|
GLM_FUNC_DECL mat<4, 4, T, Q> lookAtLH( |
|
vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up); |
|
|
|
/// 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) |
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/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluLookAt.xml">gluLookAt man page</a> |
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template<typename T, qualifier Q> |
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GLM_FUNC_DECL mat<4, 4, T, Q> lookAt( |
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vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up); |
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/// @} |
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}//namespace glm |
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#include "matrix_transform.inl"
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