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465 lines
19 KiB
465 lines
19 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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/// @brief 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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/// |
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/// <glm/gtc/matrix_transform.hpp> need to be included to use these functionalities. |
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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_MESSAGES_ENABLED && !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 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 recommanded), 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(tmat4x4<T, P> const & m, T x, T y, T z) |
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/// @see - translate(tvec3<T, P> const & v) |
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template <typename T, precision P> |
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GLM_FUNC_DECL tmat4x4<T, P> translate( |
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tmat4x4<T, P> const & m, |
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tvec3<T, P> 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(tmat4x4<T, P> const & m, T angle, T x, T y, T z) |
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/// @see - rotate(T angle, tvec3<T, P> const & v) |
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template <typename T, precision P> |
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GLM_FUNC_DECL tmat4x4<T, P> rotate( |
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tmat4x4<T, P> const & m, |
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T angle, |
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tvec3<T, P> 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(tmat4x4<T, P> const & m, T x, T y, T z) |
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/// @see - scale(tvec3<T, P> const & v) |
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template <typename T, precision P> |
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GLM_FUNC_DECL tmat4x4<T, P> scale( |
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tmat4x4<T, P> const & m, |
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tvec3<T, P> const & v); |
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/// Creates a matrix for an orthographic parallel viewing volume, using the default handedness. |
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/// |
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/// @param left |
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/// @param right |
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/// @param bottom |
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/// @param top |
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/// @param zNear |
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/// @param zFar |
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), 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 tmat4x4<T, defaultp> ortho( |
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T left, |
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T right, |
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T bottom, |
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T top, |
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T zNear, |
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T zFar); |
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/// Creates a matrix for an orthographic parallel viewing volume, using left-handedness. |
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/// |
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/// @param left |
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/// @param right |
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/// @param bottom |
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/// @param top |
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/// @param zNear |
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/// @param zFar |
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), 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 tmat4x4<T, defaultp> orthoLH( |
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T left, |
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T right, |
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T bottom, |
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T top, |
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T zNear, |
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T zFar); |
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/// Creates a matrix for an orthographic parallel viewing volume, using right-handedness. |
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/// |
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/// @param left |
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/// @param right |
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/// @param bottom |
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/// @param top |
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/// @param zNear |
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/// @param zFar |
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), 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 tmat4x4<T, defaultp> orthoRH( |
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T left, |
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T right, |
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T bottom, |
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T top, |
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T zNear, |
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T zFar); |
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/// Creates a matrix for projecting two-dimensional coordinates onto the screen. |
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/// |
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/// @param left |
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/// @param right |
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/// @param bottom |
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/// @param top |
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), 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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template <typename T> |
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GLM_FUNC_DECL tmat4x4<T, defaultp> ortho( |
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T left, |
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T right, |
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T bottom, |
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T top); |
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/// Creates a frustum matrix with default handedness. |
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/// |
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/// @param left |
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/// @param right |
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/// @param bottom |
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/// @param top |
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/// @param near |
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/// @param far |
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), 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 tmat4x4<T, defaultp> frustum( |
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T left, |
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T right, |
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T bottom, |
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T top, |
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T near, |
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T far); |
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/// Creates a left handed frustum matrix. |
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/// |
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/// @param left |
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/// @param right |
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/// @param bottom |
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/// @param top |
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/// @param near |
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/// @param far |
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), 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 tmat4x4<T, defaultp> frustumLH( |
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T left, |
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T right, |
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T bottom, |
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T top, |
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T near, |
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T far); |
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/// Creates a right handed frustum matrix. |
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/// |
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/// @param left |
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/// @param right |
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/// @param bottom |
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/// @param top |
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/// @param near |
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/// @param far |
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), 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 tmat4x4<T, defaultp> frustumRH( |
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T left, |
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T right, |
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T bottom, |
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T top, |
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T near, |
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T far); |
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/// Creates a matrix for a symetric perspective-view frustum based on the default handedness. |
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/// |
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/// @param fovy Specifies the field of view angle 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 recommanded), 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 tmat4x4<T, defaultp> perspective( |
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T fovy, |
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T aspect, |
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T near, |
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T far); |
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/// Creates a matrix for a right handed, symetric perspective-view frustum. |
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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 recommanded), 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 tmat4x4<T, defaultp> perspectiveRH( |
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T fovy, |
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T aspect, |
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T near, |
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T far); |
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/// Creates a matrix for a left handed, symetric perspective-view frustum. |
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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 recommanded), 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 tmat4x4<T, defaultp> perspectiveLH( |
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T fovy, |
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T aspect, |
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T near, |
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T far); |
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/// Builds a perspective projection matrix based on a field of view and the default handedness. |
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/// |
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/// @param fov Expressed in radians. |
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/// @param width |
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/// @param 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 recommanded), 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 tmat4x4<T, defaultp> perspectiveFov( |
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T fov, |
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T width, |
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T height, |
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T near, |
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T far); |
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/// Builds a right handed perspective projection matrix based on a field of view. |
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/// |
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/// @param fov Expressed in radians. |
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/// @param width |
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/// @param 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 recommanded), 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 tmat4x4<T, defaultp> perspectiveFovRH( |
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T fov, |
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T width, |
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T height, |
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T near, |
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T far); |
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/// Builds a left handed perspective projection matrix based on a field of view. |
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/// |
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/// @param fov Expressed in radians. |
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/// @param width |
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/// @param 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 recommanded), 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 tmat4x4<T, defaultp> perspectiveFovLH( |
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T fov, |
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T width, |
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T height, |
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T near, |
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T far); |
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/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite with default handedness. |
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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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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), 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 tmat4x4<T, defaultp> infinitePerspective( |
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T fovy, T aspect, T near); |
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/// Creates a matrix for a left handed, symmetric perspective-view frustum with far plane at infinite. |
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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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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), 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 tmat4x4<T, defaultp> infinitePerspectiveLH( |
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T fovy, T aspect, T near); |
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/// Creates a matrix for a right handed, symmetric perspective-view frustum with far plane at infinite. |
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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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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), 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 tmat4x4<T, defaultp> infinitePerspectiveRH( |
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T fovy, T aspect, T near); |
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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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/// |
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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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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), 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 tmat4x4<T, defaultp> tweakedInfinitePerspective( |
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T fovy, T aspect, T near); |
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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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/// |
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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 ep |
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), 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 tmat4x4<T, defaultp> tweakedInfinitePerspective( |
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T fovy, T aspect, T near, T ep); |
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/// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates. |
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/// |
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/// @param obj Specify the object coordinates. |
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/// @param model Specifies the current modelview matrix |
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/// @param proj Specifies the current projection matrix |
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/// @param viewport Specifies the current viewport |
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/// @return Return the computed window coordinates. |
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/// @tparam T Native type used for the computation. Currently supported: half (not recommanded), float or double. |
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/// @tparam U Currently supported: Floating-point types and integer types. |
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/// @see gtc_matrix_transform |
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template <typename T, typename U, precision P> |
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GLM_FUNC_DECL tvec3<T, P> project( |
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tvec3<T, P> const & obj, |
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tmat4x4<T, P> const & model, |
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tmat4x4<T, P> const & proj, |
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tvec4<U, P> const & viewport); |
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/// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates. |
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/// |
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/// @param win Specify the window coordinates to be mapped. |
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/// @param model Specifies the modelview matrix |
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/// @param proj Specifies the projection matrix |
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/// @param viewport Specifies the viewport |
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/// @return Returns the computed object coordinates. |
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/// @tparam T Native type used for the computation. Currently supported: half (not recommanded), float or double. |
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/// @tparam U Currently supported: Floating-point types and integer types. |
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/// @see gtc_matrix_transform |
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template <typename T, typename U, precision P> |
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GLM_FUNC_DECL tvec3<T, P> unProject( |
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tvec3<T, P> const & win, |
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tmat4x4<T, P> const & model, |
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tmat4x4<T, P> const & proj, |
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tvec4<U, P> const & viewport); |
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/// Define a picking region |
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/// |
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/// @param center |
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/// @param delta |
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/// @param viewport |
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/// @tparam T Native type used for the computation. Currently supported: half (not recommanded), float or double. |
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/// @tparam U Currently supported: Floating-point types and integer types. |
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/// @see gtc_matrix_transform |
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template <typename T, precision P, typename U> |
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GLM_FUNC_DECL tmat4x4<T, P> pickMatrix( |
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tvec2<T, P> const & center, |
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tvec2<T, P> const & delta, |
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tvec4<U, P> const & viewport); |
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/// Build a look at view matrix based on the default handedness. |
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/// |
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/// @param eye Position of the camera |
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/// @param center Position where the camera is looking at |
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/// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1) |
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/// @see gtc_matrix_transform |
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/// @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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template <typename T, precision P> |
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GLM_FUNC_DECL tmat4x4<T, P> lookAt( |
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tvec3<T, P> const & eye, |
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tvec3<T, P> const & center, |
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tvec3<T, P> const & up); |
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/// Build a right handed look at view matrix. |
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/// |
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/// @param eye Position of the camera |
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/// @param center Position where the camera is looking at |
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/// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1) |
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/// @see gtc_matrix_transform |
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/// @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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template <typename T, precision P> |
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GLM_FUNC_DECL tmat4x4<T, P> lookAtRH( |
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tvec3<T, P> const & eye, |
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tvec3<T, P> const & center, |
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tvec3<T, P> const & up); |
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/// Build a left handed look at view matrix. |
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/// |
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/// @param eye Position of the camera |
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/// @param center Position where the camera is looking at |
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/// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1) |
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/// @see gtc_matrix_transform |
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/// @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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template <typename T, precision P> |
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GLM_FUNC_DECL tmat4x4<T, P> lookAtLH( |
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tvec3<T, P> const & eye, |
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tvec3<T, P> const & center, |
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tvec3<T, P> const & up); |
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/// @} |
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}//namespace glm |
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#include "matrix_transform.inl"
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