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306 lines
12 KiB
306 lines
12 KiB
/////////////////////////////////////////////////////////////////////////////////// |
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/// OpenGL Mathematics (glm.g-truc.net) |
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/// |
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/// Copyright (c) 2005 - 2014 G-Truc Creation (www.g-truc.net) |
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/// Permission is hereby granted, free of charge, to any person obtaining a copy |
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/// of this software and associated documentation files (the "Software"), to deal |
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/// in the Software without restriction, including without limitation the rights |
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/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
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/// copies of the Software, and to permit persons to whom the Software is |
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/// furnished to do so, subject to the following conditions: |
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/// |
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/// The above copyright notice and this permission notice shall be included in |
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/// all copies or substantial portions of the Software. |
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/// |
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/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
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/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
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/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN |
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/// THE SOFTWARE. |
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/// |
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/// @ref gtc_matrix_transform |
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/// @file glm/gtc/matrix_transform.hpp |
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/// @date 2009-04-29 / 2011-05-16 |
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/// @author Christophe Riccio |
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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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/////////////////////////////////////////////////////////////////////////////////// |
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#ifndef GLM_GTC_matrix_transform |
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#define GLM_GTC_matrix_transform |
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// Dependency: |
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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(defined(GLM_MESSAGES) && !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 gtx_transform |
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/// @see - translate(T x, T y, T z) |
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/// @see - translate(detail::tmat4x4<T, P> const & m, T x, T y, T z) |
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/// @see - translate(detail::tvec3<T, P> const & v) |
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template <typename T, precision P> |
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GLM_FUNC_DECL detail::tmat4x4<T, P> translate( |
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detail::tmat4x4<T, P> const & m, |
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detail::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 if GLM_FORCE_RADIANS is define or degrees otherwise. |
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/// @param axis Rotation axis, recommanded 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 gtx_transform |
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/// @see - rotate(T angle, T x, T y, T z) |
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/// @see - rotate(detail::tmat4x4<T, P> const & m, T angle, T x, T y, T z) |
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/// @see - rotate(T angle, detail::tvec3<T, P> const & v) |
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template <typename T, precision P> |
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GLM_FUNC_DECL detail::tmat4x4<T, P> rotate( |
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detail::tmat4x4<T, P> const & m, |
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T const & angle, |
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detail::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 recommanded), float or double. |
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/// @see gtc_matrix_transform |
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/// @see gtx_transform |
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/// @see - scale(T x, T y, T z) scale(T const & x, T const & y, T const & z) |
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/// @see - scale(detail::tmat4x4<T, P> const & m, T x, T y, T z) |
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/// @see - scale(detail::tvec3<T, P> const & v) |
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template <typename T, precision P> |
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GLM_FUNC_DECL detail::tmat4x4<T, P> scale( |
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detail::tmat4x4<T, P> const & m, |
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detail::tvec3<T, P> const & v); |
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/// Creates a matrix for an orthographic parallel viewing volume. |
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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 detail::tmat4x4<T, defaultp> ortho( |
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T const & left, |
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T const & right, |
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T const & bottom, |
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T const & top, |
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T const & zNear, |
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T const & zFar); |
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/// Creates a matrix for projecting two-dimensional coordinates onto the screen. |
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/// |
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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 detail::tmat4x4<T, defaultp> ortho( |
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T const & left, |
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T const & right, |
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T const & bottom, |
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T const & top); |
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/// Creates a 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 detail::tmat4x4<T, defaultp> frustum( |
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T const & left, |
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T const & right, |
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T const & bottom, |
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T const & top, |
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T const & near, |
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T const & far); |
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/// Creates a matrix for a symetric perspective-view frustum. |
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/// |
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/// @param fovy Expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise. |
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/// @param aspect |
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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 detail::tmat4x4<T, defaultp> perspective( |
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T const & fovy, |
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T const & aspect, |
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T const & near, |
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T const & far); |
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/// Builds a perspective projection matrix based on a field of view. |
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/// |
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/// @param fov Expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise. |
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/// @param width |
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/// @param height |
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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 detail::tmat4x4<T, defaultp> perspectiveFov( |
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T const & fov, |
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T const & width, |
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T const & height, |
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T const & near, |
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T const & far); |
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/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite. |
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/// |
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/// @param fovy Expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise. |
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/// @param aspect |
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/// @param near |
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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 detail::tmat4x4<T, defaultp> infinitePerspective( |
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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 Expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise. |
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/// @param aspect |
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/// @param near |
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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 detail::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 Expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise. |
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/// @param aspect |
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/// @param near |
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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 detail::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 |
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/// @param model |
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/// @param proj |
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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, typename U, precision P> |
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GLM_FUNC_DECL detail::tvec3<T, P> project( |
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detail::tvec3<T, P> const & obj, |
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detail::tmat4x4<T, P> const & model, |
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detail::tmat4x4<T, P> const & proj, |
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detail::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 |
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/// @param model |
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/// @param proj |
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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, typename U, precision P> |
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GLM_FUNC_DECL detail::tvec3<T, P> unProject( |
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detail::tvec3<T, P> const & win, |
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detail::tmat4x4<T, P> const & model, |
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detail::tmat4x4<T, P> const & proj, |
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detail::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 detail::tmat4x4<T, P> pickMatrix( |
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detail::tvec2<T, P> const & center, |
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detail::tvec2<T, P> const & delta, |
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detail::tvec4<U, P> const & viewport); |
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/// Build a 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 detail::tmat4x4<T, P> lookAt( |
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detail::tvec3<T, P> const & eye, |
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detail::tvec3<T, P> const & center, |
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detail::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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#endif//GLM_GTC_matrix_transform
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