OpenGL Mathematics (GLM)
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///////////////////////////////////////////////////////////////////////////////////////////////////
// OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
///////////////////////////////////////////////////////////////////////////////////////////////////
// Created : 2009-04-29
// Updated : 2009-04-29
// Licence : This source is under MIT License
// File : glm/gtc/matrix_transform.hpp
///////////////////////////////////////////////////////////////////////////////////////////////////
// Dependency:
// - GLM core
// - GLM_GTC_matrix_operation
///////////////////////////////////////////////////////////////////////////////////////////////////
#ifndef glm_gtc_matrix_transform
#define glm_gtc_matrix_transform
// Dependency:
#include "../glm.hpp"
#include "../gtc/matrix_operation.hpp"
namespace glm
{
namespace test{
bool main_gtc_matrix_transform();
}//namespace test
namespace gtc{
//! GLM_GTC_matrix_transform extension: Add transformation matrices
namespace matrix_transform
{
using namespace gtc::matrix_operation;
//! Builds a translation 4 * 4 matrix created from a vector of 3 components.
//! From GLM_GTC_matrix_transform extension.
template <typename T>
detail::tmat4x4<T> translate(
detail::tmat4x4<T> const & m,
detail::tvec3<T> const & v);
//! Builds a rotation 4 * 4 matrix created from an axis vector and an angle expressed in degrees.
//! From GLM_GTC_matrix_transform extension.
template <typename T>
detail::tmat4x4<T> rotate(
detail::tmat4x4<T> const & m,
T const & angle,
detail::tvec3<T> const & v);
//! Builds a scale 4 * 4 matrix created from 3 scalars.
//! From GLM_GTC_matrix_transform extension.
template <typename T>
detail::tmat4x4<T> scale(
detail::tmat4x4<T> const & m,
detail::tvec3<T> const & v);
}//namespace matrix_transform
}//namespace gtc
}//namespace glm
#include "matrix_transform.inl"
namespace glm{using namespace gtc::matrix_transform;}
#endif//glm_gtc_matrix_transform