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Aquaria/ExternalLibs/glm/gtx/transform.hpp

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///////////////////////////////////////////////////////////////////////////////////////////////////
// OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
///////////////////////////////////////////////////////////////////////////////////////////////////
// Created : 2005-12-21
// Updated : 2009-04-29
// Licence : This source is under MIT License
// File : glm/gtx/transform.hpp
///////////////////////////////////////////////////////////////////////////////////////////////////
// Dependency:
// - GLM core
// - GLM_GTC_matric_transform
///////////////////////////////////////////////////////////////////////////////////////////////////
#ifndef glm_gtx_transform
#define glm_gtx_transform
// Dependency:
#include "../glm.hpp"
#include "../gtc/matrix_transform.hpp"
#if(defined(GLM_MESSAGES) && !defined(glm_ext))
# pragma message("GLM: GLM_GTX_transform extension included")
#endif
namespace glm{
namespace gtx{
namespace transform ///< GLM_GTX_transform extension: Add transformation matrices
{
using namespace gtc::matrix_transform;
/// \addtogroup gtx_transform
/// @{
//! Builds a translation 4 * 4 matrix created from 3 scalars.
//! From GLM_GTX_transform extension.
template <typename T>
detail::tmat4x4<T> translate(
T x, T y, T z);
//! Transforms a matrix with a translation 4 * 4 matrix created from 3 scalars.
//! From GLM_GTX_transform extension.
template <typename T>
detail::tmat4x4<T> translate(
detail::tmat4x4<T> const & m,
T x, T y, T z);
//! Transforms a matrix with a translation 4 * 4 matrix created from 3 scalars.
//! From GLM_GTX_transform extension.
template <typename T>
detail::tmat4x4<T> translate(
detail::tvec3<T> const & v);
//! Builds a rotation 4 * 4 matrix created from an axis of 3 scalars and an angle expressed in degrees.
//! From GLM_GTX_transform extension.
template <typename T>
detail::tmat4x4<T> rotate(
T angle,
T x, T y, T z);
//! Builds a rotation 4 * 4 matrix created from an axis of 3 scalars and an angle expressed in degrees.
//! From GLM_GTX_transform extension.
template <typename T>
detail::tmat4x4<T> rotate(
T angle,
detail::tvec3<T> const & v);
//! Transforms a matrix with a rotation 4 * 4 matrix created from an axis of 3 scalars and an angle expressed in degrees.
//! From GLM_GTX_transform extension.
template <typename T>
detail::tmat4x4<T> rotate(
detail::tmat4x4<T> const & m,
T angle,
T x, T y, T z);
//! Builds a scale 4 * 4 matrix created from 3 scalars.
//! From GLM_GTX_transform extension.
template <typename T>
detail::tmat4x4<T> scale(
T x, T y, T z);
//! Transforms a matrix with a scale 4 * 4 matrix created from 3 scalars.
//! From GLM_GTX_transform extension.
template <typename T>
detail::tmat4x4<T> scale(
detail::tmat4x4<T> const & m,
T x, T y, T z);
//! Transforms a matrix with a scale 4 * 4 matrix created from a vector of 3 components.
//! From GLM_GTX_transform extension.
template <typename T>
detail::tmat4x4<T> scale(
detail::tvec3<T> const & v);
/// @}
}//namespace transform
}//namespace gtx
}//namespace glm
#include "transform.inl"
namespace glm{using namespace gtx::transform;}
#endif//glm_gtx_transform