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Aquaria/ExternalLibs/glm/gtc/matrix_transform.hpp

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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"
#if(defined(GLM_MESSAGES) && !defined(glm_ext))
# pragma message("GLM: GLM_GTC_matrix_transform extension included")
#endif
namespace glm{
namespace gtc{
namespace matrix_transform ///< GLM_GTC_matrix_transform extension: Add transformation matrices
{
/// \addtogroup gtc_matrix_transform
///@{
//! 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);
//! Creates a matrix for an orthographic parallel viewing volume.
//! From GLM_GTC_matrix_transform extension.
template <typename T>
detail::tmat4x4<T> ortho(
T const & left,
T const & right,
T const & bottom,
T const & top,
T const & zNear,
T const & zFar);
//! Creates a matrix for projecting two-dimensional coordinates onto the screen.
//! From GLM_GTC_matrix_transform extension.
template <typename T>
detail::tmat4x4<T> ortho(
T const & left,
T const & right,
T const & bottom,
T const & top);
//! Creates a frustum matrix.
//! From GLM_GTC_matrix_transform extension.
template <typename T>
detail::tmat4x4<T> frustum(
T const & left,
T const & right,
T const & bottom,
T const & top,
T const & nearVal,
T const & farVal);
//! Creates a matrix for a symetric perspective-view frustum.
//! From GLM_GTC_matrix_transform extension.
template <typename T>
detail::tmat4x4<T> perspective(
T const & fovy,
T const & aspect,
T const & zNear,
T const & zFar);
//! Builds a perspective projection matrix based on a field of view
//! From GLM_GTC_matrix_transform extension.
template <typename valType>
detail::tmat4x4<valType> perspectiveFov(
valType const & fov,
valType const & width,
valType const & height,
valType const & zNear,
valType const & zFar);
//! Creates a matrix for a symmetric perspective-view frustum with far plane at infinite .
//! From GLM_GTC_matrix_transform extension.
template <typename T>
detail::tmat4x4<T> infinitePerspective(
T fovy, T aspect, T zNear);
//! Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping.
//! From GLM_GTC_matrix_transform extension.
template <typename T>
detail::tmat4x4<T> tweakedInfinitePerspective(
T fovy, T aspect, T zNear);
//! Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates.
//! From GLM_GTC_matrix_transform extension.
template <typename T, typename U>
detail::tvec3<T> project(
detail::tvec3<T> const & obj,
detail::tmat4x4<T> const & model,
detail::tmat4x4<T> const & proj,
detail::tvec4<U> const & viewport);
//! Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.
//! From GLM_GTC_matrix_transform extension.
template <typename T, typename U>
detail::tvec3<T> unProject(
detail::tvec3<T> const & win,
detail::tmat4x4<T> const & model,
detail::tmat4x4<T> const & proj,
detail::tvec4<U> const & viewport);
//! Define a picking region
//! From GLM_GTC_matrix_transform extension.
template <typename T, typename U>
detail::tmat4x4<T> pickMatrix(
detail::tvec2<T> const & center,
detail::tvec2<T> const & delta,
detail::tvec4<U> const & viewport);
//! Build a look at view matrix.
//! From GLM_GTC_matrix_transform extension.
template <typename T>
detail::tmat4x4<T> lookAt(
detail::tvec3<T> const & eye,
detail::tvec3<T> const & center,
detail::tvec3<T> const & up);
///@}
}//namespace matrix_transform
}//namespace gtc
}//namespace glm
#include "matrix_transform.inl"
namespace glm{using namespace gtc::matrix_transform;}
#endif//glm_gtc_matrix_transform