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Add glm 0.9.2
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103
ExternalLibs/glm/gtx/transform.hpp
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103
ExternalLibs/glm/gtx/transform.hpp
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Created : 2005-12-21
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// Updated : 2009-04-29
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// Licence : This source is under MIT License
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// File : glm/gtx/transform.hpp
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Dependency:
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// - GLM core
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// - GLM_GTC_matric_transform
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///////////////////////////////////////////////////////////////////////////////////////////////////
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#ifndef glm_gtx_transform
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#define glm_gtx_transform
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// Dependency:
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#include "../glm.hpp"
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#include "../gtc/matrix_transform.hpp"
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#if(defined(GLM_MESSAGES) && !defined(glm_ext))
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# pragma message("GLM: GLM_GTX_transform extension included")
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#endif
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namespace glm{
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namespace gtx{
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namespace transform ///< GLM_GTX_transform extension: Add transformation matrices
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{
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using namespace gtc::matrix_transform;
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/// \addtogroup gtx_transform
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/// @{
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//! Builds a translation 4 * 4 matrix created from 3 scalars.
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//! From GLM_GTX_transform extension.
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template <typename T>
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detail::tmat4x4<T> translate(
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T x, T y, T z);
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//! Transforms a matrix with a translation 4 * 4 matrix created from 3 scalars.
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//! From GLM_GTX_transform extension.
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template <typename T>
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detail::tmat4x4<T> translate(
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detail::tmat4x4<T> const & m,
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T x, T y, T z);
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//! Transforms a matrix with a translation 4 * 4 matrix created from 3 scalars.
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//! From GLM_GTX_transform extension.
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template <typename T>
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detail::tmat4x4<T> translate(
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detail::tvec3<T> const & v);
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//! Builds a rotation 4 * 4 matrix created from an axis of 3 scalars and an angle expressed in degrees.
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//! From GLM_GTX_transform extension.
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template <typename T>
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detail::tmat4x4<T> rotate(
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T angle,
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T x, T y, T z);
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//! Builds a rotation 4 * 4 matrix created from an axis of 3 scalars and an angle expressed in degrees.
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//! From GLM_GTX_transform extension.
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template <typename T>
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detail::tmat4x4<T> rotate(
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T angle,
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detail::tvec3<T> const & v);
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//! Transforms a matrix with a rotation 4 * 4 matrix created from an axis of 3 scalars and an angle expressed in degrees.
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//! From GLM_GTX_transform extension.
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template <typename T>
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detail::tmat4x4<T> rotate(
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detail::tmat4x4<T> const & m,
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T angle,
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T x, T y, T z);
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//! Builds a scale 4 * 4 matrix created from 3 scalars.
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//! From GLM_GTX_transform extension.
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template <typename T>
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detail::tmat4x4<T> scale(
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T x, T y, T z);
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//! Transforms a matrix with a scale 4 * 4 matrix created from 3 scalars.
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//! From GLM_GTX_transform extension.
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template <typename T>
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detail::tmat4x4<T> scale(
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detail::tmat4x4<T> const & m,
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T x, T y, T z);
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//! Transforms a matrix with a scale 4 * 4 matrix created from a vector of 3 components.
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//! From GLM_GTX_transform extension.
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template <typename T>
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detail::tmat4x4<T> scale(
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detail::tvec3<T> const & v);
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/// @}
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}//namespace transform
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}//namespace gtx
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}//namespace glm
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#include "transform.inl"
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namespace glm{using namespace gtx::transform;}
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#endif//glm_gtx_transform
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