/////////////////////////////////////////////////////////////////////////////////////////////////// // 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 detail::tmat4x4 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 detail::tmat4x4 translate( detail::tmat4x4 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 detail::tmat4x4 translate( detail::tvec3 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 detail::tmat4x4 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 detail::tmat4x4 rotate( T angle, detail::tvec3 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 detail::tmat4x4 rotate( detail::tmat4x4 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 detail::tmat4x4 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 detail::tmat4x4 scale( detail::tmat4x4 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 detail::tmat4x4 scale( detail::tvec3 const & v); /// @} }//namespace transform }//namespace gtx }//namespace glm #include "transform.inl" namespace glm{using namespace gtx::transform;} #endif//glm_gtx_transform