mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-30 06:45:43 +00:00
158 lines
5 KiB
C++
158 lines
5 KiB
C++
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// 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
|