From 83889ba33dad2743eeb2a79102a1117ec9220025 Mon Sep 17 00:00:00 2001 From: LaG1924 Date: Mon, 7 Jun 2021 07:56:57 +0500 Subject: Replaced /external/ with CPMAddPackage --- external/include/glm/gtc/matrix_transform.hpp | 727 -------------------------- 1 file changed, 727 deletions(-) delete mode 100644 external/include/glm/gtc/matrix_transform.hpp (limited to 'external/include/glm/gtc/matrix_transform.hpp') diff --git a/external/include/glm/gtc/matrix_transform.hpp b/external/include/glm/gtc/matrix_transform.hpp deleted file mode 100644 index a9d5cd0..0000000 --- a/external/include/glm/gtc/matrix_transform.hpp +++ /dev/null @@ -1,727 +0,0 @@ -/// @ref gtc_matrix_transform -/// @file glm/gtc/matrix_transform.hpp -/// -/// @see core (dependence) -/// @see gtx_transform -/// @see gtx_transform2 -/// -/// @defgroup gtc_matrix_transform GLM_GTC_matrix_transform -/// @ingroup gtc -/// -/// Include to use the features of this extension. -/// -/// Defines functions that generate common transformation matrices. -/// -/// The matrices generated by this extension use standard OpenGL fixed-function -/// conventions. For example, the lookAt function generates a transform from world -/// space into the specific eye space that the projective matrix functions -/// (perspective, ortho, etc) are designed to expect. The OpenGL compatibility -/// specifications defines the particular layout of this eye space. - -#pragma once - -// Dependencies -#include "../mat4x4.hpp" -#include "../vec2.hpp" -#include "../vec3.hpp" -#include "../vec4.hpp" -#include "../gtc/constants.hpp" - -#if GLM_MESSAGES == GLM_MESSAGES_ENABLED && !defined(GLM_EXT_INCLUDED) -# pragma message("GLM: GLM_GTC_matrix_transform extension included") -#endif - -namespace glm -{ - /// @addtogroup gtc_matrix_transform - /// @{ - - /// Builds a translation 4 * 4 matrix created from a vector of 3 components. - /// - /// @param m Input matrix multiplied by this translation matrix. - /// @param v Coordinates of a translation vector. - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. - /// @code - /// #include - /// #include - /// ... - /// glm::mat4 m = glm::translate(glm::mat4(1.0f), glm::vec3(1.0f)); - /// // m[0][0] == 1.0f, m[0][1] == 0.0f, m[0][2] == 0.0f, m[0][3] == 0.0f - /// // m[1][0] == 0.0f, m[1][1] == 1.0f, m[1][2] == 0.0f, m[1][3] == 0.0f - /// // m[2][0] == 0.0f, m[2][1] == 0.0f, m[2][2] == 1.0f, m[2][3] == 0.0f - /// // m[3][0] == 1.0f, m[3][1] == 1.0f, m[3][2] == 1.0f, m[3][3] == 1.0f - /// @endcode - /// @see gtc_matrix_transform - /// @see - translate(mat<4, 4, T, Q> const& m, T x, T y, T z) - /// @see - translate(vec<3, T, Q> const& v) - /// @see glTranslate man page - template - GLM_FUNC_DECL mat<4, 4, T, Q> translate( - mat<4, 4, T, Q> const& m, vec<3, T, Q> const& v); - - /// Builds a rotation 4 * 4 matrix created from an axis vector and an angle. - /// - /// @param m Input matrix multiplied by this rotation matrix. - /// @param angle Rotation angle expressed in radians. - /// @param axis Rotation axis, recommended to be normalized. - /// @tparam T Value type used to build the matrix. Supported: half, float or double. - /// @see gtc_matrix_transform - /// @see - rotate(mat<4, 4, T, Q> const& m, T angle, T x, T y, T z) - /// @see - rotate(T angle, vec<3, T, Q> const& v) - /// @see glRotate man page - template - GLM_FUNC_DECL mat<4, 4, T, Q> rotate( - mat<4, 4, T, Q> const& m, T angle, vec<3, T, Q> const& axis); - - /// Builds a scale 4 * 4 matrix created from 3 scalars. - /// - /// @param m Input matrix multiplied by this scale matrix. - /// @param v Ratio of scaling for each axis. - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. - /// @see gtc_matrix_transform - /// @see - scale(mat<4, 4, T, Q> const& m, T x, T y, T z) - /// @see - scale(vec<3, T, Q> const& v) - /// @see glScale man page - template - GLM_FUNC_DECL mat<4, 4, T, Q> scale( - mat<4, 4, T, Q> const& m, vec<3, T, Q> const& v); - - /// Creates a matrix for projecting two-dimensional coordinates onto the screen. - /// - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. - /// @see gtc_matrix_transform - /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top, T const& zNear, T const& zFar) - /// @see gluOrtho2D man page - template - GLM_FUNC_DECL mat<4, 4, T, defaultp> ortho( - T left, T right, T bottom, T top); - - /// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates. - /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) - /// - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. - /// @see gtc_matrix_transform - /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) - template - GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH_ZO( - T left, T right, T bottom, T top, T zNear, T zFar); - - /// Creates a matrix for an orthographic parallel viewing volume using right-handed coordinates. - /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) - /// - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. - /// @see gtc_matrix_transform - /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) - template - GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH_NO( - T left, T right, T bottom, T top, T zNear, T zFar); - - /// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates. - /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) - /// - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. - /// @see gtc_matrix_transform - /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) - template - GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH_ZO( - T left, T right, T bottom, T top, T zNear, T zFar); - - /// Creates a matrix for an orthographic parallel viewing volume, using right-handed coordinates. - /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) - /// - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. - /// @see gtc_matrix_transform - /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) - template - GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH_NO( - T left, T right, T bottom, T top, T zNear, T zFar); - - /// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates. - /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) - /// - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. - /// @see gtc_matrix_transform - /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) - template - GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoZO( - T left, T right, T bottom, T top, T zNear, T zFar); - - /// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. - /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) - /// - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. - /// @see gtc_matrix_transform - /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) - template - GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoNO( - T left, T right, T bottom, T top, T zNear, T zFar); - - /// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates. - /// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) - /// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) - /// - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. - /// @see gtc_matrix_transform - /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) - template - GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH( - T left, T right, T bottom, T top, T zNear, T zFar); - - /// Creates a matrix for an orthographic parallel viewing volume, using right-handed coordinates. - /// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) - /// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) - /// - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. - /// @see gtc_matrix_transform - /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) - template - GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH( - T left, T right, T bottom, T top, T zNear, T zFar); - - /// Creates a matrix for an orthographic parallel viewing volume, using the default handedness and default near and far clip planes definition. - /// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE. - /// - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. - /// @see gtc_matrix_transform - /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) - /// @see glOrtho man page - template - GLM_FUNC_DECL mat<4, 4, T, defaultp> ortho( - T left, T right, T bottom, T top, T zNear, T zFar); - - /// Creates a left handed frustum matrix. - /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) - /// - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. - /// @see gtc_matrix_transform - template - GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH_ZO( - T left, T right, T bottom, T top, T near, T far); - - /// Creates a left handed frustum matrix. - /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) - /// - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. - /// @see gtc_matrix_transform - template - GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH_NO( - T left, T right, T bottom, T top, T near, T far); - - /// Creates a right handed frustum matrix. - /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) - /// - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. - /// @see gtc_matrix_transform - template - GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH_ZO( - T left, T right, T bottom, T top, T near, T far); - - /// Creates a right handed frustum matrix. - /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) - /// - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. - /// @see gtc_matrix_transform - template - GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH_NO( - T left, T right, T bottom, T top, T near, T far); - - /// Creates a frustum matrix using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. - /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) - /// - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. - /// @see gtc_matrix_transform - template - GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumZO( - T left, T right, T bottom, T top, T near, T far); - - /// Creates a frustum matrix using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. - /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) - /// - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. - /// @see gtc_matrix_transform - template - GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumNO( - T left, T right, T bottom, T top, T near, T far); - - /// Creates a left handed frustum matrix. - /// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) - /// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) - /// - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. - /// @see gtc_matrix_transform - template - GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH( - T left, T right, T bottom, T top, T near, T far); - - /// Creates a right handed frustum matrix. - /// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) - /// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) - /// - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. - /// @see gtc_matrix_transform - template - GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH( - T left, T right, T bottom, T top, T near, T far); - - /// Creates a frustum matrix with default handedness, using the default handedness and default near and far clip planes definition. - /// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE. - /// - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. - /// @see gtc_matrix_transform - /// @see glFrustum man page - template - GLM_FUNC_DECL mat<4, 4, T, defaultp> frustum( - T left, T right, T bottom, T top, T near, T far); - - - /// Creates a matrix for a right handed, symetric perspective-view frustum. - /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) - /// - /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. - /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). - /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). - /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. - /// @see gtc_matrix_transform - template - GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH_ZO( - T fovy, T aspect, T near, T far); - - /// Creates a matrix for a right handed, symetric perspective-view frustum. - /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) - /// - /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. - /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). - /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). - /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. - /// @see gtc_matrix_transform - template - GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH_NO( - T fovy, T aspect, T near, T far); - - /// Creates a matrix for a left handed, symetric perspective-view frustum. - /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) - /// - /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. - /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). - /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). - /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. - /// @see gtc_matrix_transform - template - GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH_ZO( - T fovy, T aspect, T near, T far); - - /// Creates a matrix for a left handed, symetric perspective-view frustum. - /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) - /// - /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. - /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). - /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). - /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. - /// @see gtc_matrix_transform - template - GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH_NO( - T fovy, T aspect, T near, T far); - - /// Creates a matrix for a symetric perspective-view frustum using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. - /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) - /// - /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. - /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). - /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). - /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. - /// @see gtc_matrix_transform - template - GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveZO( - T fovy, T aspect, T near, T far); - - /// Creates a matrix for a symetric perspective-view frustum using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. - /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) - /// - /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. - /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). - /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). - /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. - /// @see gtc_matrix_transform - template - GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveNO( - T fovy, T aspect, T near, T far); - - /// Creates a matrix for a right handed, symetric perspective-view frustum. - /// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) - /// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) - /// - /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. - /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). - /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). - /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. - /// @see gtc_matrix_transform - template - GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH( - T fovy, T aspect, T near, T far); - - /// Creates a matrix for a left handed, symetric perspective-view frustum. - /// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) - /// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) - /// - /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. - /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). - /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). - /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. - /// @see gtc_matrix_transform - template - GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH( - T fovy, T aspect, T near, T far); - - /// Creates a matrix for a symetric perspective-view frustum based on the default handedness and default near and far clip planes definition. - /// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE. - /// - /// @param fovy Specifies the field of view angle in the y direction. Expressed in radians. - /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). - /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). - /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. - /// @see gtc_matrix_transform - /// @see gluPerspective man page - template - GLM_FUNC_DECL mat<4, 4, T, defaultp> perspective( - T fovy, T aspect, T near, T far); - - /// Builds a perspective projection matrix based on a field of view using right-handed coordinates. - /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) - /// - /// @param fov Expressed in radians. - /// @param width Width of the viewport - /// @param height Height of the viewport - /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). - /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. - /// @see gtc_matrix_transform - template - GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovRH_ZO( - T fov, T width, T height, T near, T far); - - /// Builds a perspective projection matrix based on a field of view using right-handed coordinates. - /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) - /// - /// @param fov Expressed in radians. - /// @param width Width of the viewport - /// @param height Height of the viewport - /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). - /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. - /// @see gtc_matrix_transform - template - GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovRH_NO( - T fov, T width, T height, T near, T far); - - /// Builds a perspective projection matrix based on a field of view using left-handed coordinates. - /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) - /// - /// @param fov Expressed in radians. - /// @param width Width of the viewport - /// @param height Height of the viewport - /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). - /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. - /// @see gtc_matrix_transform - template - GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovLH_ZO( - T fov, T width, T height, T near, T far); - - /// Builds a perspective projection matrix based on a field of view using left-handed coordinates. - /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) - /// - /// @param fov Expressed in radians. - /// @param width Width of the viewport - /// @param height Height of the viewport - /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). - /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. - /// @see gtc_matrix_transform - template - GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovLH_NO( - T fov, T width, T height, T near, T far); - - /// Builds a perspective projection matrix based on a field of view using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. - /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) - /// - /// @param fov Expressed in radians. - /// @param width Width of the viewport - /// @param height Height of the viewport - /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). - /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. - /// @see gtc_matrix_transform - template - GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovZO( - T fov, T width, T height, T near, T far); - - /// Builds a perspective projection matrix based on a field of view using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. - /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) - /// - /// @param fov Expressed in radians. - /// @param width Width of the viewport - /// @param height Height of the viewport - /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). - /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. - /// @see gtc_matrix_transform - template - GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovNO( - T fov, T width, T height, T near, T far); - - /// Builds a right handed perspective projection matrix based on a field of view. - /// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) - /// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) - /// - /// @param fov Expressed in radians. - /// @param width Width of the viewport - /// @param height Height of the viewport - /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). - /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. - /// @see gtc_matrix_transform - template - GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovRH( - T fov, T width, T height, T near, T far); - - /// Builds a left handed perspective projection matrix based on a field of view. - /// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) - /// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) - /// - /// @param fov Expressed in radians. - /// @param width Width of the viewport - /// @param height Height of the viewport - /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). - /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. - /// @see gtc_matrix_transform - template - GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovLH( - T fov, T width, T height, T near, T far); - - /// Builds a perspective projection matrix based on a field of view and the default handedness and default near and far clip planes definition. - /// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE. - /// - /// @param fov Expressed in radians. - /// @param width Width of the viewport - /// @param height Height of the viewport - /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). - /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. - /// @see gtc_matrix_transform - template - GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFov( - T fov, T width, T height, T near, T far); - - /// Creates a matrix for a left handed, symmetric perspective-view frustum with far plane at infinite. - /// - /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. - /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). - /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. - /// @see gtc_matrix_transform - template - GLM_FUNC_DECL mat<4, 4, T, defaultp> infinitePerspectiveLH( - T fovy, T aspect, T near); - - /// Creates a matrix for a right handed, symmetric perspective-view frustum with far plane at infinite. - /// - /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. - /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). - /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. - /// @see gtc_matrix_transform - template - GLM_FUNC_DECL mat<4, 4, T, defaultp> infinitePerspectiveRH( - T fovy, T aspect, T near); - - /// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite with default handedness. - /// - /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. - /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). - /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. - /// @see gtc_matrix_transform - template - GLM_FUNC_DECL mat<4, 4, T, defaultp> infinitePerspective( - T fovy, T aspect, T near); - - /// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping. - /// - /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. - /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). - /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. - /// @see gtc_matrix_transform - template - GLM_FUNC_DECL mat<4, 4, T, defaultp> tweakedInfinitePerspective( - T fovy, T aspect, T near); - - /// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping. - /// - /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. - /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). - /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). - /// @param ep Epsilon - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. - /// @see gtc_matrix_transform - template - GLM_FUNC_DECL mat<4, 4, T, defaultp> tweakedInfinitePerspective( - T fovy, T aspect, T near, T ep); - - /// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates. - /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) - /// - /// @param obj Specify the object coordinates. - /// @param model Specifies the current modelview matrix - /// @param proj Specifies the current projection matrix - /// @param viewport Specifies the current viewport - /// @return Return the computed window coordinates. - /// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double. - /// @tparam U Currently supported: Floating-point types and integer types. - /// @see gtc_matrix_transform - /// @see gluProject man page - template - GLM_FUNC_DECL vec<3, T, Q> projectZO( - vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport); - - /// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates. - /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) - /// - /// @param obj Specify the object coordinates. - /// @param model Specifies the current modelview matrix - /// @param proj Specifies the current projection matrix - /// @param viewport Specifies the current viewport - /// @return Return the computed window coordinates. - /// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double. - /// @tparam U Currently supported: Floating-point types and integer types. - /// @see gtc_matrix_transform - /// @see gluProject man page - template - GLM_FUNC_DECL vec<3, T, Q> projectNO( - vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport); - - /// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates using default near and far clip planes definition. - /// To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE. - /// - /// @param obj Specify the object coordinates. - /// @param model Specifies the current modelview matrix - /// @param proj Specifies the current projection matrix - /// @param viewport Specifies the current viewport - /// @return Return the computed window coordinates. - /// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double. - /// @tparam U Currently supported: Floating-point types and integer types. - /// @see gtc_matrix_transform - /// @see gluProject man page - template - GLM_FUNC_DECL vec<3, T, Q> project( - vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport); - - /// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates. - /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) - /// - /// @param win Specify the window coordinates to be mapped. - /// @param model Specifies the modelview matrix - /// @param proj Specifies the projection matrix - /// @param viewport Specifies the viewport - /// @return Returns the computed object coordinates. - /// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double. - /// @tparam U Currently supported: Floating-point types and integer types. - /// @see gtc_matrix_transform - /// @see gluUnProject man page - template - GLM_FUNC_DECL vec<3, T, Q> unProjectZO( - vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport); - - /// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates. - /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) - /// - /// @param win Specify the window coordinates to be mapped. - /// @param model Specifies the modelview matrix - /// @param proj Specifies the projection matrix - /// @param viewport Specifies the viewport - /// @return Returns the computed object coordinates. - /// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double. - /// @tparam U Currently supported: Floating-point types and integer types. - /// @see gtc_matrix_transform - /// @see gluUnProject man page - template - GLM_FUNC_DECL vec<3, T, Q> unProjectNO( - vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport); - - /// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates using default near and far clip planes definition. - /// To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE. - /// - /// @param win Specify the window coordinates to be mapped. - /// @param model Specifies the modelview matrix - /// @param proj Specifies the projection matrix - /// @param viewport Specifies the viewport - /// @return Returns the computed object coordinates. - /// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double. - /// @tparam U Currently supported: Floating-point types and integer types. - /// @see gtc_matrix_transform - /// @see gluUnProject man page - template - GLM_FUNC_DECL vec<3, T, Q> unProject( - vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport); - - /// Define a picking region - /// - /// @param center Specify the center of a picking region in window coordinates. - /// @param delta Specify the width and height, respectively, of the picking region in window coordinates. - /// @param viewport Rendering viewport - /// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double. - /// @tparam U Currently supported: Floating-point types and integer types. - /// @see gtc_matrix_transform - /// @see gluPickMatrix man page - template - GLM_FUNC_DECL mat<4, 4, T, Q> pickMatrix( - vec<2, T, Q> const& center, vec<2, T, Q> const& delta, vec<4, U, Q> const& viewport); - - /// Build a right handed look at view matrix. - /// - /// @param eye Position of the camera - /// @param center Position where the camera is looking at - /// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1) - /// @see gtc_matrix_transform - /// @see - frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal) frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal) - template - GLM_FUNC_DECL mat<4, 4, T, Q> lookAtRH( - vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up); - - /// Build a left handed look at view matrix. - /// - /// @param eye Position of the camera - /// @param center Position where the camera is looking at - /// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1) - /// @see gtc_matrix_transform - /// @see - frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal) frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal) - template - GLM_FUNC_DECL mat<4, 4, T, Q> lookAtLH( - vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up); - - /// Build a look at view matrix based on the default handedness. - /// - /// @param eye Position of the camera - /// @param center Position where the camera is looking at - /// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1) - /// @see gtc_matrix_transform - /// @see - frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal) frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal) - /// @see gluLookAt man page - template - GLM_FUNC_DECL mat<4, 4, T, Q> lookAt( - vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up); - - /// @} -}//namespace glm - -#include "matrix_transform.inl" -- cgit v1.2.3