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-rw-r--r--external/include/glm/gtc/matrix_transform.hpp832
1 files changed, 547 insertions, 285 deletions
diff --git a/external/include/glm/gtc/matrix_transform.hpp b/external/include/glm/gtc/matrix_transform.hpp
index c97b89a..a9d5cd0 100644
--- a/external/include/glm/gtc/matrix_transform.hpp
+++ b/external/include/glm/gtc/matrix_transform.hpp
@@ -4,19 +4,19 @@
/// @see core (dependence)
/// @see gtx_transform
/// @see gtx_transform2
-///
+///
/// @defgroup gtc_matrix_transform GLM_GTC_matrix_transform
/// @ingroup gtc
///
-/// @brief Defines functions that generate common transformation matrices.
+/// Include <glm/gtc/matrix_transform.hpp> 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
+/// 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.
-///
-/// <glm/gtc/matrix_transform.hpp> need to be included to use these functionalities.
#pragma once
@@ -37,10 +37,10 @@ namespace glm
/// @{
/// 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 recommanded), float or double.
+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double.
/// @code
/// #include <glm/glm.hpp>
/// #include <glm/gtc/matrix_transform.hpp>
@@ -52,412 +52,674 @@ namespace glm
/// // 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(tmat4x4<T, P> const & m, T x, T y, T z)
- /// @see - translate(tvec3<T, P> const & v)
- template <typename T, precision P>
- GLM_FUNC_DECL tmat4x4<T, P> translate(
- tmat4x4<T, P> const & m,
- tvec3<T, P> const & v);
-
- /// Builds a rotation 4 * 4 matrix created from an axis vector and an angle.
- ///
+ /// @see - translate(mat<4, 4, T, Q> const& m, T x, T y, T z)
+ /// @see - translate(vec<3, T, Q> const& v)
+ /// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glTranslate.xml">glTranslate man page</a>
+ template<typename T, qualifier Q>
+ 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(tmat4x4<T, P> const & m, T angle, T x, T y, T z)
- /// @see - rotate(T angle, tvec3<T, P> const & v)
- template <typename T, precision P>
- GLM_FUNC_DECL tmat4x4<T, P> rotate(
- tmat4x4<T, P> const & m,
- T angle,
- tvec3<T, P> const & axis);
-
- /// Builds a scale 4 * 4 matrix created from 3 scalars.
- ///
+ /// @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 <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glRotate.xml">glRotate man page</a>
+ template<typename T, qualifier Q>
+ 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 recommanded), float or double.
- /// @see gtc_matrix_transform
- /// @see - scale(tmat4x4<T, P> const & m, T x, T y, T z)
- /// @see - scale(tvec3<T, P> const & v)
- template <typename T, precision P>
- GLM_FUNC_DECL tmat4x4<T, P> scale(
- tmat4x4<T, P> const & m,
- tvec3<T, P> const & v);
-
- /// Creates a matrix for an orthographic parallel viewing volume, using the default handedness.
- ///
- /// @param left
- /// @param right
- /// @param bottom
- /// @param top
- /// @param zNear
- /// @param zFar
- /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
- /// @see gtc_matrix_transform
- /// @see - glm::ortho(T const & left, T const & right, T const & bottom, T const & top)
- template <typename T>
- GLM_FUNC_DECL tmat4x4<T, defaultp> ortho(
- T left,
- T right,
- T bottom,
- T top,
- T zNear,
- T zFar);
-
- /// Creates a matrix for an orthographic parallel viewing volume, using left-handedness.
- ///
- /// @param left
- /// @param right
- /// @param bottom
- /// @param top
- /// @param zNear
- /// @param zFar
- /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
- /// @see gtc_matrix_transform
- /// @see - glm::ortho(T const & left, T const & right, T const & bottom, T const & top)
- template <typename T>
- GLM_FUNC_DECL tmat4x4<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-handedness.
- ///
- /// @param left
- /// @param right
- /// @param bottom
- /// @param top
- /// @param zNear
- /// @param zFar
- /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
- /// @see gtc_matrix_transform
- /// @see - glm::ortho(T const & left, T const & right, T const & bottom, T const & top)
- template <typename T>
- GLM_FUNC_DECL tmat4x4<T, defaultp> orthoRH(
- T left,
- T right,
- T bottom,
- T top,
- T zNear,
- T zFar);
+ /// @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 <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glScale.xml">glScale man page</a>
+ template<typename T, qualifier Q>
+ 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.
///
- /// @param left
- /// @param right
- /// @param bottom
- /// @param top
- /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), 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)
- template <typename T>
- GLM_FUNC_DECL tmat4x4<T, defaultp> ortho(
- T left,
- T right,
- T bottom,
- T top);
-
- /// Creates a frustum matrix with default handedness.
- ///
- /// @param left
- /// @param right
- /// @param bottom
- /// @param top
- /// @param near
- /// @param far
- /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
- /// @see gtc_matrix_transform
- template <typename T>
- GLM_FUNC_DECL tmat4x4<T, defaultp> frustum(
- T left,
- T right,
- T bottom,
- T top,
- T near,
- T far);
+ /// @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 <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluOrtho2D.xml">gluOrtho2D man page</a>
+ template<typename T>
+ 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<typename T>
+ 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<typename T>
+ 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<typename T>
+ 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<typename T>
+ 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<typename T>
+ 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<typename T>
+ 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<typename T>
+ 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<typename T>
+ 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 <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glOrtho.xml">glOrtho man page</a>
+ template<typename T>
+ 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)
///
- /// @param left
- /// @param right
- /// @param bottom
- /// @param top
- /// @param near
- /// @param far
- /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
- /// @see gtc_matrix_transform
- template <typename T>
- GLM_FUNC_DECL tmat4x4<T, defaultp> frustumLH(
- T left,
- T right,
- T bottom,
- T top,
- T near,
- T far);
+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double.
+ /// @see gtc_matrix_transform
+ template<typename T>
+ 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<typename T>
+ 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)
///
- /// @param left
- /// @param right
- /// @param bottom
- /// @param top
- /// @param near
- /// @param far
- /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
- /// @see gtc_matrix_transform
- template <typename T>
- GLM_FUNC_DECL tmat4x4<T, defaultp> frustumRH(
- T left,
- T right,
- T bottom,
- T top,
- T near,
- T far);
-
- /// Creates a matrix for a symetric perspective-view frustum based on the default handedness.
- ///
- /// @param fovy Specifies the field of view angle in the y direction. Expressed in radians.
+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double.
+ /// @see gtc_matrix_transform
+ template<typename T>
+ 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<typename T>
+ 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<typename T>
+ 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<typename T>
+ 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<typename T>
+ 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<typename T>
+ 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 <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glFrustum.xml">glFrustum man page</a>
+ template<typename T>
+ 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 recommanded), float or double.
+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double.
/// @see gtc_matrix_transform
- template <typename T>
- GLM_FUNC_DECL tmat4x4<T, defaultp> perspective(
- T fovy,
- T aspect,
- T near,
- T far);
+ template<typename T>
+ 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 recommanded), float or double.
+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double.
/// @see gtc_matrix_transform
- template <typename T>
- GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveRH(
- T fovy,
- T aspect,
- T near,
- T far);
+ template<typename T>
+ 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 recommanded), float or double.
+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double.
/// @see gtc_matrix_transform
- template <typename T>
- GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveLH(
- T fovy,
- T aspect,
- T near,
- T far);
+ template<typename T>
+ GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH_ZO(
+ T fovy, T aspect, T near, T far);
- /// Builds a perspective projection matrix based on a field of view and the default handedness.
- ///
+ /// 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<typename T>
+ 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<typename T>
+ 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<typename T>
+ 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<typename T>
+ 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<typename T>
+ 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 <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluPerspective.xml">gluPerspective man page</a>
+ template<typename T>
+ 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<typename T>
+ 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
- /// @param height
+ /// @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 recommanded), float or double.
+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double.
/// @see gtc_matrix_transform
- template <typename T>
- GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveFov(
- T fov,
- T width,
- T height,
- T near,
- T far);
+ template<typename T>
+ 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<typename T>
+ 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<typename T>
+ 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<typename T>
+ 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<typename T>
+ 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
- /// @param height
+ /// @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 recommanded), float or double.
+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double.
/// @see gtc_matrix_transform
- template <typename T>
- GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveFovRH(
- T fov,
- T width,
- T height,
- T near,
- T far);
+ template<typename T>
+ 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
- /// @param height
+ /// @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 recommanded), float or double.
+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double.
/// @see gtc_matrix_transform
- template <typename T>
- GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveFovLH(
- T fov,
- T width,
- T height,
- T near,
- T far);
+ template<typename T>
+ GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovLH(
+ T fov, T width, T height, T near, T far);
- /// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite with default handedness.
+ /// 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<typename T>
+ 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 recommanded), float or double.
+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double.
/// @see gtc_matrix_transform
- template <typename T>
- GLM_FUNC_DECL tmat4x4<T, defaultp> infinitePerspective(
+ template<typename T>
+ GLM_FUNC_DECL mat<4, 4, T, defaultp> infinitePerspectiveLH(
T fovy, T aspect, T near);
- /// Creates a matrix for a left handed, symmetric perspective-view frustum with far plane at infinite.
+ /// 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 recommanded), float or double.
+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double.
/// @see gtc_matrix_transform
- template <typename T>
- GLM_FUNC_DECL tmat4x4<T, defaultp> infinitePerspectiveLH(
+ template<typename T>
+ GLM_FUNC_DECL mat<4, 4, T, defaultp> infinitePerspectiveRH(
T fovy, T aspect, T near);
- /// Creates a matrix for a right handed, symmetric perspective-view frustum with far plane at infinite.
+ /// 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 recommanded), float or double.
+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double.
/// @see gtc_matrix_transform
- template <typename T>
- GLM_FUNC_DECL tmat4x4<T, defaultp> infinitePerspectiveRH(
+ template<typename T>
+ 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 recommanded), float or double.
+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double.
/// @see gtc_matrix_transform
- template <typename T>
- GLM_FUNC_DECL tmat4x4<T, defaultp> tweakedInfinitePerspective(
+ template<typename T>
+ 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
- /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
+ /// @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 <typename T>
- GLM_FUNC_DECL tmat4x4<T, defaultp> tweakedInfinitePerspective(
+ template<typename T>
+ 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 <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluProject.xml">gluProject man page</a>
+ template<typename T, typename U, qualifier Q>
+ 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 <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluProject.xml">gluProject man page</a>
+ template<typename T, typename U, qualifier Q>
+ 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 recommanded), float or double.
+ /// @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
- template <typename T, typename U, precision P>
- GLM_FUNC_DECL tvec3<T, P> project(
- tvec3<T, P> const & obj,
- tmat4x4<T, P> const & model,
- tmat4x4<T, P> const & proj,
- tvec4<U, P> const & viewport);
+ /// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluProject.xml">gluProject man page</a>
+ template<typename T, typename U, qualifier Q>
+ 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 recommanded), float or double.
+ /// @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
- template <typename T, typename U, precision P>
- GLM_FUNC_DECL tvec3<T, P> unProject(
- tvec3<T, P> const & win,
- tmat4x4<T, P> const & model,
- tmat4x4<T, P> const & proj,
- tvec4<U, P> const & viewport);
+ /// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluUnProject.xml">gluUnProject man page</a>
+ template<typename T, typename U, qualifier Q>
+ 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 <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluUnProject.xml">gluUnProject man page</a>
+ template<typename T, typename U, qualifier Q>
+ 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 <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluUnProject.xml">gluUnProject man page</a>
+ template<typename T, typename U, qualifier Q>
+ 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
- /// @param delta
- /// @param viewport
- /// @tparam T Native type used for the computation. Currently supported: half (not recommanded), float or double.
+ /// @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
- template <typename T, precision P, typename U>
- GLM_FUNC_DECL tmat4x4<T, P> pickMatrix(
- tvec2<T, P> const & center,
- tvec2<T, P> const & delta,
- tvec4<U, P> const & viewport);
+ /// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluPickMatrix.xml">gluPickMatrix man page</a>
+ template<typename T, qualifier Q, typename U>
+ 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 look at view matrix based on the default handedness.
+ /// 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 <typename T, precision P>
- GLM_FUNC_DECL tmat4x4<T, P> lookAt(
- tvec3<T, P> const & eye,
- tvec3<T, P> const & center,
- tvec3<T, P> const & up);
+ /// @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<typename T, qualifier Q>
+ 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 right handed look at view matrix.
+ /// 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 <typename T, precision P>
- GLM_FUNC_DECL tmat4x4<T, P> lookAtRH(
- tvec3<T, P> const & eye,
- tvec3<T, P> const & center,
- tvec3<T, P> const & up);
+ /// @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<typename T, qualifier Q>
+ 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 left handed look at view matrix.
+ /// 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)
- template <typename T, precision P>
- GLM_FUNC_DECL tmat4x4<T, P> lookAtLH(
- tvec3<T, P> const & eye,
- tvec3<T, P> const & center,
- tvec3<T, P> const & up);
+ /// @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 <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluLookAt.xml">gluLookAt man page</a>
+ template<typename T, qualifier Q>
+ 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