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+/// @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
+///
+/// @brief 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.
+///
+/// <glm/gtc/matrix_transform.hpp> need to be included to use these functionalities.
+
+#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 recommanded), float or double.
+ /// @code
+ /// #include <glm/glm.hpp>
+ /// #include <glm/gtc/matrix_transform.hpp>
+ /// ...
+ /// 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(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.
+ ///
+ /// @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.
+ ///
+ /// @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);
+
+ /// 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);
+
+ /// Creates a left handed frustum matrix.
+ ///
+ /// @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);
+
+ /// Creates a right handed frustum matrix.
+ ///
+ /// @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.
+ /// @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.
+ /// @see gtc_matrix_transform
+ template <typename T>
+ GLM_FUNC_DECL tmat4x4<T, defaultp> perspective(
+ T fovy,
+ T aspect,
+ T near,
+ T far);
+
+ /// Creates a matrix for a right handed, symetric perspective-view frustum.
+ ///
+ /// @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.
+ /// @see gtc_matrix_transform
+ template <typename T>
+ GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveRH(
+ T fovy,
+ T aspect,
+ T near,
+ T far);
+
+ /// Creates a matrix for a left handed, symetric perspective-view frustum.
+ ///
+ /// @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.
+ /// @see gtc_matrix_transform
+ template <typename T>
+ GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveLH(
+ T fovy,
+ T aspect,
+ T near,
+ T far);
+
+ /// Builds a perspective projection matrix based on a field of view and the default handedness.
+ ///
+ /// @param fov Expressed in radians.
+ /// @param width
+ /// @param 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.
+ /// @see gtc_matrix_transform
+ template <typename T>
+ GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveFov(
+ T fov,
+ T width,
+ T height,
+ T near,
+ T far);
+
+ /// Builds a right handed perspective projection matrix based on a field of view.
+ ///
+ /// @param fov Expressed in radians.
+ /// @param width
+ /// @param 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.
+ /// @see gtc_matrix_transform
+ template <typename T>
+ GLM_FUNC_DECL tmat4x4<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.
+ ///
+ /// @param fov Expressed in radians.
+ /// @param width
+ /// @param 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.
+ /// @see gtc_matrix_transform
+ template <typename T>
+ GLM_FUNC_DECL tmat4x4<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.
+ ///
+ /// @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.
+ /// @see gtc_matrix_transform
+ template <typename T>
+ GLM_FUNC_DECL tmat4x4<T, defaultp> infinitePerspective(
+ T fovy, T aspect, T near);
+
+ /// 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.
+ /// @see gtc_matrix_transform
+ template <typename T>
+ GLM_FUNC_DECL tmat4x4<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 recommanded), float or double.
+ /// @see gtc_matrix_transform
+ template <typename T>
+ GLM_FUNC_DECL tmat4x4<T, defaultp> infinitePerspectiveRH(
+ 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.
+ /// @see gtc_matrix_transform
+ template <typename T>
+ GLM_FUNC_DECL tmat4x4<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.
+ /// @see gtc_matrix_transform
+ template <typename T>
+ GLM_FUNC_DECL tmat4x4<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.
+ ///
+ /// @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 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);
+
+ /// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.
+ ///
+ /// @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 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);
+
+ /// 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.
+ /// @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);
+
+ /// 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> lookAt(
+ tvec3<T, P> const & eye,
+ tvec3<T, P> const & center,
+ tvec3<T, P> const & up);
+
+ /// 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> lookAtRH(
+ tvec3<T, P> const & eye,
+ tvec3<T, P> const & center,
+ tvec3<T, P> 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 <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);
+
+ /// @}
+}//namespace glm
+
+#include "matrix_transform.inl"