/// @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. /// /// 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 /// #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(tmat4x4 const & m, T x, T y, T z) /// @see - translate(tvec3 const & v) template GLM_FUNC_DECL tmat4x4 translate( tmat4x4 const & m, tvec3 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 const & m, T angle, T x, T y, T z) /// @see - rotate(T angle, tvec3 const & v) template GLM_FUNC_DECL tmat4x4 rotate( tmat4x4 const & m, T angle, tvec3 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 const & m, T x, T y, T z) /// @see - scale(tvec3 const & v) template GLM_FUNC_DECL tmat4x4 scale( tmat4x4 const & m, tvec3 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 GLM_FUNC_DECL tmat4x4 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 GLM_FUNC_DECL tmat4x4 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 GLM_FUNC_DECL tmat4x4 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 GLM_FUNC_DECL tmat4x4 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 GLM_FUNC_DECL tmat4x4 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 GLM_FUNC_DECL tmat4x4 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 GLM_FUNC_DECL tmat4x4 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 GLM_FUNC_DECL tmat4x4 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 GLM_FUNC_DECL tmat4x4 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 GLM_FUNC_DECL tmat4x4 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 GLM_FUNC_DECL tmat4x4 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 GLM_FUNC_DECL tmat4x4 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 GLM_FUNC_DECL tmat4x4 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 GLM_FUNC_DECL tmat4x4 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 GLM_FUNC_DECL tmat4x4 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 GLM_FUNC_DECL tmat4x4 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 GLM_FUNC_DECL tmat4x4 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 GLM_FUNC_DECL tmat4x4 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 GLM_FUNC_DECL tvec3 project( tvec3 const & obj, tmat4x4 const & model, tmat4x4 const & proj, tvec4 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 GLM_FUNC_DECL tvec3 unProject( tvec3 const & win, tmat4x4 const & model, tmat4x4 const & proj, tvec4 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 GLM_FUNC_DECL tmat4x4 pickMatrix( tvec2 const & center, tvec2 const & delta, tvec4 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 GLM_FUNC_DECL tmat4x4 lookAt( tvec3 const & eye, tvec3 const & center, tvec3 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 GLM_FUNC_DECL tmat4x4 lookAtRH( tvec3 const & eye, tvec3 const & center, tvec3 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 tmat4x4 lookAtLH( tvec3 const & eye, tvec3 const & center, tvec3 const & up); /// @} }//namespace glm #include "matrix_transform.inl"