summaryrefslogtreecommitdiffstats
path: root/external/include/glm/gtc/matrix_transform.hpp
blob: c97b89a6d9e957b58760d94896dfb3f81e4781e9 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
/// @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"