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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" | ||||
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