466 lines
		
	
	
		
			19 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			466 lines
		
	
	
		
			19 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /// @ref gtc_matrix_transform
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| /// @file glm/gtc/matrix_transform.hpp
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| ///
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| /// @see core (dependence)
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| /// @see gtx_transform
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| /// @see gtx_transform2
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| /// 
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| /// @defgroup gtc_matrix_transform GLM_GTC_matrix_transform
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| /// @ingroup gtc
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| ///
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| /// @brief Defines functions that generate common transformation matrices.
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| ///
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| /// The matrices generated by this extension use standard OpenGL fixed-function
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| /// conventions. For example, the lookAt function generates a transform from world
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| /// space into the specific eye space that the projective matrix functions 
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| /// (perspective, ortho, etc) are designed to expect. The OpenGL compatibility
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| /// specifications defines the particular layout of this eye space.
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| ///
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| /// <glm/gtc/matrix_transform.hpp> need to be included to use these functionalities.
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| 
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| #pragma once
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| 
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| // Dependencies
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| #include "../mat4x4.hpp"
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| #include "../vec2.hpp"
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| #include "../vec3.hpp"
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| #include "../vec4.hpp"
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| #include "../gtc/constants.hpp"
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| 
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| #if GLM_MESSAGES == GLM_MESSAGES_ENABLED && !defined(GLM_EXT_INCLUDED)
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| #	pragma message("GLM: GLM_GTC_matrix_transform extension included")
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| #endif
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| 
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| namespace glm
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| {
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| 	/// @addtogroup gtc_matrix_transform
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| 	/// @{
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| 
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| 	/// Builds a translation 4 * 4 matrix created from a vector of 3 components.
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| 	/// 
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| 	/// @param m Input matrix multiplied by this translation matrix.
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| 	/// @param v Coordinates of a translation vector.
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| 	/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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| 	/// @code
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| 	/// #include <glm/glm.hpp>
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| 	/// #include <glm/gtc/matrix_transform.hpp>
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| 	/// ...
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| 	/// glm::mat4 m = glm::translate(glm::mat4(1.0f), glm::vec3(1.0f));
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| 	/// // m[0][0] == 1.0f, m[0][1] == 0.0f, m[0][2] == 0.0f, m[0][3] == 0.0f
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| 	/// // m[1][0] == 0.0f, m[1][1] == 1.0f, m[1][2] == 0.0f, m[1][3] == 0.0f
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| 	/// // m[2][0] == 0.0f, m[2][1] == 0.0f, m[2][2] == 1.0f, m[2][3] == 0.0f
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| 	/// // m[3][0] == 1.0f, m[3][1] == 1.0f, m[3][2] == 1.0f, m[3][3] == 1.0f
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| 	/// @endcode
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| 	/// @see gtc_matrix_transform
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| 	/// @see - translate(tmat4x4<T, P> const & m, T x, T y, T z)
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| 	/// @see - translate(tvec3<T, P> const & v)
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| 	template <typename T, precision P>
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| 	GLM_FUNC_DECL tmat4x4<T, P> translate(
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| 		tmat4x4<T, P> const & m,
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| 		tvec3<T, P> const & v);
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| 		
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| 	/// Builds a rotation 4 * 4 matrix created from an axis vector and an angle. 
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| 	/// 
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| 	/// @param m Input matrix multiplied by this rotation matrix.
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| 	/// @param angle Rotation angle expressed in radians.
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| 	/// @param axis Rotation axis, recommended to be normalized.
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| 	/// @tparam T Value type used to build the matrix. Supported: half, float or double.
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| 	/// @see gtc_matrix_transform
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| 	/// @see - rotate(tmat4x4<T, P> const & m, T angle, T x, T y, T z) 
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| 	/// @see - rotate(T angle, tvec3<T, P> const & v) 
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| 	template <typename T, precision P>
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| 	GLM_FUNC_DECL tmat4x4<T, P> rotate(
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| 		tmat4x4<T, P> const & m,
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| 		T angle,
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| 		tvec3<T, P> const & axis);
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| 
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| 	/// Builds a scale 4 * 4 matrix created from 3 scalars. 
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| 	/// 
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| 	/// @param m Input matrix multiplied by this scale matrix.
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| 	/// @param v Ratio of scaling for each axis.
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| 	/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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| 	/// @see gtc_matrix_transform
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| 	/// @see - scale(tmat4x4<T, P> const & m, T x, T y, T z)
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| 	/// @see - scale(tvec3<T, P> const & v)
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| 	template <typename T, precision P>
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| 	GLM_FUNC_DECL tmat4x4<T, P> scale(
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| 		tmat4x4<T, P> const & m,
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| 		tvec3<T, P> const & v);
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| 
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| 	/// Creates a matrix for an orthographic parallel viewing volume, using the default handedness.
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| 	///
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| 	/// @param left
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| 	/// @param right
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| 	/// @param bottom
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| 	/// @param top
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| 	/// @param zNear
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| 	/// @param zFar
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| 	/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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| 	/// @see gtc_matrix_transform
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| 	/// @see - glm::ortho(T const & left, T const & right, T const & bottom, T const & top)
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| 	template <typename T>
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| 	GLM_FUNC_DECL tmat4x4<T, defaultp> ortho(
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| 		T left,
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| 		T right,
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| 		T bottom,
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| 		T top,
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| 		T zNear,
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| 		T zFar);
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| 
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| 	/// Creates a matrix for an orthographic parallel viewing volume, using left-handedness.
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| 	///
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| 	/// @param left
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| 	/// @param right
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| 	/// @param bottom
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| 	/// @param top
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| 	/// @param zNear
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| 	/// @param zFar
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| 	/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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| 	/// @see gtc_matrix_transform
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| 	/// @see - glm::ortho(T const & left, T const & right, T const & bottom, T const & top)
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| 	template <typename T>
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| 	GLM_FUNC_DECL tmat4x4<T, defaultp> orthoLH(
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| 		T left,
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| 		T right,
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| 		T bottom,
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| 		T top,
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| 		T zNear,
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| 		T zFar);
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| 
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| 	/// Creates a matrix for an orthographic parallel viewing volume, using right-handedness.
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| 	///
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| 	/// @param left
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| 	/// @param right
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| 	/// @param bottom
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| 	/// @param top
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| 	/// @param zNear
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| 	/// @param zFar
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| 	/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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| 	/// @see gtc_matrix_transform
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| 	/// @see - glm::ortho(T const & left, T const & right, T const & bottom, T const & top)
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| 	template <typename T>
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| 	GLM_FUNC_DECL tmat4x4<T, defaultp> orthoRH(
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| 		T left,
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| 		T right,
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| 		T bottom,
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| 		T top,
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| 		T zNear,
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| 		T zFar);
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| 
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| 	/// Creates a matrix for projecting two-dimensional coordinates onto the screen.
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| 	///
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| 	/// @param left
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| 	/// @param right
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| 	/// @param bottom
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| 	/// @param top
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| 	/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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| 	/// @see gtc_matrix_transform
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| 	/// @see - glm::ortho(T const & left, T const & right, T const & bottom, T const & top, T const & zNear, T const & zFar)
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| 	template <typename T>
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| 	GLM_FUNC_DECL tmat4x4<T, defaultp> ortho(
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| 		T left,
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| 		T right,
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| 		T bottom,
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| 		T top);
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| 
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| 	/// Creates a frustum matrix with default handedness.
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| 	///
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| 	/// @param left
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| 	/// @param right
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| 	/// @param bottom
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| 	/// @param top
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| 	/// @param near
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| 	/// @param far
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| 	/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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| 	/// @see gtc_matrix_transform
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| 	template <typename T>
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| 	GLM_FUNC_DECL tmat4x4<T, defaultp> frustum(
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| 		T left,
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| 		T right,
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| 		T bottom,
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| 		T top,
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| 		T near,
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| 		T far);
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| 
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| 	/// Creates a left handed frustum matrix.
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| 	///
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| 	/// @param left
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| 	/// @param right
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| 	/// @param bottom
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| 	/// @param top
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| 	/// @param near
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| 	/// @param far
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| 	/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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| 	/// @see gtc_matrix_transform
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| 	template <typename T>
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| 	GLM_FUNC_DECL tmat4x4<T, defaultp> frustumLH(
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| 		T left,
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| 		T right,
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| 		T bottom,
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| 		T top,
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| 		T near,
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| 		T far);
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| 
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| 	/// Creates a right handed frustum matrix.
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| 	///
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| 	/// @param left
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| 	/// @param right
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| 	/// @param bottom
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| 	/// @param top
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| 	/// @param near
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| 	/// @param far
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| 	/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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| 	/// @see gtc_matrix_transform
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| 	template <typename T>
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| 	GLM_FUNC_DECL tmat4x4<T, defaultp> frustumRH(
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| 		T left,
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| 		T right,
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| 		T bottom,
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| 		T top,
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| 		T near,
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| 		T far);
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| 
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| 	/// Creates a matrix for a symetric perspective-view frustum based on the default handedness.
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| 	/// 
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| 	/// @param fovy Specifies the field of view angle in the y direction. Expressed in radians.
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| 	/// @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).
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| 	/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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| 	/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
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| 	/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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| 	/// @see gtc_matrix_transform
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| 	template <typename T>
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| 	GLM_FUNC_DECL tmat4x4<T, defaultp> perspective(
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| 		T fovy,
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| 		T aspect,
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| 		T near,
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| 		T far);
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| 
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| 	/// Creates a matrix for a right handed, symetric perspective-view frustum.
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| 	/// 
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| 	/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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| 	/// @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).
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| 	/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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| 	/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
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| 	/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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| 	/// @see gtc_matrix_transform
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| 	template <typename T>
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| 	GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveRH(
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| 		T fovy,
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| 		T aspect,
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| 		T near,
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| 		T far);
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| 
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| 	/// Creates a matrix for a left handed, symetric perspective-view frustum.
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| 	/// 
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| 	/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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| 	/// @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).
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| 	/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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| 	/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
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| 	/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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| 	/// @see gtc_matrix_transform
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| 	template <typename T>
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| 	GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveLH(
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| 		T fovy,
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| 		T aspect,
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| 		T near,
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| 		T far);
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| 
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| 	/// Builds a perspective projection matrix based on a field of view and the default handedness.
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| 	/// 
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| 	/// @param fov Expressed in radians.
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| 	/// @param width 
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| 	/// @param height 
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| 	/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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| 	/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
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| 	/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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| 	/// @see gtc_matrix_transform
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| 	template <typename T>
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| 	GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveFov(
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| 		T fov,
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| 		T width,
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| 		T height,
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| 		T near,
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| 		T far);
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| 
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| 	/// Builds a right handed perspective projection matrix based on a field of view.
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| 	/// 
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| 	/// @param fov Expressed in radians.
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| 	/// @param width 
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| 	/// @param height 
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| 	/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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| 	/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
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| 	/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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| 	/// @see gtc_matrix_transform
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| 	template <typename T>
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| 	GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveFovRH(
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| 		T fov,
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| 		T width,
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| 		T height,
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| 		T near,
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| 		T far);
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| 
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| 	/// Builds a left handed perspective projection matrix based on a field of view.
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| 	/// 
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| 	/// @param fov Expressed in radians.
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| 	/// @param width 
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| 	/// @param height 
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| 	/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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| 	/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
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| 	/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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| 	/// @see gtc_matrix_transform
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| 	template <typename T>
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| 	GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveFovLH(
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| 		T fov,
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| 		T width,
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| 		T height,
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| 		T near,
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| 		T far);
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| 
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| 	/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite with default handedness.
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| 	///
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| 	/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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| 	/// @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).
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| 	/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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| 	/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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| 	/// @see gtc_matrix_transform
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| 	template <typename T>
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| 	GLM_FUNC_DECL tmat4x4<T, defaultp> infinitePerspective(
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| 		T fovy, T aspect, T near);
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| 
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| 	/// Creates a matrix for a left handed, symmetric perspective-view frustum with far plane at infinite.
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| 	///
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| 	/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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| 	/// @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).
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| 	/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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| 	/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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| 	/// @see gtc_matrix_transform
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| 	template <typename T>
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| 	GLM_FUNC_DECL tmat4x4<T, defaultp> infinitePerspectiveLH(
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| 		T fovy, T aspect, T near);
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| 
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| 	/// Creates a matrix for a right handed, symmetric perspective-view frustum with far plane at infinite.
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| 	///
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| 	/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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| 	/// @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).
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| 	/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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| 	/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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| 	/// @see gtc_matrix_transform
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| 	template <typename T>
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| 	GLM_FUNC_DECL tmat4x4<T, defaultp> infinitePerspectiveRH(
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| 		T fovy, T aspect, T near);
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| 
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| 	/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping.
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| 	/// 
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| 	/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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| 	/// @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).
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| 	/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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| 	/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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| 	/// @see gtc_matrix_transform
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| 	template <typename T>
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| 	GLM_FUNC_DECL tmat4x4<T, defaultp> tweakedInfinitePerspective(
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| 		T fovy, T aspect, T near);
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| 
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| 	/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping.
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| 	/// 
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| 	/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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| 	/// @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).
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| 	/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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| 	/// @param ep 
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| 	/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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| 	/// @see gtc_matrix_transform
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| 	template <typename T>
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| 	GLM_FUNC_DECL tmat4x4<T, defaultp> tweakedInfinitePerspective(
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| 		T fovy, T aspect, T near, T ep);
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| 
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| 	/// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates.
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| 	/// 
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| 	/// @param obj Specify the object coordinates.
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| 	/// @param model Specifies the current modelview matrix
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| 	/// @param proj Specifies the current projection matrix
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| 	/// @param viewport Specifies the current viewport
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| 	/// @return Return the computed window coordinates.
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| 	/// @tparam T Native type used for the computation. Currently supported: half (not recommanded), float or double.
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| 	/// @tparam U Currently supported: Floating-point types and integer types.
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| 	/// @see gtc_matrix_transform
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| 	template <typename T, typename U, precision P>
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| 	GLM_FUNC_DECL tvec3<T, P> project(
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| 		tvec3<T, P> const & obj,
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| 		tmat4x4<T, P> const & model,
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| 		tmat4x4<T, P> const & proj,
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| 		tvec4<U, P> const & viewport);
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| 
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| 	/// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.
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| 	///
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| 	/// @param win Specify the window coordinates to be mapped.
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| 	/// @param model Specifies the modelview matrix
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| 	/// @param proj Specifies the projection matrix
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| 	/// @param viewport Specifies the viewport
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| 	/// @return Returns the computed object coordinates.
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| 	/// @tparam T Native type used for the computation. Currently supported: half (not recommanded), float or double.
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| 	/// @tparam U Currently supported: Floating-point types and integer types.
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| 	/// @see gtc_matrix_transform
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| 	template <typename T, typename U, precision P>
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| 	GLM_FUNC_DECL tvec3<T, P> unProject(
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| 		tvec3<T, P> const & win,
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| 		tmat4x4<T, P> const & model,
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| 		tmat4x4<T, P> const & proj,
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| 		tvec4<U, P> const & viewport);
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| 
 | |
| 	/// Define a picking region
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| 	///
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| 	/// @param center
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| 	/// @param delta
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| 	/// @param viewport
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| 	/// @tparam T Native type used for the computation. Currently supported: half (not recommanded), float or double.
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| 	/// @tparam U Currently supported: Floating-point types and integer types.
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| 	/// @see gtc_matrix_transform
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| 	template <typename T, precision P, typename U>
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| 	GLM_FUNC_DECL tmat4x4<T, P> pickMatrix(
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| 		tvec2<T, P> const & center,
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| 		tvec2<T, P> const & delta,
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| 		tvec4<U, P> const & viewport);
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| 
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| 	/// Build a look at view matrix based on the default handedness.
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| 	///
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| 	/// @param eye Position of the camera
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| 	/// @param center Position where the camera is looking at
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| 	/// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)
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| 	/// @see gtc_matrix_transform
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| 	/// @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)
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| 	template <typename T, precision P>
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| 	GLM_FUNC_DECL tmat4x4<T, P> lookAt(
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| 		tvec3<T, P> const & eye,
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| 		tvec3<T, P> const & center,
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| 		tvec3<T, P> const & up);
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| 
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| 	/// Build a right handed look at view matrix.
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| 	///
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| 	/// @param eye Position of the camera
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| 	/// @param center Position where the camera is looking at
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| 	/// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)
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| 	/// @see gtc_matrix_transform
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| 	/// @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)
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| 	template <typename T, precision P>
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| 	GLM_FUNC_DECL tmat4x4<T, P> lookAtRH(
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| 		tvec3<T, P> const & eye,
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| 		tvec3<T, P> const & center,
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| 		tvec3<T, P> const & up);
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| 
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| 	/// Build a left handed look at view matrix.
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| 	///
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| 	/// @param eye Position of the camera
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| 	/// @param center Position where the camera is looking at
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| 	/// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)
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| 	/// @see gtc_matrix_transform
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| 	/// @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)
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| 	template <typename T, precision P>
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| 	GLM_FUNC_DECL tmat4x4<T, P> lookAtLH(
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| 		tvec3<T, P> const & eye,
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| 		tvec3<T, P> const & center,
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| 		tvec3<T, P> const & up);
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| 
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| 	/// @}
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| }//namespace glm
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| 
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| #include "matrix_transform.inl"
 | 
