576 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			576 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /// @ref gtc_matrix_transform
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| /// @file glm/gtc/matrix_transform.inl
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| 
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| #include "../geometric.hpp"
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| #include "../trigonometric.hpp"
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| #include "../matrix.hpp"
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| 
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| namespace glm
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| {
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| 	template <typename T, precision P>
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| 	GLM_FUNC_QUALIFIER tmat4x4<T, P> translate(tmat4x4<T, P> const & m, tvec3<T, P> const & v)
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| 	{
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| 		tmat4x4<T, P> Result(m);
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| 		Result[3] = m[0] * v[0] + m[1] * v[1] + m[2] * v[2] + m[3];
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| 		return Result;
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| 	}
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| 	
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| 	template <typename T, precision P>
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| 	GLM_FUNC_QUALIFIER tmat4x4<T, P> rotate(tmat4x4<T, P> const & m, T angle, tvec3<T, P> const & v)
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| 	{
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| 		T const a = angle;
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| 		T const c = cos(a);
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| 		T const s = sin(a);
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| 
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| 		tvec3<T, P> axis(normalize(v));
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| 		tvec3<T, P> temp((T(1) - c) * axis);
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| 
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| 		tmat4x4<T, P> Rotate(uninitialize);
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| 		Rotate[0][0] = c + temp[0] * axis[0];
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| 		Rotate[0][1] = temp[0] * axis[1] + s * axis[2];
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| 		Rotate[0][2] = temp[0] * axis[2] - s * axis[1];
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| 
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| 		Rotate[1][0] = temp[1] * axis[0] - s * axis[2];
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| 		Rotate[1][1] = c + temp[1] * axis[1];
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| 		Rotate[1][2] = temp[1] * axis[2] + s * axis[0];
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| 
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| 		Rotate[2][0] = temp[2] * axis[0] + s * axis[1];
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| 		Rotate[2][1] = temp[2] * axis[1] - s * axis[0];
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| 		Rotate[2][2] = c + temp[2] * axis[2];
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| 
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| 		tmat4x4<T, P> Result(uninitialize);
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| 		Result[0] = m[0] * Rotate[0][0] + m[1] * Rotate[0][1] + m[2] * Rotate[0][2];
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| 		Result[1] = m[0] * Rotate[1][0] + m[1] * Rotate[1][1] + m[2] * Rotate[1][2];
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| 		Result[2] = m[0] * Rotate[2][0] + m[1] * Rotate[2][1] + m[2] * Rotate[2][2];
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| 		Result[3] = m[3];
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| 		return Result;
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| 	}
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| 		
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| 	template <typename T, precision P>
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| 	GLM_FUNC_QUALIFIER tmat4x4<T, P> rotate_slow(tmat4x4<T, P> const & m, T angle, tvec3<T, P> const & v)
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| 	{
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| 		T const a = angle;
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| 		T const c = cos(a);
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| 		T const s = sin(a);
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| 		tmat4x4<T, P> Result;
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| 
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| 		tvec3<T, P> axis = normalize(v);
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| 
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| 		Result[0][0] = c + (static_cast<T>(1) - c)      * axis.x     * axis.x;
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| 		Result[0][1] = (static_cast<T>(1) - c) * axis.x * axis.y + s * axis.z;
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| 		Result[0][2] = (static_cast<T>(1) - c) * axis.x * axis.z - s * axis.y;
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| 		Result[0][3] = static_cast<T>(0);
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| 
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| 		Result[1][0] = (static_cast<T>(1) - c) * axis.y * axis.x - s * axis.z;
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| 		Result[1][1] = c + (static_cast<T>(1) - c) * axis.y * axis.y;
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| 		Result[1][2] = (static_cast<T>(1) - c) * axis.y * axis.z + s * axis.x;
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| 		Result[1][3] = static_cast<T>(0);
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| 
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| 		Result[2][0] = (static_cast<T>(1) - c) * axis.z * axis.x + s * axis.y;
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| 		Result[2][1] = (static_cast<T>(1) - c) * axis.z * axis.y - s * axis.x;
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| 		Result[2][2] = c + (static_cast<T>(1) - c) * axis.z * axis.z;
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| 		Result[2][3] = static_cast<T>(0);
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| 
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| 		Result[3] = tvec4<T, P>(0, 0, 0, 1);
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| 		return m * Result;
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| 	}
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| 
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| 	template <typename T, precision P>
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| 	GLM_FUNC_QUALIFIER tmat4x4<T, P> scale(tmat4x4<T, P> const & m, tvec3<T, P> const & v)
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| 	{
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| 		tmat4x4<T, P> Result(uninitialize);
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| 		Result[0] = m[0] * v[0];
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| 		Result[1] = m[1] * v[1];
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| 		Result[2] = m[2] * v[2];
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| 		Result[3] = m[3];
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| 		return Result;
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| 	}
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| 
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| 	template <typename T, precision P>
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| 	GLM_FUNC_QUALIFIER tmat4x4<T, P> scale_slow(tmat4x4<T, P> const & m, tvec3<T, P> const & v)
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| 	{
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| 		tmat4x4<T, P> Result(T(1));
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| 		Result[0][0] = v.x;
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| 		Result[1][1] = v.y;
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| 		Result[2][2] = v.z;
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| 		return m * Result;
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| 	}
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| 
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| 	template <typename T>
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| 	GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> ortho
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| 	(
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| 		T left, T right,
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| 		T bottom, T top,
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| 		T zNear, T zFar
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| 	)
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| 	{
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| #		if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED
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| 			return orthoLH(left, right, bottom, top, zNear, zFar);
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| #		else
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| 			return orthoRH(left, right, bottom, top, zNear, zFar);
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| #		endif
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| 	}
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| 
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| 	template <typename T>
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| 	GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> orthoLH
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| 	(
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| 		T left, T right,
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| 		T bottom, T top,
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| 		T zNear, T zFar
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| 	)
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| 	{
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| 		tmat4x4<T, defaultp> Result(1);
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| 		Result[0][0] = static_cast<T>(2) / (right - left);
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| 		Result[1][1] = static_cast<T>(2) / (top - bottom);
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| 		Result[3][0] = - (right + left) / (right - left);
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| 		Result[3][1] = - (top + bottom) / (top - bottom);
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| 
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| #		if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
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| 			Result[2][2] = static_cast<T>(1) / (zFar - zNear);
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| 			Result[3][2] = - zNear / (zFar - zNear);
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| #		else
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| 			Result[2][2] = static_cast<T>(2) / (zFar - zNear);
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| 			Result[3][2] = - (zFar + zNear) / (zFar - zNear);
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| #		endif
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| 
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| 		return Result;
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| 	}
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| 
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| 	template <typename T>
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| 	GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> orthoRH
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| 	(
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| 		T left, T right,
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| 		T bottom, T top,
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| 		T zNear, T zFar
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| 	)
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| 	{
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| 		tmat4x4<T, defaultp> Result(1);
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| 		Result[0][0] = static_cast<T>(2) / (right - left);
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| 		Result[1][1] = static_cast<T>(2) / (top - bottom);
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| 		Result[3][0] = - (right + left) / (right - left);
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| 		Result[3][1] = - (top + bottom) / (top - bottom);
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| 
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| #		if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
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| 			Result[2][2] = - static_cast<T>(1) / (zFar - zNear);
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| 			Result[3][2] = - zNear / (zFar - zNear);
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| #		else
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| 			Result[2][2] = - static_cast<T>(2) / (zFar - zNear);
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| 			Result[3][2] = - (zFar + zNear) / (zFar - zNear);
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| #		endif
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| 
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| 		return Result;
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| 	}
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| 
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| 	template <typename T>
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| 	GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> ortho
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| 	(
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| 		T left, T right,
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| 		T bottom, T top
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| 	)
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| 	{
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| 		tmat4x4<T, defaultp> Result(static_cast<T>(1));
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| 		Result[0][0] = static_cast<T>(2) / (right - left);
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| 		Result[1][1] = static_cast<T>(2) / (top - bottom);
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| 		Result[2][2] = - static_cast<T>(1);
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| 		Result[3][0] = - (right + left) / (right - left);
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| 		Result[3][1] = - (top + bottom) / (top - bottom);
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| 		return Result;
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| 	}
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| 
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| 	template <typename T>
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| 	GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> frustum
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| 	(
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| 		T left, T right,
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| 		T bottom, T top,
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| 		T nearVal, T farVal
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| 	)
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| 	{
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| #		if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED
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| 			return frustumLH(left, right, bottom, top, nearVal, farVal);
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| #		else
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| 			return frustumRH(left, right, bottom, top, nearVal, farVal);
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| #		endif
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| 	}
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| 
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| 	template <typename T>
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| 	GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> frustumLH
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| 	(
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| 		T left, T right,
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| 		T bottom, T top,
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| 		T nearVal, T farVal
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| 	)
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| 	{
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| 		tmat4x4<T, defaultp> Result(0);
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| 		Result[0][0] = (static_cast<T>(2) * nearVal) / (right - left);
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| 		Result[1][1] = (static_cast<T>(2) * nearVal) / (top - bottom);
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| 		Result[2][0] = (right + left) / (right - left);
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| 		Result[2][1] = (top + bottom) / (top - bottom);
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| 		Result[2][3] = static_cast<T>(1);
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| 
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| #		if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
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| 			Result[2][2] = farVal / (farVal - nearVal);
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| 			Result[3][2] = -(farVal * nearVal) / (farVal - nearVal);
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| #		else
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| 			Result[2][2] = (farVal + nearVal) / (farVal - nearVal);
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| 			Result[3][2] = - (static_cast<T>(2) * farVal * nearVal) / (farVal - nearVal);
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| #		endif
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| 
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| 		return Result;
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| 	}
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| 
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| 	template <typename T>
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| 	GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> frustumRH
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| 	(
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| 		T left, T right,
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| 		T bottom, T top,
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| 		T nearVal, T farVal
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| 	)
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| 	{
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| 		tmat4x4<T, defaultp> Result(0);
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| 		Result[0][0] = (static_cast<T>(2) * nearVal) / (right - left);
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| 		Result[1][1] = (static_cast<T>(2) * nearVal) / (top - bottom);
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| 		Result[2][0] = (right + left) / (right - left);
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| 		Result[2][1] = (top + bottom) / (top - bottom);
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| 		Result[2][3] = static_cast<T>(-1);
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| 
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| #		if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
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| 			Result[2][2] = farVal / (nearVal - farVal);
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| 			Result[3][2] = -(farVal * nearVal) / (farVal - nearVal);
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| #		else
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| 			Result[2][2] = - (farVal + nearVal) / (farVal - nearVal);
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| 			Result[3][2] = - (static_cast<T>(2) * farVal * nearVal) / (farVal - nearVal);
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| #		endif
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| 
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| 		return Result;
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| 	}
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| 
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| 	template <typename T>
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| 	GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> perspective(T fovy, T aspect, T zNear, T zFar)
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| 	{
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| #		if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED
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| 			return perspectiveLH(fovy, aspect, zNear, zFar);
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| #		else
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| 			return perspectiveRH(fovy, aspect, zNear, zFar);
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| #		endif
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| 	}
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| 
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| 	template <typename T>
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| 	GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> perspectiveRH(T fovy, T aspect, T zNear, T zFar)
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| 	{
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| 		assert(abs(aspect - std::numeric_limits<T>::epsilon()) > static_cast<T>(0));
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| 
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| 		T const tanHalfFovy = tan(fovy / static_cast<T>(2));
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| 
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| 		tmat4x4<T, defaultp> Result(static_cast<T>(0));
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| 		Result[0][0] = static_cast<T>(1) / (aspect * tanHalfFovy);
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| 		Result[1][1] = static_cast<T>(1) / (tanHalfFovy);
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| 		Result[2][3] = - static_cast<T>(1);
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| 
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| #		if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
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| 			Result[2][2] = zFar / (zNear - zFar);
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| 			Result[3][2] = -(zFar * zNear) / (zFar - zNear);
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| #		else
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| 			Result[2][2] = - (zFar + zNear) / (zFar - zNear);
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| 			Result[3][2] = - (static_cast<T>(2) * zFar * zNear) / (zFar - zNear);
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| #		endif
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| 
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| 		return Result;
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| 	}
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| 	
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| 	template <typename T>
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| 	GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> perspectiveLH(T fovy, T aspect, T zNear, T zFar)
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| 	{
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| 		assert(abs(aspect - std::numeric_limits<T>::epsilon()) > static_cast<T>(0));
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| 
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| 		T const tanHalfFovy = tan(fovy / static_cast<T>(2));
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| 		
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| 		tmat4x4<T, defaultp> Result(static_cast<T>(0));
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| 		Result[0][0] = static_cast<T>(1) / (aspect * tanHalfFovy);
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| 		Result[1][1] = static_cast<T>(1) / (tanHalfFovy);
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| 		Result[2][3] = static_cast<T>(1);
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| 
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| #		if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
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| 			Result[2][2] = zFar / (zFar - zNear);
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| 			Result[3][2] = -(zFar * zNear) / (zFar - zNear);
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| #		else
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| 			Result[2][2] = (zFar + zNear) / (zFar - zNear);
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| 			Result[3][2] = - (static_cast<T>(2) * zFar * zNear) / (zFar - zNear);
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| #		endif
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| 
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| 		return Result;
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| 	}
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| 
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| 	template <typename T>
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| 	GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> perspectiveFov(T fov, T width, T height, T zNear, T zFar)
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| 	{
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| #		if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED
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| 			return perspectiveFovLH(fov, width, height, zNear, zFar);
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| #		else
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| 			return perspectiveFovRH(fov, width, height, zNear, zFar);
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| #		endif
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| 	}
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| 
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| 	template <typename T>
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| 	GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> perspectiveFovRH(T fov, T width, T height, T zNear, T zFar)
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| 	{
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| 		assert(width > static_cast<T>(0));
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| 		assert(height > static_cast<T>(0));
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| 		assert(fov > static_cast<T>(0));
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| 	
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| 		T const rad = fov;
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| 		T const h = glm::cos(static_cast<T>(0.5) * rad) / glm::sin(static_cast<T>(0.5) * rad);
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| 		T const w = h * height / width; ///todo max(width , Height) / min(width , Height)?
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| 
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| 		tmat4x4<T, defaultp> Result(static_cast<T>(0));
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| 		Result[0][0] = w;
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| 		Result[1][1] = h;
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| 		Result[2][3] = - static_cast<T>(1);
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| 
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| #		if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
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| 			Result[2][2] = zFar / (zNear - zFar);
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| 			Result[3][2] = -(zFar * zNear) / (zFar - zNear);
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| #		else
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| 			Result[2][2] = - (zFar + zNear) / (zFar - zNear);
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| 			Result[3][2] = - (static_cast<T>(2) * zFar * zNear) / (zFar - zNear);
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| #		endif
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| 
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| 		return Result;
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| 	}
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| 
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| 	template <typename T>
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| 	GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> perspectiveFovLH(T fov, T width, T height, T zNear, T zFar)
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| 	{
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| 		assert(width > static_cast<T>(0));
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| 		assert(height > static_cast<T>(0));
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| 		assert(fov > static_cast<T>(0));
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| 	
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| 		T const rad = fov;
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| 		T const h = glm::cos(static_cast<T>(0.5) * rad) / glm::sin(static_cast<T>(0.5) * rad);
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| 		T const w = h * height / width; ///todo max(width , Height) / min(width , Height)?
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| 
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| 		tmat4x4<T, defaultp> Result(static_cast<T>(0));
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| 		Result[0][0] = w;
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| 		Result[1][1] = h;
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| 		Result[2][3] = static_cast<T>(1);
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| 
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| #		if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
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| 			Result[2][2] = zFar / (zFar - zNear);
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| 			Result[3][2] = -(zFar * zNear) / (zFar - zNear);
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| #		else
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| 			Result[2][2] = (zFar + zNear) / (zFar - zNear);
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| 			Result[3][2] = - (static_cast<T>(2) * zFar * zNear) / (zFar - zNear);
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| #		endif
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| 
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| 		return Result;
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| 	}
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| 
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| 	template <typename T>
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| 	GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> infinitePerspective(T fovy, T aspect, T zNear)
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| 	{
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| #		if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED
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| 			return infinitePerspectiveLH(fovy, aspect, zNear);
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| #		else
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| 			return infinitePerspectiveRH(fovy, aspect, zNear);
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| #		endif
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| 	}
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| 
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| 	template <typename T>
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| 	GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> infinitePerspectiveRH(T fovy, T aspect, T zNear)
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| 	{
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| 		T const range = tan(fovy / static_cast<T>(2)) * zNear;
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| 		T const left = -range * aspect;
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| 		T const right = range * aspect;
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| 		T const bottom = -range;
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| 		T const top = range;
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| 
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| 		tmat4x4<T, defaultp> Result(static_cast<T>(0));
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| 		Result[0][0] = (static_cast<T>(2) * zNear) / (right - left);
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| 		Result[1][1] = (static_cast<T>(2) * zNear) / (top - bottom);
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| 		Result[2][2] = - static_cast<T>(1);
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| 		Result[2][3] = - static_cast<T>(1);
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| 		Result[3][2] = - static_cast<T>(2) * zNear;
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| 		return Result;
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| 	}
 | |
| 
 | |
| 	template <typename T>
 | |
| 	GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> infinitePerspectiveLH(T fovy, T aspect, T zNear)
 | |
| 	{
 | |
| 		T const range = tan(fovy / static_cast<T>(2)) * zNear;
 | |
| 		T const left = -range * aspect;
 | |
| 		T const right = range * aspect;
 | |
| 		T const bottom = -range;
 | |
| 		T const top = range;
 | |
| 
 | |
| 		tmat4x4<T, defaultp> Result(T(0));
 | |
| 		Result[0][0] = (static_cast<T>(2) * zNear) / (right - left);
 | |
| 		Result[1][1] = (static_cast<T>(2) * zNear) / (top - bottom);
 | |
| 		Result[2][2] = static_cast<T>(1);
 | |
| 		Result[2][3] = static_cast<T>(1);
 | |
| 		Result[3][2] = - static_cast<T>(2) * zNear;
 | |
| 		return Result;
 | |
| 	}
 | |
| 
 | |
| 	// Infinite projection matrix: http://www.terathon.com/gdc07_lengyel.pdf
 | |
| 	template <typename T>
 | |
| 	GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> tweakedInfinitePerspective(T fovy, T aspect, T zNear, T ep)
 | |
| 	{
 | |
| 		T const range = tan(fovy / static_cast<T>(2)) * zNear;	
 | |
| 		T const left = -range * aspect;
 | |
| 		T const right = range * aspect;
 | |
| 		T const bottom = -range;
 | |
| 		T const top = range;
 | |
| 
 | |
| 		tmat4x4<T, defaultp> Result(static_cast<T>(0));
 | |
| 		Result[0][0] = (static_cast<T>(2) * zNear) / (right - left);
 | |
| 		Result[1][1] = (static_cast<T>(2) * zNear) / (top - bottom);
 | |
| 		Result[2][2] = ep - static_cast<T>(1);
 | |
| 		Result[2][3] = static_cast<T>(-1);
 | |
| 		Result[3][2] = (ep - static_cast<T>(2)) * zNear;
 | |
| 		return Result;
 | |
| 	}
 | |
| 
 | |
| 	template <typename T>
 | |
| 	GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> tweakedInfinitePerspective(T fovy, T aspect, T zNear)
 | |
| 	{
 | |
| 		return tweakedInfinitePerspective(fovy, aspect, zNear, epsilon<T>());
 | |
| 	}
 | |
| 
 | |
| 	template <typename T, typename U, precision P>
 | |
| 	GLM_FUNC_QUALIFIER tvec3<T, P> project
 | |
| 	(
 | |
| 		tvec3<T, P> const & obj,
 | |
| 		tmat4x4<T, P> const & model,
 | |
| 		tmat4x4<T, P> const & proj,
 | |
| 		tvec4<U, P> const & viewport
 | |
| 	)
 | |
| 	{
 | |
| 		tvec4<T, P> tmp = tvec4<T, P>(obj, static_cast<T>(1));
 | |
| 		tmp = model * tmp;
 | |
| 		tmp = proj * tmp;
 | |
| 
 | |
| 		tmp /= tmp.w;
 | |
| #		if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
 | |
| 			tmp.x = tmp.x * static_cast<T>(0.5) + static_cast<T>(0.5);
 | |
| 			tmp.y = tmp.y * static_cast<T>(0.5) + static_cast<T>(0.5);
 | |
| #		else
 | |
| 			tmp = tmp * static_cast<T>(0.5) + static_cast<T>(0.5);
 | |
| #		endif
 | |
| 		tmp[0] = tmp[0] * T(viewport[2]) + T(viewport[0]);
 | |
| 		tmp[1] = tmp[1] * T(viewport[3]) + T(viewport[1]);
 | |
| 
 | |
| 		return tvec3<T, P>(tmp);
 | |
| 	}
 | |
| 
 | |
| 	template <typename T, typename U, precision P>
 | |
| 	GLM_FUNC_QUALIFIER tvec3<T, P> unProject
 | |
| 	(
 | |
| 		tvec3<T, P> const & win,
 | |
| 		tmat4x4<T, P> const & model,
 | |
| 		tmat4x4<T, P> const & proj,
 | |
| 		tvec4<U, P> const & viewport
 | |
| 	)
 | |
| 	{
 | |
| 		tmat4x4<T, P> Inverse = inverse(proj * model);
 | |
| 
 | |
| 		tvec4<T, P> tmp = tvec4<T, P>(win, T(1));
 | |
| 		tmp.x = (tmp.x - T(viewport[0])) / T(viewport[2]);
 | |
| 		tmp.y = (tmp.y - T(viewport[1])) / T(viewport[3]);
 | |
| #		if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
 | |
| 			tmp.x = tmp.x * static_cast<T>(2) - static_cast<T>(1);
 | |
| 			tmp.y = tmp.y * static_cast<T>(2) - static_cast<T>(1);
 | |
| #		else
 | |
| 			tmp = tmp * static_cast<T>(2) - static_cast<T>(1);
 | |
| #		endif
 | |
| 
 | |
| 		tvec4<T, P> obj = Inverse * tmp;
 | |
| 		obj /= obj.w;
 | |
| 
 | |
| 		return tvec3<T, P>(obj);
 | |
| 	}
 | |
| 
 | |
| 	template <typename T, precision P, typename U>
 | |
| 	GLM_FUNC_QUALIFIER tmat4x4<T, P> pickMatrix(tvec2<T, P> const & center, tvec2<T, P> const & delta, tvec4<U, P> const & viewport)
 | |
| 	{
 | |
| 		assert(delta.x > static_cast<T>(0) && delta.y > static_cast<T>(0));
 | |
| 		tmat4x4<T, P> Result(static_cast<T>(1));
 | |
| 
 | |
| 		if(!(delta.x > static_cast<T>(0) && delta.y > static_cast<T>(0)))
 | |
| 			return Result; // Error
 | |
| 
 | |
| 		tvec3<T, P> Temp(
 | |
| 			(static_cast<T>(viewport[2]) - static_cast<T>(2) * (center.x - static_cast<T>(viewport[0]))) / delta.x,
 | |
| 			(static_cast<T>(viewport[3]) - static_cast<T>(2) * (center.y - static_cast<T>(viewport[1]))) / delta.y,
 | |
| 			static_cast<T>(0));
 | |
| 
 | |
| 		// Translate and scale the picked region to the entire window
 | |
| 		Result = translate(Result, Temp);
 | |
| 		return scale(Result, tvec3<T, P>(static_cast<T>(viewport[2]) / delta.x, static_cast<T>(viewport[3]) / delta.y, static_cast<T>(1)));
 | |
| 	}
 | |
| 
 | |
| 	template <typename T, precision P>
 | |
| 	GLM_FUNC_QUALIFIER tmat4x4<T, P> lookAt(tvec3<T, P> const & eye, tvec3<T, P> const & center, tvec3<T, P> const & up)
 | |
| 	{
 | |
| #		if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED
 | |
| 			return lookAtLH(eye, center, up);
 | |
| #		else
 | |
| 			return lookAtRH(eye, center, up);
 | |
| #		endif
 | |
| 	}
 | |
| 
 | |
| 	template <typename T, precision P>
 | |
| 	GLM_FUNC_QUALIFIER tmat4x4<T, P> lookAtRH
 | |
| 	(
 | |
| 		tvec3<T, P> const & eye,
 | |
| 		tvec3<T, P> const & center,
 | |
| 		tvec3<T, P> const & up
 | |
| 	)
 | |
| 	{
 | |
| 		tvec3<T, P> const f(normalize(center - eye));
 | |
| 		tvec3<T, P> const s(normalize(cross(f, up)));
 | |
| 		tvec3<T, P> const u(cross(s, f));
 | |
| 
 | |
| 		tmat4x4<T, P> Result(1);
 | |
| 		Result[0][0] = s.x;
 | |
| 		Result[1][0] = s.y;
 | |
| 		Result[2][0] = s.z;
 | |
| 		Result[0][1] = u.x;
 | |
| 		Result[1][1] = u.y;
 | |
| 		Result[2][1] = u.z;
 | |
| 		Result[0][2] =-f.x;
 | |
| 		Result[1][2] =-f.y;
 | |
| 		Result[2][2] =-f.z;
 | |
| 		Result[3][0] =-dot(s, eye);
 | |
| 		Result[3][1] =-dot(u, eye);
 | |
| 		Result[3][2] = dot(f, eye);
 | |
| 		return Result;
 | |
| 	}
 | |
| 
 | |
| 	template <typename T, precision P>
 | |
| 	GLM_FUNC_QUALIFIER tmat4x4<T, P> lookAtLH
 | |
| 	(
 | |
| 		tvec3<T, P> const & eye,
 | |
| 		tvec3<T, P> const & center,
 | |
| 		tvec3<T, P> const & up
 | |
| 	)
 | |
| 	{
 | |
| 		tvec3<T, P> const f(normalize(center - eye));
 | |
| 		tvec3<T, P> const s(normalize(cross(up, f)));
 | |
| 		tvec3<T, P> const u(cross(f, s));
 | |
| 
 | |
| 		tmat4x4<T, P> Result(1);
 | |
| 		Result[0][0] = s.x;
 | |
| 		Result[1][0] = s.y;
 | |
| 		Result[2][0] = s.z;
 | |
| 		Result[0][1] = u.x;
 | |
| 		Result[1][1] = u.y;
 | |
| 		Result[2][1] = u.z;
 | |
| 		Result[0][2] = f.x;
 | |
| 		Result[1][2] = f.y;
 | |
| 		Result[2][2] = f.z;
 | |
| 		Result[3][0] = -dot(s, eye);
 | |
| 		Result[3][1] = -dot(u, eye);
 | |
| 		Result[3][2] = -dot(f, eye);
 | |
| 		return Result;
 | |
| 	}
 | |
| }//namespace glm
 | 
