24 #include "../mat4x4.hpp" 
   25 #include "../vec2.hpp" 
   26 #include "../vec3.hpp" 
   27 #include "../vec4.hpp" 
   28 #include "../gtc/constants.hpp" 
   30 #if GLM_MESSAGES == GLM_MESSAGES_ENABLED && !defined(GLM_EXT_INCLUDED) 
   31 #       pragma message("GLM: GLM_GTC_matrix_transform extension included") 
   58         template<
typename T, qualifier Q>
 
   60                 mat<4, 4, T, Q> 
const& m,
 
   61                 vec<3, T, Q> 
const& v);
 
   73         template<
typename T, qualifier Q>
 
   74         GLM_FUNC_DECL mat<4, 4, T, Q> 
rotate(
 
   75                 mat<4, 4, T, Q> 
const& m,
 
   77                 vec<3, T, Q> 
const& 
axis);
 
   88         template<
typename T, qualifier Q>
 
   89         GLM_FUNC_DECL mat<4, 4, T, Q> 
scale(
 
   90                 mat<4, 4, T, Q> 
const& m,
 
   91                 vec<3, T, Q> 
const& v);
 
  100         GLM_FUNC_DECL mat<4, 4, T, defaultp> 
ortho(
 
  114         GLM_FUNC_DECL mat<4, 4, T, defaultp> 
orthoLH(
 
  128         GLM_FUNC_DECL mat<4, 4, T, defaultp> 
orthoRH(
 
  143         GLM_FUNC_DECL mat<4, 4, T, defaultp> 
ortho(
 
  155         GLM_FUNC_DECL mat<4, 4, T, defaultp> 
frustum(
 
  168         GLM_FUNC_DECL mat<4, 4, T, defaultp> 
frustumLH(
 
  181         GLM_FUNC_DECL mat<4, 4, T, defaultp> 
frustumRH(
 
  295                 T fovy, T aspect, T near);
 
  306                 T fovy, T aspect, T near);
 
  317                 T fovy, T aspect, T near);
 
  328                 T fovy, T aspect, T near);
 
  340                 T fovy, T aspect, T near, T ep);
 
  353         template<
typename T, 
typename U, qualifier Q>
 
  354         GLM_FUNC_DECL vec<3, T, Q> 
project(
 
  355                 vec<3, T, Q> 
const& obj,
 
  356                 mat<4, 4, T, Q> 
const& model,
 
  357                 mat<4, 4, T, Q> 
const& 
proj,
 
  358                 vec<4, U, Q> 
const& viewport);
 
  371         template<
typename T, 
typename U, qualifier Q>
 
  373                 vec<3, T, Q> 
const& win,
 
  374                 mat<4, 4, T, Q> 
const& model,
 
  375                 mat<4, 4, T, Q> 
const& 
proj,
 
  376                 vec<4, U, Q> 
const& viewport);
 
  387         template<
typename T, qualifier Q, 
typename U>
 
  389                 vec<2, T, Q> 
const& center,
 
  390                 vec<2, T, Q> 
const& delta,
 
  391                 vec<4, U, Q> 
const& viewport);
 
  401         template<
typename T, qualifier Q>
 
  402         GLM_FUNC_DECL mat<4, 4, T, Q> 
lookAt(
 
  403                 vec<3, T, Q> 
const& eye,
 
  404                 vec<3, T, Q> 
const& center,
 
  405                 vec<3, T, Q> 
const& up);
 
  414         template<
typename T, qualifier Q>
 
  415         GLM_FUNC_DECL mat<4, 4, T, Q> 
lookAtRH(
 
  416                 vec<3, T, Q> 
const& eye,
 
  417                 vec<3, T, Q> 
const& center,
 
  418                 vec<3, T, Q> 
const& up);
 
  427         template<
typename T, qualifier Q>
 
  428         GLM_FUNC_DECL mat<4, 4, T, Q> 
lookAtLH(
 
  429                 vec<3, T, Q> 
const& eye,
 
  430                 vec<3, T, Q> 
const& center,
 
  431                 vec<3, T, Q> 
const& up);
 
  436 #include "matrix_transform.inl" 
GLM_FUNC_DECL vec< 3, T, Q > unProject(vec< 3, T, Q > const &win, mat< 4, 4, T, Q > const &model, mat< 4, 4, T, Q > const &proj, vec< 4, U, Q > const &viewport)
Map the specified window coordinates (win.x, win.y, win.z) into object coordinates. 
GLM_FUNC_DECL mat< 4, 4, T, defaultp > perspectiveFovLH(T fov, T width, T height, T near, T far)
Builds a left handed perspective projection matrix based on a field of view. 
GLM_FUNC_DECL mat< 4, 4, T, defaultp > infinitePerspective(T fovy, T aspect, T near)
Creates a matrix for a symmetric perspective-view frustum with far plane at infinite with default han...
GLM_FUNC_DECL mat< 4, 4, T, Q > rotate(mat< 4, 4, T, Q > const &m, T angle, vec< 3, T, Q > const &axis)
Builds a rotation 4 * 4 matrix created from an axis vector and an angle. 
GLM_FUNC_DECL mat< 4, 4, T, defaultp > infinitePerspectiveLH(T fovy, T aspect, T near)
Creates a matrix for a left handed, symmetric perspective-view frustum with far plane at infinite...
GLM_FUNC_DECL mat< 4, 4, T, Q > pickMatrix(vec< 2, T, Q > const ¢er, vec< 2, T, Q > const &delta, vec< 4, U, Q > const &viewport)
Define a picking region. 
GLM_FUNC_DECL mat< 4, 4, T, defaultp > perspectiveFovRH(T fov, T width, T height, T near, T far)
Builds a right handed perspective projection matrix based on a field of view. 
GLM_FUNC_DECL mat< 4, 4, T, defaultp > frustum(T left, T right, T bottom, T top, T near, T far)
Creates a frustum matrix with default handedness. 
GLM_FUNC_DECL mat< 4, 4, T, defaultp > frustumRH(T left, T right, T bottom, T top, T near, T far)
Creates a right handed frustum matrix. 
GLM_FUNC_DECL mat< 4, 4, T, Q > scale(mat< 4, 4, T, Q > const &m, vec< 3, T, Q > const &v)
Builds a scale 4 * 4 matrix created from 3 scalars. 
GLM_FUNC_DECL mat< 4, 4, T, defaultp > infinitePerspectiveRH(T fovy, T aspect, T near)
Creates a matrix for a right handed, symmetric perspective-view frustum with far plane at infinite...
GLM_FUNC_DECL mat< 4, 4, T, Q > lookAtRH(vec< 3, T, Q > const &eye, vec< 3, T, Q > const ¢er, vec< 3, T, Q > const &up)
Build a right handed look at view matrix. 
GLM_FUNC_DECL mat< 4, 4, T, defaultp > orthoRH(T left, T right, T bottom, T top, T zNear, T zFar)
Creates a matrix for an orthographic parallel viewing volume, using right-handedness. 
GLM_FUNC_DECL vec< 3, T, Q > axis(tquat< T, Q > const &x)
Returns the q rotation axis. 
GLM_FUNC_DECL mat< 4, 4, T, defaultp > perspectiveRH(T fovy, T aspect, T near, T far)
Creates a matrix for a right handed, symetric perspective-view frustum. 
GLM_FUNC_DECL mat< 4, 4, T, defaultp > perspectiveFov(T fov, T width, T height, T near, T far)
Builds a perspective projection matrix based on a field of view and the default handedness. 
GLM_FUNC_DECL mat< 4, 4, T, Q > lookAtLH(vec< 3, T, Q > const &eye, vec< 3, T, Q > const ¢er, vec< 3, T, Q > const &up)
Build a left handed look at view matrix. 
GLM_FUNC_DECL T angle(tquat< T, Q > const &x)
Returns the quaternion rotation angle. 
GLM_FUNC_DECL mat< 4, 4, T, defaultp > perspectiveLH(T fovy, T aspect, T near, T far)
Creates a matrix for a left handed, symetric perspective-view frustum. 
GLM_FUNC_DECL mat< 4, 4, T, defaultp > frustumLH(T left, T right, T bottom, T top, T near, T far)
Creates a left handed frustum matrix. 
GLM_FUNC_DECL mat< 4, 4, T, Q > lookAt(vec< 3, T, Q > const &eye, vec< 3, T, Q > const ¢er, vec< 3, T, Q > const &up)
Build a look at view matrix based on the default handedness. 
GLM_FUNC_DECL mat< 4, 4, 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 left-handedness. 
GLM_FUNC_DECL genType proj(genType const &x, genType const &Normal)
Projects x on Normal. 
GLM_FUNC_DECL mat< 4, 4, T, defaultp > ortho(T left, T right, T bottom, T top)
Creates a matrix for projecting two-dimensional coordinates onto the screen. 
GLM_FUNC_DECL vec< 3, T, Q > project(vec< 3, T, Q > const &obj, mat< 4, 4, T, Q > const &model, mat< 4, 4, T, Q > const &proj, vec< 4, U, Q > const &viewport)
Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates. 
GLM_FUNC_DECL mat< 4, 4, T, defaultp > perspective(T fovy, T aspect, T near, T far)
Creates a matrix for a symetric perspective-view frustum based on the default handedness. 
GLM_FUNC_DECL mat< 4, 4, T, Q > translate(mat< 4, 4, T, Q > const &m, vec< 3, T, Q > const &v)
Builds a translation 4 * 4 matrix created from a vector of 3 components. 
GLM_FUNC_DECL mat< 4, 4, T, defaultp > tweakedInfinitePerspective(T fovy, T aspect, T near, T ep)
Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics har...