437 lines
20 KiB
C++
437 lines
20 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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/// Include <glm/gtc/matrix_transform.hpp> to use the features of this extension.
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///
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/// 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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#pragma once
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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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#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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namespace glm
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{
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/// @addtogroup gtc_matrix_transform
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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(mat<4, 4, T, Q> const& m, T x, T y, T z)
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/// @see - translate(vec<3, T, Q> const& v)
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/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glTranslate.xml">glTranslate man page</a>
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template<typename T, qualifier Q>
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GLM_FUNC_DECL mat<4, 4, T, Q> translate(
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mat<4, 4, T, Q> const& m,
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vec<3, T, Q> const& v);
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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(mat<4, 4, T, Q> const& m, T angle, T x, T y, T z)
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/// @see - rotate(T angle, vec<3, T, Q> const& v)
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/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glRotate.xml">glRotate man page</a>
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template<typename T, qualifier Q>
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GLM_FUNC_DECL mat<4, 4, T, Q> rotate(
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mat<4, 4, T, Q> const& m,
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T angle,
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vec<3, T, Q> const& axis);
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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 recommended), float or double.
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/// @see gtc_matrix_transform
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/// @see - scale(mat<4, 4, T, Q> const& m, T x, T y, T z)
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/// @see - scale(vec<3, T, Q> const& v)
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/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glScale.xml">glScale man page</a>
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template<typename T, qualifier Q>
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GLM_FUNC_DECL mat<4, 4, T, Q> scale(
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mat<4, 4, T, Q> const& m,
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vec<3, T, Q> const& v);
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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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/// @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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/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glOrtho.xml">glOrtho man page</a>
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, 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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/// Creates a matrix for an orthographic parallel viewing volume, using left-handedness.
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///
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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 mat<4, 4, 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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/// Creates a matrix for an orthographic parallel viewing volume, using right-handedness.
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///
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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 mat<4, 4, 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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/// Creates a matrix for projecting two-dimensional coordinates onto the screen.
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///
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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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/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluOrtho2D.xml">gluOrtho2D man page</a>
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, 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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/// Creates a frustum matrix with default handedness.
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///
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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 <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glFrustum.xml">glFrustum man page</a>
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, 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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/// Creates a left handed frustum matrix.
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///
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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 mat<4, 4, 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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/// Creates a right handed frustum matrix.
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///
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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 mat<4, 4, 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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/// 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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/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluPerspective.xml">gluPerspective man page</a>
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, 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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/// 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 mat<4, 4, 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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/// 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 mat<4, 4, 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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/// 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 Width of the viewport
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/// @param height Height of the viewport
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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 mat<4, 4, 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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/// 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 Width of the viewport
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/// @param height Height of the viewport
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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 mat<4, 4, 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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/// 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 Width of the viewport
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/// @param height Height of the viewport
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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 mat<4, 4, 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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/// 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 mat<4, 4, T, defaultp> infinitePerspective(
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T fovy, T aspect, T near);
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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 mat<4, 4, T, defaultp> infinitePerspectiveLH(
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T fovy, T aspect, T near);
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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 mat<4, 4, T, defaultp> infinitePerspectiveRH(
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T fovy, T aspect, T near);
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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 mat<4, 4, T, defaultp> tweakedInfinitePerspective(
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T fovy, T aspect, T near);
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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 Epsilon
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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 mat<4, 4, T, defaultp> tweakedInfinitePerspective(
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T fovy, T aspect, T near, T ep);
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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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/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluProject.xml">gluProject man page</a>
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template<typename T, typename U, qualifier Q>
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GLM_FUNC_DECL vec<3, T, Q> project(
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vec<3, T, Q> const& obj,
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mat<4, 4, T, Q> const& model,
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mat<4, 4, T, Q> const& proj,
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vec<4, U, Q> const& viewport);
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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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/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluUnProject.xml">gluUnProject man page</a>
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template<typename T, typename U, qualifier Q>
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GLM_FUNC_DECL vec<3, T, Q> unProject(
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vec<3, T, Q> const& win,
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mat<4, 4, T, Q> const& model,
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mat<4, 4, T, Q> const& proj,
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vec<4, U, Q> const& viewport);
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/// Define a picking region
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///
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/// @param center Specify the center of a picking region in window coordinates.
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/// @param delta Specify the width and height, respectively, of the picking region in window coordinates.
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/// @param viewport Rendering 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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/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluPickMatrix.xml">gluPickMatrix man page</a>
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template<typename T, qualifier Q, typename U>
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GLM_FUNC_DECL mat<4, 4, T, Q> pickMatrix(
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vec<2, T, Q> const& center,
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vec<2, T, Q> const& delta,
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vec<4, U, Q> const& viewport);
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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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/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluLookAt.xml">gluLookAt man page</a>
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template<typename T, qualifier Q>
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GLM_FUNC_DECL mat<4, 4, T, Q> lookAt(
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vec<3, T, Q> const& eye,
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vec<3, T, Q> const& center,
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vec<3, T, Q> const& up);
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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, qualifier Q>
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GLM_FUNC_DECL mat<4, 4, T, Q> lookAtRH(
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vec<3, T, Q> const& eye,
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vec<3, T, Q> const& center,
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vec<3, T, Q> const& up);
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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, qualifier Q>
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GLM_FUNC_DECL mat<4, 4, T, Q> lookAtLH(
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vec<3, T, Q> const& eye,
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vec<3, T, Q> const& center,
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vec<3, T, Q> const& up);
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/// @}
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}//namespace glm
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#include "matrix_transform.inl"
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