summaryrefslogtreecommitdiff
path: root/include/gal/opengl/glm/gtc/matrix_transform.hpp
diff options
context:
space:
mode:
Diffstat (limited to 'include/gal/opengl/glm/gtc/matrix_transform.hpp')
-rw-r--r--include/gal/opengl/glm/gtc/matrix_transform.hpp291
1 files changed, 291 insertions, 0 deletions
diff --git a/include/gal/opengl/glm/gtc/matrix_transform.hpp b/include/gal/opengl/glm/gtc/matrix_transform.hpp
new file mode 100644
index 0000000..020c6dd
--- /dev/null
+++ b/include/gal/opengl/glm/gtc/matrix_transform.hpp
@@ -0,0 +1,291 @@
+///////////////////////////////////////////////////////////////////////////////////
+/// OpenGL Mathematics (glm.g-truc.net)
+///
+/// Copyright (c) 2005 - 2013 G-Truc Creation (www.g-truc.net)
+/// Permission is hereby granted, free of charge, to any person obtaining a copy
+/// of this software and associated documentation files (the "Software"), to deal
+/// in the Software without restriction, including without limitation the rights
+/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+/// copies of the Software, and to permit persons to whom the Software is
+/// furnished to do so, subject to the following conditions:
+///
+/// The above copyright notice and this permission notice shall be included in
+/// all copies or substantial portions of the Software.
+///
+/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+/// THE SOFTWARE.
+///
+/// @ref gtc_matrix_transform
+/// @file glm/gtc/matrix_transform.hpp
+/// @date 2009-04-29 / 2011-05-16
+/// @author Christophe Riccio
+///
+/// @see core (dependence)
+/// @see gtx_transform
+/// @see gtx_transform2
+///
+/// @defgroup gtc_matrix_transform GLM_GTC_matrix_transform
+/// @ingroup gtc
+///
+/// @brief Defines functions that generate common transformation matrices.
+///
+/// The matrices generated by this extension use standard OpenGL fixed-function
+/// conventions. For example, the lookAt function generates a transform from world
+/// space into the specific eye space that the projective matrix functions
+/// (perspective, ortho, etc) are designed to expect. The OpenGL compatibility
+/// specifications defines the particular layout of this eye space.
+///
+/// <glm/gtc/matrix_transform.hpp> need to be included to use these functionalities.
+///////////////////////////////////////////////////////////////////////////////////
+
+#ifndef GLM_GTC_matrix_transform
+#define GLM_GTC_matrix_transform GLM_VERSION
+
+// Dependency:
+#include "../glm.hpp"
+
+#if(defined(GLM_MESSAGES) && !defined(glm_ext))
+# pragma message("GLM: GLM_GTC_matrix_transform extension included")
+#endif
+
+namespace glm
+{
+ /// @addtogroup gtc_matrix_transform
+ /// @{
+
+ /// Builds a translation 4 * 4 matrix created from a vector of 3 components.
+ ///
+ /// @param m Input matrix multiplied by this translation matrix.
+ /// @param v Coordinates of a translation vector.
+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
+ /// @code
+ /// #include <glm/glm.hpp>
+ /// #include <glm/gtc/matrix_transform.hpp>
+ /// ...
+ /// glm::mat4 m = glm::translate(glm::mat4(1.0f), glm::vec3(1.0f));
+ /// // m[0][0] == 1.0f, m[0][1] == 0.0f, m[0][2] == 0.0f, m[0][3] == 0.0f
+ /// // m[1][0] == 0.0f, m[1][1] == 1.0f, m[1][2] == 0.0f, m[1][3] == 0.0f
+ /// // m[2][0] == 0.0f, m[2][1] == 0.0f, m[2][2] == 1.0f, m[2][3] == 0.0f
+ /// // m[3][0] == 1.0f, m[3][1] == 1.0f, m[3][2] == 1.0f, m[3][3] == 1.0f
+ /// @endcode
+ /// @see gtc_matrix_transform
+ /// @see gtx_transform
+ /// @see - translate(T x, T y, T z)
+ /// @see - translate(detail::tmat4x4<T> const & m, T x, T y, T z)
+ /// @see - translate(detail::tvec3<T> const & v)
+ template <typename T>
+ detail::tmat4x4<T> translate(
+ detail::tmat4x4<T> const & m,
+ detail::tvec3<T> const & v);
+
+ /// Builds a rotation 4 * 4 matrix created from an axis vector and an angle.
+ ///
+ /// @param m Input matrix multiplied by this rotation matrix.
+ /// @param angle Rotation angle expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise.
+ /// @param axis Rotation axis, recommanded to be normalized.
+ /// @tparam T Value type used to build the matrix. Supported: half, float or double.
+ /// @see gtc_matrix_transform
+ /// @see gtx_transform
+ /// @see - rotate(T angle, T x, T y, T z)
+ /// @see - rotate(detail::tmat4x4<T> const & m, T angle, T x, T y, T z)
+ /// @see - rotate(T angle, detail::tvec3<T> const & v)
+ template <typename T>
+ detail::tmat4x4<T> rotate(
+ detail::tmat4x4<T> const & m,
+ T const & angle,
+ detail::tvec3<T> const & axis);
+
+ /// Builds a scale 4 * 4 matrix created from 3 scalars.
+ ///
+ /// @param m Input matrix multiplied by this scale matrix.
+ /// @param v Ratio of scaling for each axis.
+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
+ /// @see gtc_matrix_transform
+ /// @see gtx_transform
+ /// @see - scale(T x, T y, T z) scale(T const & x, T const & y, T const & z)
+ /// @see - scale(detail::tmat4x4<T> const & m, T x, T y, T z)
+ /// @see - scale(detail::tvec3<T> const & v)
+ template <typename T>
+ detail::tmat4x4<T> scale(
+ detail::tmat4x4<T> const & m,
+ detail::tvec3<T> const & v);
+
+ /// Creates a matrix for an orthographic parallel viewing volume.
+ ///
+ /// @param left
+ /// @param right
+ /// @param bottom
+ /// @param top
+ /// @param zNear
+ /// @param zFar
+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
+ /// @see gtc_matrix_transform
+ /// @see - glm::ortho(T const & left, T const & right, T const & bottom, T const & top)
+ template <typename T>
+ detail::tmat4x4<T> ortho(
+ T const & left,
+ T const & right,
+ T const & bottom,
+ T const & top,
+ T const & zNear,
+ T const & zFar);
+
+ /// Creates a matrix for projecting two-dimensional coordinates onto the screen.
+ ///
+ /// @param left
+ /// @param right
+ /// @param bottom
+ /// @param top
+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
+ /// @see gtc_matrix_transform
+ /// @see - glm::ortho(T const & left, T const & right, T const & bottom, T const & top, T const & zNear, T const & zFar)
+ template <typename T>
+ detail::tmat4x4<T> ortho(
+ T const & left,
+ T const & right,
+ T const & bottom,
+ T const & top);
+
+ /// Creates a frustum matrix.
+ ///
+ /// @param left
+ /// @param right
+ /// @param bottom
+ /// @param top
+ /// @param near
+ /// @param far
+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
+ /// @see gtc_matrix_transform
+ template <typename T>
+ detail::tmat4x4<T> frustum(
+ T const & left,
+ T const & right,
+ T const & bottom,
+ T const & top,
+ T const & near,
+ T const & far);
+
+ /// Creates a matrix for a symetric perspective-view frustum.
+ ///
+ /// @param fovy Expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise.
+ /// @param aspect
+ /// @param near
+ /// @param far
+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
+ /// @see gtc_matrix_transform
+ template <typename T>
+ detail::tmat4x4<T> perspective(
+ T const & fovy,
+ T const & aspect,
+ T const & near,
+ T const & far);
+
+ /// Builds a perspective projection matrix based on a field of view.
+ ///
+ /// @param fov Expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise.
+ /// @param width
+ /// @param height
+ /// @param near
+ /// @param far
+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
+ /// @see gtc_matrix_transform
+ template <typename valType>
+ detail::tmat4x4<valType> perspectiveFov(
+ valType const & fov,
+ valType const & width,
+ valType const & height,
+ valType const & near,
+ valType const & far);
+
+ /// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite.
+ ///
+ /// @param fovy Expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise.
+ /// @param aspect
+ /// @param near
+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
+ /// @see gtc_matrix_transform
+ template <typename T>
+ detail::tmat4x4<T> infinitePerspective(
+ T fovy, T aspect, T near);
+
+ /// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping.
+ ///
+ /// @param fovy Expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise.
+ /// @param aspect
+ /// @param near
+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
+ /// @see gtc_matrix_transform
+ template <typename T>
+ detail::tmat4x4<T> tweakedInfinitePerspective(
+ T fovy, T aspect, T near);
+
+ /// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates.
+ ///
+ /// @param obj
+ /// @param model
+ /// @param proj
+ /// @param viewport
+ /// @tparam T Native type used for the computation. Currently supported: half (not recommanded), float or double.
+ /// @tparam U Currently supported: Floating-point types and integer types.
+ /// @see gtc_matrix_transform
+ template <typename T, typename U>
+ detail::tvec3<T> project(
+ detail::tvec3<T> const & obj,
+ detail::tmat4x4<T> const & model,
+ detail::tmat4x4<T> const & proj,
+ detail::tvec4<U> const & viewport);
+
+ /// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.
+ ///
+ /// @param win
+ /// @param model
+ /// @param proj
+ /// @param viewport
+ /// @tparam T Native type used for the computation. Currently supported: half (not recommanded), float or double.
+ /// @tparam U Currently supported: Floating-point types and integer types.
+ /// @see gtc_matrix_transform
+ template <typename T, typename U>
+ detail::tvec3<T> unProject(
+ detail::tvec3<T> const & win,
+ detail::tmat4x4<T> const & model,
+ detail::tmat4x4<T> const & proj,
+ detail::tvec4<U> const & viewport);
+
+ /// Define a picking region
+ ///
+ /// @param center
+ /// @param delta
+ /// @param viewport
+ /// @tparam T Native type used for the computation. Currently supported: half (not recommanded), float or double.
+ /// @tparam U Currently supported: Floating-point types and integer types.
+ /// @see gtc_matrix_transform
+ template <typename T, typename U>
+ detail::tmat4x4<T> pickMatrix(
+ detail::tvec2<T> const & center,
+ detail::tvec2<T> const & delta,
+ detail::tvec4<U> const & viewport);
+
+ /// Build a look at view matrix.
+ ///
+ /// @param eye Position of the camera
+ /// @param center Position where the camera is looking at
+ /// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)
+ /// @see gtc_matrix_transform
+ /// @see - frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal) frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal)
+ template <typename T>
+ detail::tmat4x4<T> lookAt(
+ detail::tvec3<T> const & eye,
+ detail::tvec3<T> const & center,
+ detail::tvec3<T> const & up);
+
+ /// @}
+}//namespace glm
+
+#include "matrix_transform.inl"
+
+#endif//GLM_GTC_matrix_transform