From 039ac92480a09266146fc5b0c9ec67a32a2565ad Mon Sep 17 00:00:00 2001 From: saurabhb17 Date: Wed, 26 Feb 2020 16:04:40 +0530 Subject: Added secondary files --- include/gal/opengl/glm/gtc/matrix_transform.hpp | 291 ++++++++++++++++++++++++ 1 file changed, 291 insertions(+) create mode 100644 include/gal/opengl/glm/gtc/matrix_transform.hpp (limited to 'include/gal/opengl/glm/gtc/matrix_transform.hpp') 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. +/// +/// 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 + /// #include + /// ... + /// 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 const & m, T x, T y, T z) + /// @see - translate(detail::tvec3 const & v) + template + detail::tmat4x4 translate( + detail::tmat4x4 const & m, + detail::tvec3 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 const & m, T angle, T x, T y, T z) + /// @see - rotate(T angle, detail::tvec3 const & v) + template + detail::tmat4x4 rotate( + detail::tmat4x4 const & m, + T const & angle, + detail::tvec3 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 const & m, T x, T y, T z) + /// @see - scale(detail::tvec3 const & v) + template + detail::tmat4x4 scale( + detail::tmat4x4 const & m, + detail::tvec3 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 + detail::tmat4x4 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 + detail::tmat4x4 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 + detail::tmat4x4 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 + detail::tmat4x4 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 + detail::tmat4x4 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 + detail::tmat4x4 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 + detail::tmat4x4 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 + detail::tvec3 project( + detail::tvec3 const & obj, + detail::tmat4x4 const & model, + detail::tmat4x4 const & proj, + detail::tvec4 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 + detail::tvec3 unProject( + detail::tvec3 const & win, + detail::tmat4x4 const & model, + detail::tmat4x4 const & proj, + detail::tvec4 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 + detail::tmat4x4 pickMatrix( + detail::tvec2 const & center, + detail::tvec2 const & delta, + detail::tvec4 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 + detail::tmat4x4 lookAt( + detail::tvec3 const & eye, + detail::tvec3 const & center, + detail::tvec3 const & up); + + /// @} +}//namespace glm + +#include "matrix_transform.inl" + +#endif//GLM_GTC_matrix_transform -- cgit