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-/// @ref ext_matrix_transform
-/// @file glm/ext/matrix_transform.hpp
-///
-/// @defgroup ext_matrix_transform GLM_EXT_matrix_transform
-/// @ingroup ext
-///
-/// 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.
-///
-/// Include <glm/ext/matrix_transform.hpp> to use the features of this extension.
-///
-/// @see ext_matrix_projection
-/// @see ext_matrix_clip_space
-
-#pragma once
-
-// Dependencies
-#include "../gtc/constants.hpp"
-#include "../geometric.hpp"
-#include "../trigonometric.hpp"
-#include "../matrix.hpp"
-
-#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
-# pragma message("GLM: GLM_EXT_matrix_transform extension included")
-#endif
-
-namespace glm
-{
- /// @addtogroup ext_matrix_transform
- /// @{
-
- /// Builds an identity matrix.
- template<typename genType>
- GLM_FUNC_DECL GLM_CONSTEXPR genType identity();
-
- /// 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 A floating-point scalar type
- /// @tparam Q A value from qualifier enum
- ///
- /// @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 - translate(mat<4, 4, T, Q> const& m, T x, T y, T z)
- /// @see - translate(vec<3, T, Q> const& v)
- /// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glTranslate.xml">glTranslate man page</a>
- template<typename T, qualifier Q>
- GLM_FUNC_DECL mat<4, 4, T, Q> translate(
- mat<4, 4, T, Q> const& m, vec<3, T, Q> 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.
- /// @param axis Rotation axis, recommended to be normalized.
- ///
- /// @tparam T A floating-point scalar type
- /// @tparam Q A value from qualifier enum
- ///
- /// @see - rotate(mat<4, 4, T, Q> const& m, T angle, T x, T y, T z)
- /// @see - rotate(T angle, vec<3, T, Q> const& v)
- /// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glRotate.xml">glRotate man page</a>
- template<typename T, qualifier Q>
- 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 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 A floating-point scalar type
- /// @tparam Q A value from qualifier enum
- ///
- /// @see - scale(mat<4, 4, T, Q> const& m, T x, T y, T z)
- /// @see - scale(vec<3, T, Q> const& v)
- /// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glScale.xml">glScale man page</a>
- template<typename T, qualifier Q>
- 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 point referent 3 shearers.
- ///
- /// @param m Input matrix multiplied by this shear matrix.
- /// @param p Point of shearing as reference.
- /// @param l_x Ratio of matrix.x projection in YZ plane relative to the y-axis/z-axis.
- /// @param l_y Ratio of matrix.y projection in XZ plane relative to the x-axis/z-axis.
- /// @param l_z Ratio of matrix.z projection in XY plane relative to the x-axis/y-axis.
- ///
- /// as example:
- /// [1 , l_xy, l_xz, -(l_xy+l_xz) * p_x] [x] T
- /// [x`, y`, z`, w`] = [x`, y`, z`, w`] * [l_yx, 1 , l_yz, -(l_yx+l_yz) * p_y] [y]
- /// [l_zx, l_zy, 1 , -(l_zx+l_zy) * p_z] [z]
- /// [0 , 0 , 0 , 1 ] [w]
- ///
- /// @tparam T A floating-point shear type
- /// @tparam Q A value from qualifier enum
- ///
- /// @see - shear(mat<4, 4, T, Q> const& m, T x, T y, T z)
- /// @see - shear(vec<3, T, Q> const& p)
- /// @see - shear(vec<2, T, Q> const& l_x)
- /// @see - shear(vec<2, T, Q> const& l_y)
- /// @see - shear(vec<2, T, Q> const& l_z)
- /// @see no resource...
- template <typename T, qualifier Q>
- GLM_FUNC_QUALIFIER mat<4, 4, T, Q> shear(
- mat<4, 4, T, Q> const &m, vec<3, T, Q> const& p, vec<2, T, Q> const &l_x, vec<2, T, Q> const &l_y, vec<2, T, Q> const &l_z);
-
- /// Build a right handed 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)
- ///
- /// @tparam T A floating-point scalar type
- /// @tparam Q A value from qualifier enum
- ///
- /// @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, qualifier Q>
- GLM_FUNC_DECL mat<4, 4, T, Q> lookAtRH(
- vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up);
-
- /// Build a left handed 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)
- ///
- /// @tparam T A floating-point scalar type
- /// @tparam Q A value from qualifier enum
- ///
- /// @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, qualifier Q>
- GLM_FUNC_DECL mat<4, 4, T, Q> lookAtLH(
- vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up);
-
- /// Build a look at view matrix based on the default handedness.
- ///
- /// @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)
- ///
- /// @tparam T A floating-point scalar type
- /// @tparam Q A value from qualifier enum
- ///
- /// @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)
- /// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluLookAt.xml">gluLookAt man page</a>
- template<typename T, qualifier Q>
- GLM_FUNC_DECL mat<4, 4, T, Q> lookAt(
- vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up);
-
- /// @}
-}//namespace glm
-
-#include "matrix_transform.inl"