1 /////////////////////////////////////////////////////////////////////////////////// 2 /// OpenGL Mathematics (glm.g-truc.net) 3 /// 4 /// Copyright (c) 2005 - 2014 G-Truc Creation (www.g-truc.net) 5 /// Permission is hereby granted, free of charge, to any person obtaining a copy 6 /// of this software and associated documentation files (the "Software"), to deal 7 /// in the Software without restriction, including without limitation the rights 8 /// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 /// copies of the Software, and to permit persons to whom the Software is 10 /// furnished to do so, subject to the following conditions: 11 /// 12 /// The above copyright notice and this permission notice shall be included in 13 /// all copies or substantial portions of the Software. 14 /// 15 /// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 /// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 /// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 /// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 /// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 /// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 21 /// THE SOFTWARE. 22 /// 23 /// @ref gtc_matrix_transform 24 /// @file glm/gtc/matrix_transform.hpp 25 /// @date 2009-04-29 / 2011-05-16 26 /// @author Christophe Riccio 27 /// 28 /// @see core (dependence) 29 /// @see gtx_transform 30 /// @see gtx_transform2 31 /// 32 /// @defgroup gtc_matrix_transform GLM_GTC_matrix_transform 33 /// @ingroup gtc 34 /// 35 /// @brief Defines functions that generate common transformation matrices. 36 /// 37 /// The matrices generated by this extension use standard OpenGL fixed-function 38 /// conventions. For example, the lookAt function generates a transform from world 39 /// space into the specific eye space that the projective matrix functions 40 /// (perspective, ortho, etc) are designed to expect. The OpenGL compatibility 41 /// specifications defines the particular layout of this eye space. 42 /// 43 /// <glm/gtc/matrix_transform.hpp> need to be included to use these functionalities. 44 /////////////////////////////////////////////////////////////////////////////////// 45 46 #ifndef GLM_GTC_matrix_transform 47 #define GLM_GTC_matrix_transform 48 49 // Dependency: 50 #include "../mat4x4.hpp" 51 #include "../vec2.hpp" 52 #include "../vec3.hpp" 53 #include "../vec4.hpp" 54 55 #if(defined(GLM_MESSAGES) && !defined(GLM_EXT_INCLUDED)) 56 # pragma message("GLM: GLM_GTC_matrix_transform extension included") 57 #endif 58 59 namespace glm 60 { 61 /// @addtogroup gtc_matrix_transform 62 /// @{ 63 64 /// Builds a translation 4 * 4 matrix created from a vector of 3 components. 65 /// 66 /// @param m Input matrix multiplied by this translation matrix. 67 /// @param v Coordinates of a translation vector. 68 /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. 69 /// @code 70 /// #include <glm/glm.hpp> 71 /// #include <glm/gtc/matrix_transform.hpp> 72 /// ... 73 /// glm::mat4 m = glm::translate(glm::mat4(1.0f), glm::vec3(1.0f)); 74 /// // m[0][0] == 1.0f, m[0][1] == 0.0f, m[0][2] == 0.0f, m[0][3] == 0.0f 75 /// // m[1][0] == 0.0f, m[1][1] == 1.0f, m[1][2] == 0.0f, m[1][3] == 0.0f 76 /// // m[2][0] == 0.0f, m[2][1] == 0.0f, m[2][2] == 1.0f, m[2][3] == 0.0f 77 /// // m[3][0] == 1.0f, m[3][1] == 1.0f, m[3][2] == 1.0f, m[3][3] == 1.0f 78 /// @endcode 79 /// @see gtc_matrix_transform 80 /// @see gtx_transform 81 /// @see - translate(T x, T y, T z) 82 /// @see - translate(detail::tmat4x4<T, P> const & m, T x, T y, T z) 83 /// @see - translate(detail::tvec3<T, P> const & v) 84 template <typename T, precision P> 85 GLM_FUNC_DECL detail::tmat4x4<T, P> translate( 86 detail::tmat4x4<T, P> const & m, 87 detail::tvec3<T, P> const & v); 88 89 /// Builds a rotation 4 * 4 matrix created from an axis vector and an angle. 90 /// 91 /// @param m Input matrix multiplied by this rotation matrix. 92 /// @param angle Rotation angle expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise. 93 /// @param axis Rotation axis, recommanded to be normalized. 94 /// @tparam T Value type used to build the matrix. Supported: half, float or double. 95 /// @see gtc_matrix_transform 96 /// @see gtx_transform 97 /// @see - rotate(T angle, T x, T y, T z) 98 /// @see - rotate(detail::tmat4x4<T, P> const & m, T angle, T x, T y, T z) 99 /// @see - rotate(T angle, detail::tvec3<T, P> const & v) 100 template <typename T, precision P> 101 GLM_FUNC_DECL detail::tmat4x4<T, P> rotate( 102 detail::tmat4x4<T, P> const & m, 103 T const & angle, 104 detail::tvec3<T, P> const & axis); 105 106 /// Builds a scale 4 * 4 matrix created from 3 scalars. 107 /// 108 /// @param m Input matrix multiplied by this scale matrix. 109 /// @param v Ratio of scaling for each axis. 110 /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. 111 /// @see gtc_matrix_transform 112 /// @see gtx_transform 113 /// @see - scale(T x, T y, T z) scale(T const & x, T const & y, T const & z) 114 /// @see - scale(detail::tmat4x4<T, P> const & m, T x, T y, T z) 115 /// @see - scale(detail::tvec3<T, P> const & v) 116 template <typename T, precision P> 117 GLM_FUNC_DECL detail::tmat4x4<T, P> scale( 118 detail::tmat4x4<T, P> const & m, 119 detail::tvec3<T, P> const & v); 120 121 /// Creates a matrix for an orthographic parallel viewing volume. 122 /// 123 /// @param left 124 /// @param right 125 /// @param bottom 126 /// @param top 127 /// @param zNear 128 /// @param zFar 129 /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. 130 /// @see gtc_matrix_transform 131 /// @see - glm::ortho(T const & left, T const & right, T const & bottom, T const & top) 132 template <typename T> 133 GLM_FUNC_DECL detail::tmat4x4<T, defaultp> ortho( 134 T const & left, 135 T const & right, 136 T const & bottom, 137 T const & top, 138 T const & zNear, 139 T const & zFar); 140 141 /// Creates a matrix for projecting two-dimensional coordinates onto the screen. 142 /// 143 /// @param left 144 /// @param right 145 /// @param bottom 146 /// @param top 147 /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. 148 /// @see gtc_matrix_transform 149 /// @see - glm::ortho(T const & left, T const & right, T const & bottom, T const & top, T const & zNear, T const & zFar) 150 template <typename T> 151 GLM_FUNC_DECL detail::tmat4x4<T, defaultp> ortho( 152 T const & left, 153 T const & right, 154 T const & bottom, 155 T const & top); 156 157 /// Creates a frustum matrix. 158 /// 159 /// @param left 160 /// @param right 161 /// @param bottom 162 /// @param top 163 /// @param near 164 /// @param far 165 /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. 166 /// @see gtc_matrix_transform 167 template <typename T, precision P> 168 GLM_FUNC_DECL detail::tmat4x4<T, P> frustum( 169 T const & left, 170 T const & right, 171 T const & bottom, 172 T const & top, 173 T const & near, 174 T const & far); 175 176 /// Creates a matrix for a symetric perspective-view frustum. 177 /// 178 /// @param fovy Expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise. 179 /// @param aspect 180 /// @param near 181 /// @param far 182 /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. 183 /// @see gtc_matrix_transform 184 template <typename T, precision P> 185 GLM_FUNC_DECL detail::tmat4x4<T, P> perspective( 186 T const & fovy, 187 T const & aspect, 188 T const & near, 189 T const & far); 190 191 /// Builds a perspective projection matrix based on a field of view. 192 /// 193 /// @param fov Expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise. 194 /// @param width 195 /// @param height 196 /// @param near 197 /// @param far 198 /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. 199 /// @see gtc_matrix_transform 200 template <typename T, precision P> 201 GLM_FUNC_DECL detail::tmat4x4<T, P> perspectiveFov( 202 T const & fov, 203 T const & width, 204 T const & height, 205 T const & near, 206 T const & far); 207 208 /// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite. 209 /// 210 /// @param fovy Expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise. 211 /// @param aspect 212 /// @param near 213 /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. 214 /// @see gtc_matrix_transform 215 template <typename T, precision P> 216 GLM_FUNC_DECL detail::tmat4x4<T, P> infinitePerspective( 217 T fovy, T aspect, T near); 218 219 /// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping. 220 /// 221 /// @param fovy Expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise. 222 /// @param aspect 223 /// @param near 224 /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. 225 /// @see gtc_matrix_transform 226 template <typename T, precision P> 227 GLM_FUNC_DECL detail::tmat4x4<T, P> tweakedInfinitePerspective( 228 T fovy, T aspect, T near); 229 230 /// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates. 231 /// 232 /// @param obj 233 /// @param model 234 /// @param proj 235 /// @param viewport 236 /// @tparam T Native type used for the computation. Currently supported: half (not recommanded), float or double. 237 /// @tparam U Currently supported: Floating-point types and integer types. 238 /// @see gtc_matrix_transform 239 template <typename T, typename U, precision P> 240 GLM_FUNC_DECL detail::tvec3<T, P> project( 241 detail::tvec3<T, P> const & obj, 242 detail::tmat4x4<T, P> const & model, 243 detail::tmat4x4<T, P> const & proj, 244 detail::tvec4<U, P> const & viewport); 245 246 /// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates. 247 /// 248 /// @param win 249 /// @param model 250 /// @param proj 251 /// @param viewport 252 /// @tparam T Native type used for the computation. Currently supported: half (not recommanded), float or double. 253 /// @tparam U Currently supported: Floating-point types and integer types. 254 /// @see gtc_matrix_transform 255 template <typename T, typename U, precision P> 256 GLM_FUNC_DECL detail::tvec3<T, P> unProject( 257 detail::tvec3<T, P> const & win, 258 detail::tmat4x4<T, P> const & model, 259 detail::tmat4x4<T, P> const & proj, 260 detail::tvec4<U, P> const & viewport); 261 262 /// Define a picking region 263 /// 264 /// @param center 265 /// @param delta 266 /// @param viewport 267 /// @tparam T Native type used for the computation. Currently supported: half (not recommanded), float or double. 268 /// @tparam U Currently supported: Floating-point types and integer types. 269 /// @see gtc_matrix_transform 270 template <typename T, precision P, typename U> 271 GLM_FUNC_DECL detail::tmat4x4<T, P> pickMatrix( 272 detail::tvec2<T, P> const & center, 273 detail::tvec2<T, P> const & delta, 274 detail::tvec4<U, P> const & viewport); 275 276 /// Build a look at view matrix. 277 /// 278 /// @param eye Position of the camera 279 /// @param center Position where the camera is looking at 280 /// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1) 281 /// @see gtc_matrix_transform 282 /// @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) 283 template <typename T, precision P> 284 GLM_FUNC_DECL detail::tmat4x4<T, P> lookAt( 285 detail::tvec3<T, P> const & eye, 286 detail::tvec3<T, P> const & center, 287 detail::tvec3<T, P> const & up); 288 289 /// @} 290 }//namespace glm 291 292 #include "matrix_transform.inl" 293 294 #endif//GLM_GTC_matrix_transform 295