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Diffstat (limited to '')
-rw-r--r-- | external/include/glm/gtc/matrix_transform.hpp | 832 |
1 files changed, 547 insertions, 285 deletions
diff --git a/external/include/glm/gtc/matrix_transform.hpp b/external/include/glm/gtc/matrix_transform.hpp index c97b89a..a9d5cd0 100644 --- a/external/include/glm/gtc/matrix_transform.hpp +++ b/external/include/glm/gtc/matrix_transform.hpp @@ -4,19 +4,19 @@ /// @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. +/// Include <glm/gtc/matrix_transform.hpp> to use the features of this extension. +/// +/// 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 +/// 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. #pragma once @@ -37,10 +37,10 @@ namespace glm /// @{ /// 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. + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. /// @code /// #include <glm/glm.hpp> /// #include <glm/gtc/matrix_transform.hpp> @@ -52,412 +52,674 @@ namespace glm /// // 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 - translate(tmat4x4<T, P> const & m, T x, T y, T z) - /// @see - translate(tvec3<T, P> const & v) - template <typename T, precision P> - GLM_FUNC_DECL tmat4x4<T, P> translate( - tmat4x4<T, P> const & m, - tvec3<T, P> const & v); - - /// Builds a rotation 4 * 4 matrix created from an axis vector and an angle. - /// + /// @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 Value type used to build the matrix. Supported: half, float or double. /// @see gtc_matrix_transform - /// @see - rotate(tmat4x4<T, P> const & m, T angle, T x, T y, T z) - /// @see - rotate(T angle, tvec3<T, P> const & v) - template <typename T, precision P> - GLM_FUNC_DECL tmat4x4<T, P> rotate( - tmat4x4<T, P> const & m, - T angle, - tvec3<T, P> const & axis); - - /// Builds a scale 4 * 4 matrix created from 3 scalars. - /// + /// @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 Value type used to build the matrix. Currently supported: half (not recommanded), float or double. - /// @see gtc_matrix_transform - /// @see - scale(tmat4x4<T, P> const & m, T x, T y, T z) - /// @see - scale(tvec3<T, P> const & v) - template <typename T, precision P> - GLM_FUNC_DECL tmat4x4<T, P> scale( - tmat4x4<T, P> const & m, - tvec3<T, P> const & v); - - /// Creates a matrix for an orthographic parallel viewing volume, using the default handedness. - /// - /// @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> - GLM_FUNC_DECL tmat4x4<T, defaultp> ortho( - T left, - T right, - T bottom, - T top, - T zNear, - T zFar); - - /// Creates a matrix for an orthographic parallel viewing volume, using left-handedness. - /// - /// @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> - GLM_FUNC_DECL tmat4x4<T, defaultp> orthoLH( - T left, - T right, - T bottom, - T top, - T zNear, - T zFar); - - /// Creates a matrix for an orthographic parallel viewing volume, using right-handedness. - /// - /// @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> - GLM_FUNC_DECL tmat4x4<T, defaultp> orthoRH( - T left, - T right, - T bottom, - T top, - T zNear, - T zFar); + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. + /// @see gtc_matrix_transform + /// @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); /// 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> - GLM_FUNC_DECL tmat4x4<T, defaultp> ortho( - T left, - T right, - T bottom, - T top); - - /// Creates a frustum matrix with default handedness. - /// - /// @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> - GLM_FUNC_DECL tmat4x4<T, defaultp> frustum( - T left, - T right, - T bottom, - T top, - T near, - T far); + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), 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) + /// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluOrtho2D.xml">gluOrtho2D man page</a> + template<typename T> + GLM_FUNC_DECL mat<4, 4, T, defaultp> ortho( + T left, T right, T bottom, T top); + + /// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates. + /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), 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> + GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH_ZO( + T left, T right, T bottom, T top, T zNear, T zFar); + + /// Creates a matrix for an orthographic parallel viewing volume using right-handed coordinates. + /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), 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> + GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH_NO( + T left, T right, T bottom, T top, T zNear, T zFar); + + /// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates. + /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), 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> + GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH_ZO( + T left, T right, T bottom, T top, T zNear, T zFar); + + /// Creates a matrix for an orthographic parallel viewing volume, using right-handed coordinates. + /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), 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> + GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH_NO( + T left, T right, T bottom, T top, T zNear, T zFar); + + /// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates. + /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), 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> + GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoZO( + T left, T right, T bottom, T top, T zNear, T zFar); + + /// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. + /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), 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> + GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoNO( + T left, T right, T bottom, T top, T zNear, T zFar); + + /// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates. + /// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), 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> + GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH( + T left, T right, T bottom, T top, T zNear, T zFar); + + /// Creates a matrix for an orthographic parallel viewing volume, using right-handed coordinates. + /// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), 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> + GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH( + T left, T right, T bottom, T top, T zNear, T zFar); + + /// Creates a matrix for an orthographic parallel viewing volume, using the default handedness and default near and far clip planes definition. + /// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE. + /// + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. + /// @see gtc_matrix_transform + /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) + /// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glOrtho.xml">glOrtho man page</a> + template<typename T> + GLM_FUNC_DECL mat<4, 4, T, defaultp> ortho( + T left, T right, T bottom, T top, T zNear, T zFar); /// Creates a left handed frustum matrix. + /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) /// - /// @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> - GLM_FUNC_DECL tmat4x4<T, defaultp> frustumLH( - T left, - T right, - T bottom, - T top, - T near, - T far); + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. + /// @see gtc_matrix_transform + template<typename T> + GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH_ZO( + T left, T right, T bottom, T top, T near, T far); + + /// Creates a left handed frustum matrix. + /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. + /// @see gtc_matrix_transform + template<typename T> + GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH_NO( + T left, T right, T bottom, T top, T near, T far); /// Creates a right handed frustum matrix. + /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) /// - /// @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> - GLM_FUNC_DECL tmat4x4<T, defaultp> frustumRH( - T left, - T right, - T bottom, - T top, - T near, - T far); - - /// Creates a matrix for a symetric perspective-view frustum based on the default handedness. - /// - /// @param fovy Specifies the field of view angle in the y direction. Expressed in radians. + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. + /// @see gtc_matrix_transform + template<typename T> + GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH_ZO( + T left, T right, T bottom, T top, T near, T far); + + /// Creates a right handed frustum matrix. + /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. + /// @see gtc_matrix_transform + template<typename T> + GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH_NO( + T left, T right, T bottom, T top, T near, T far); + + /// Creates a frustum matrix using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. + /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. + /// @see gtc_matrix_transform + template<typename T> + GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumZO( + T left, T right, T bottom, T top, T near, T far); + + /// Creates a frustum matrix using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. + /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. + /// @see gtc_matrix_transform + template<typename T> + GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumNO( + T left, T right, T bottom, T top, T near, T far); + + /// Creates a left handed frustum matrix. + /// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. + /// @see gtc_matrix_transform + template<typename T> + GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH( + T left, T right, T bottom, T top, T near, T far); + + /// Creates a right handed frustum matrix. + /// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. + /// @see gtc_matrix_transform + template<typename T> + GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH( + T left, T right, T bottom, T top, T near, T far); + + /// Creates a frustum matrix with default handedness, using the default handedness and default near and far clip planes definition. + /// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE. + /// + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. + /// @see gtc_matrix_transform + /// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glFrustum.xml">glFrustum man page</a> + template<typename T> + GLM_FUNC_DECL mat<4, 4, T, defaultp> frustum( + T left, T right, T bottom, T top, T near, T far); + + + /// Creates a matrix for a right handed, symetric perspective-view frustum. + /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// + /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. /// @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). /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. /// @see gtc_matrix_transform - template <typename T> - GLM_FUNC_DECL tmat4x4<T, defaultp> perspective( - T fovy, - T aspect, - T near, - T far); + template<typename T> + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH_ZO( + T fovy, T aspect, T near, T far); /// Creates a matrix for a right handed, symetric perspective-view frustum. - /// + /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. /// @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). /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. /// @see gtc_matrix_transform - template <typename T> - GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveRH( - T fovy, - T aspect, - T near, - T far); + template<typename T> + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH_NO( + T fovy, T aspect, T near, T far); /// Creates a matrix for a left handed, symetric perspective-view frustum. - /// + /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. /// @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). /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. /// @see gtc_matrix_transform - template <typename T> - GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveLH( - T fovy, - T aspect, - T near, - T far); + template<typename T> + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH_ZO( + T fovy, T aspect, T near, T far); - /// Builds a perspective projection matrix based on a field of view and the default handedness. - /// + /// Creates a matrix for a left handed, symetric perspective-view frustum. + /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. + /// @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). + /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). + /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. + /// @see gtc_matrix_transform + template<typename T> + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH_NO( + T fovy, T aspect, T near, T far); + + /// Creates a matrix for a symetric perspective-view frustum using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. + /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// + /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. + /// @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). + /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). + /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. + /// @see gtc_matrix_transform + template<typename T> + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveZO( + T fovy, T aspect, T near, T far); + + /// Creates a matrix for a symetric perspective-view frustum using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. + /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. + /// @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). + /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). + /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. + /// @see gtc_matrix_transform + template<typename T> + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveNO( + T fovy, T aspect, T near, T far); + + /// Creates a matrix for a right handed, symetric perspective-view frustum. + /// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. + /// @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). + /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). + /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. + /// @see gtc_matrix_transform + template<typename T> + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH( + T fovy, T aspect, T near, T far); + + /// Creates a matrix for a left handed, symetric perspective-view frustum. + /// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. + /// @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). + /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). + /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. + /// @see gtc_matrix_transform + template<typename T> + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH( + T fovy, T aspect, T near, T far); + + /// Creates a matrix for a symetric perspective-view frustum based on the default handedness and default near and far clip planes definition. + /// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE. + /// + /// @param fovy Specifies the field of view angle in the y direction. Expressed in radians. + /// @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). + /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). + /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. + /// @see gtc_matrix_transform + /// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluPerspective.xml">gluPerspective man page</a> + template<typename T> + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspective( + T fovy, T aspect, T near, T far); + + /// Builds a perspective projection matrix based on a field of view using right-handed coordinates. + /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// + /// @param fov Expressed in radians. + /// @param width Width of the viewport + /// @param height Height of the viewport + /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). + /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. + /// @see gtc_matrix_transform + template<typename T> + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovRH_ZO( + T fov, T width, T height, T near, T far); + + /// Builds a perspective projection matrix based on a field of view using right-handed coordinates. + /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// /// @param fov Expressed in radians. - /// @param width - /// @param height + /// @param width Width of the viewport + /// @param height Height of the viewport /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. /// @see gtc_matrix_transform - template <typename T> - GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveFov( - T fov, - T width, - T height, - T near, - T far); + template<typename T> + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovRH_NO( + T fov, T width, T height, T near, T far); + + /// Builds a perspective projection matrix based on a field of view using left-handed coordinates. + /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// + /// @param fov Expressed in radians. + /// @param width Width of the viewport + /// @param height Height of the viewport + /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). + /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. + /// @see gtc_matrix_transform + template<typename T> + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovLH_ZO( + T fov, T width, T height, T near, T far); + + /// Builds a perspective projection matrix based on a field of view using left-handed coordinates. + /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @param fov Expressed in radians. + /// @param width Width of the viewport + /// @param height Height of the viewport + /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). + /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. + /// @see gtc_matrix_transform + template<typename T> + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovLH_NO( + T fov, T width, T height, T near, T far); + + /// Builds a perspective projection matrix based on a field of view using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. + /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// + /// @param fov Expressed in radians. + /// @param width Width of the viewport + /// @param height Height of the viewport + /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). + /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. + /// @see gtc_matrix_transform + template<typename T> + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovZO( + T fov, T width, T height, T near, T far); + + /// Builds a perspective projection matrix based on a field of view using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. + /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @param fov Expressed in radians. + /// @param width Width of the viewport + /// @param height Height of the viewport + /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). + /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. + /// @see gtc_matrix_transform + template<typename T> + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovNO( + T fov, T width, T height, T near, T far); /// Builds a right handed perspective projection matrix based on a field of view. - /// + /// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// /// @param fov Expressed in radians. - /// @param width - /// @param height + /// @param width Width of the viewport + /// @param height Height of the viewport /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. /// @see gtc_matrix_transform - template <typename T> - GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveFovRH( - T fov, - T width, - T height, - T near, - T far); + template<typename T> + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovRH( + T fov, T width, T height, T near, T far); /// Builds a left handed perspective projection matrix based on a field of view. - /// + /// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// /// @param fov Expressed in radians. - /// @param width - /// @param height + /// @param width Width of the viewport + /// @param height Height of the viewport /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. /// @see gtc_matrix_transform - template <typename T> - GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveFovLH( - T fov, - T width, - T height, - T near, - T far); + template<typename T> + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovLH( + T fov, T width, T height, T near, T far); - /// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite with default handedness. + /// Builds a perspective projection matrix based on a field of view and the default handedness and default near and far clip planes definition. + /// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE. + /// + /// @param fov Expressed in radians. + /// @param width Width of the viewport + /// @param height Height of the viewport + /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). + /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. + /// @see gtc_matrix_transform + template<typename T> + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFov( + T fov, T width, T height, T near, T far); + + /// Creates a matrix for a left handed, symmetric perspective-view frustum with far plane at infinite. /// /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. /// @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). /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. /// @see gtc_matrix_transform - template <typename T> - GLM_FUNC_DECL tmat4x4<T, defaultp> infinitePerspective( + template<typename T> + GLM_FUNC_DECL mat<4, 4, T, defaultp> infinitePerspectiveLH( T fovy, T aspect, T near); - /// Creates a matrix for a left handed, symmetric perspective-view frustum with far plane at infinite. + /// Creates a matrix for a right handed, symmetric perspective-view frustum with far plane at infinite. /// /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. /// @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). /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. /// @see gtc_matrix_transform - template <typename T> - GLM_FUNC_DECL tmat4x4<T, defaultp> infinitePerspectiveLH( + template<typename T> + GLM_FUNC_DECL mat<4, 4, T, defaultp> infinitePerspectiveRH( T fovy, T aspect, T near); - /// Creates a matrix for a right handed, symmetric perspective-view frustum with far plane at infinite. + /// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite with default handedness. /// /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. /// @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). /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. /// @see gtc_matrix_transform - template <typename T> - GLM_FUNC_DECL tmat4x4<T, defaultp> infinitePerspectiveRH( + template<typename T> + GLM_FUNC_DECL mat<4, 4, T, defaultp> 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 Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. /// @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). /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. /// @see gtc_matrix_transform - template <typename T> - GLM_FUNC_DECL tmat4x4<T, defaultp> tweakedInfinitePerspective( + template<typename T> + GLM_FUNC_DECL mat<4, 4, T, defaultp> tweakedInfinitePerspective( 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 Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. /// @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). /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). - /// @param ep - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. + /// @param ep Epsilon + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. /// @see gtc_matrix_transform - template <typename T> - GLM_FUNC_DECL tmat4x4<T, defaultp> tweakedInfinitePerspective( + template<typename T> + GLM_FUNC_DECL mat<4, 4, T, defaultp> tweakedInfinitePerspective( T fovy, T aspect, T near, T ep); /// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates. - /// + /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// + /// @param obj Specify the object coordinates. + /// @param model Specifies the current modelview matrix + /// @param proj Specifies the current projection matrix + /// @param viewport Specifies the current viewport + /// @return Return the computed window coordinates. + /// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double. + /// @tparam U Currently supported: Floating-point types and integer types. + /// @see gtc_matrix_transform + /// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluProject.xml">gluProject man page</a> + template<typename T, typename U, qualifier Q> + GLM_FUNC_DECL vec<3, T, Q> projectZO( + vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport); + + /// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates. + /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @param obj Specify the object coordinates. + /// @param model Specifies the current modelview matrix + /// @param proj Specifies the current projection matrix + /// @param viewport Specifies the current viewport + /// @return Return the computed window coordinates. + /// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double. + /// @tparam U Currently supported: Floating-point types and integer types. + /// @see gtc_matrix_transform + /// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluProject.xml">gluProject man page</a> + template<typename T, typename U, qualifier Q> + GLM_FUNC_DECL vec<3, T, Q> projectNO( + vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport); + + /// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates using default near and far clip planes definition. + /// To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE. + /// /// @param obj Specify the object coordinates. /// @param model Specifies the current modelview matrix /// @param proj Specifies the current projection matrix /// @param viewport Specifies the current viewport /// @return Return the computed window coordinates. - /// @tparam T Native type used for the computation. Currently supported: half (not recommanded), float or double. + /// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double. /// @tparam U Currently supported: Floating-point types and integer types. /// @see gtc_matrix_transform - template <typename T, typename U, precision P> - GLM_FUNC_DECL tvec3<T, P> project( - tvec3<T, P> const & obj, - tmat4x4<T, P> const & model, - tmat4x4<T, P> const & proj, - tvec4<U, P> const & viewport); + /// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluProject.xml">gluProject man page</a> + template<typename T, typename U, qualifier Q> + GLM_FUNC_DECL vec<3, T, Q> project( + vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport); /// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates. + /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) /// /// @param win Specify the window coordinates to be mapped. /// @param model Specifies the modelview matrix /// @param proj Specifies the projection matrix /// @param viewport Specifies the viewport /// @return Returns the computed object coordinates. - /// @tparam T Native type used for the computation. Currently supported: half (not recommanded), float or double. + /// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double. /// @tparam U Currently supported: Floating-point types and integer types. /// @see gtc_matrix_transform - template <typename T, typename U, precision P> - GLM_FUNC_DECL tvec3<T, P> unProject( - tvec3<T, P> const & win, - tmat4x4<T, P> const & model, - tmat4x4<T, P> const & proj, - tvec4<U, P> const & viewport); + /// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluUnProject.xml">gluUnProject man page</a> + template<typename T, typename U, qualifier Q> + GLM_FUNC_DECL vec<3, T, Q> unProjectZO( + vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport); + + /// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates. + /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @param win Specify the window coordinates to be mapped. + /// @param model Specifies the modelview matrix + /// @param proj Specifies the projection matrix + /// @param viewport Specifies the viewport + /// @return Returns the computed object coordinates. + /// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double. + /// @tparam U Currently supported: Floating-point types and integer types. + /// @see gtc_matrix_transform + /// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluUnProject.xml">gluUnProject man page</a> + template<typename T, typename U, qualifier Q> + GLM_FUNC_DECL vec<3, T, Q> unProjectNO( + vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport); + + /// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates using default near and far clip planes definition. + /// To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE. + /// + /// @param win Specify the window coordinates to be mapped. + /// @param model Specifies the modelview matrix + /// @param proj Specifies the projection matrix + /// @param viewport Specifies the viewport + /// @return Returns the computed object coordinates. + /// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double. + /// @tparam U Currently supported: Floating-point types and integer types. + /// @see gtc_matrix_transform + /// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluUnProject.xml">gluUnProject man page</a> + template<typename T, typename U, qualifier Q> + GLM_FUNC_DECL vec<3, T, Q> unProject( + vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> 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. + /// @param center Specify the center of a picking region in window coordinates. + /// @param delta Specify the width and height, respectively, of the picking region in window coordinates. + /// @param viewport Rendering viewport + /// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double. /// @tparam U Currently supported: Floating-point types and integer types. /// @see gtc_matrix_transform - template <typename T, precision P, typename U> - GLM_FUNC_DECL tmat4x4<T, P> pickMatrix( - tvec2<T, P> const & center, - tvec2<T, P> const & delta, - tvec4<U, P> const & viewport); + /// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluPickMatrix.xml">gluPickMatrix man page</a> + template<typename T, qualifier Q, typename U> + GLM_FUNC_DECL mat<4, 4, T, Q> pickMatrix( + vec<2, T, Q> const& center, vec<2, T, Q> const& delta, vec<4, U, Q> const& viewport); - /// Build a look at view matrix based on the default handedness. + /// 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) /// @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, precision P> - GLM_FUNC_DECL tmat4x4<T, P> lookAt( - tvec3<T, P> const & eye, - tvec3<T, P> const & center, - tvec3<T, P> const & up); + /// @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 right handed look at view matrix. + /// 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) /// @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, precision P> - GLM_FUNC_DECL tmat4x4<T, P> lookAtRH( - tvec3<T, P> const & eye, - tvec3<T, P> const & center, - tvec3<T, P> const & up); + /// @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 left handed look at view matrix. + /// 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) /// @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, precision P> - GLM_FUNC_DECL tmat4x4<T, P> lookAtLH( - tvec3<T, P> const & eye, - tvec3<T, P> const & center, - tvec3<T, P> const & up); + /// @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 |