22 #include "../gtc/constants.hpp" 23 #include "../geometric.hpp" 24 #include "../trigonometric.hpp" 25 #include "../matrix.hpp" 27 #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) 28 # pragma message("GLM: GLM_EXT_matrix_transform extension included") 37 template<
typename genType>
38 GLM_FUNC_DECL GLM_CONSTEXPR genType
identity();
59 template<
typename T, qualifier Q>
61 mat<4, 4, T, Q>
const& m, vec<3, T, Q>
const& v);
73 template<
typename T, qualifier Q>
74 GLM_FUNC_DECL mat<4, 4, T, Q>
rotate(
75 mat<4, 4, T, Q>
const& m, T
angle, vec<3, T, Q>
const&
axis);
86 template<
typename T, qualifier Q>
87 GLM_FUNC_DECL mat<4, 4, T, Q>
scale(
88 mat<4, 4, T, Q>
const& m, vec<3, T, Q>
const& v);
97 template<
typename T, qualifier Q>
98 GLM_FUNC_DECL mat<4, 4, T, Q>
lookAtRH(
99 vec<3, T, Q>
const& eye, vec<3, T, Q>
const& center, vec<3, T, Q>
const& up);
108 template<
typename T, qualifier Q>
109 GLM_FUNC_DECL mat<4, 4, T, Q>
lookAtLH(
110 vec<3, T, Q>
const& eye, vec<3, T, Q>
const& center, vec<3, T, Q>
const& up);
120 template<
typename T, qualifier Q>
121 GLM_FUNC_DECL mat<4, 4, T, Q>
lookAt(
122 vec<3, T, Q>
const& eye, vec<3, T, Q>
const& center, vec<3, T, Q>
const& up);
127 #include "matrix_transform.inl" 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 rotation 4 * 4 matrix created from an axis vector and an angle.
GLM_FUNC_DECL vec< 3, T, Q > axis(qua< T, Q > const &x)
Returns the q rotation axis.
GLM_FUNC_DECL mat< 4, 4, T, Q > lookAtRH(vec< 3, T, Q > const &eye, vec< 3, T, Q > const ¢er, vec< 3, T, Q > const &up)
Build a right handed look at view matrix.
GLM_FUNC_DECL mat< 4, 4, T, Q > translate(mat< 4, 4, T, Q > const &m, vec< 3, T, Q > const &v)
Builds a translation 4 * 4 matrix created from a vector of 3 components.
GLM_FUNC_DECL T angle(qua< T, Q > const &x)
Returns the quaternion rotation angle.
GLM_FUNC_DECL GLM_CONSTEXPR genType identity()
Builds an identity matrix.
GLM_FUNC_DECL mat< 4, 4, T, Q > lookAt(vec< 3, T, Q > const &eye, vec< 3, T, Q > const ¢er, vec< 3, T, Q > const &up)
Build a look at view matrix based on the default handedness.
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 3 scalars.
GLM_FUNC_DECL mat< 4, 4, T, Q > lookAtLH(vec< 3, T, Q > const &eye, vec< 3, T, Q > const ¢er, vec< 3, T, Q > const &up)
Build a left handed look at view matrix.