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GLM_GTC_matrix_transform extension: Add transformation matrices. More...
Functions | |
template<typename T > | |
detail::tmat4x4< T > | frustum (T const &left, T const &right, T const &bottom, T const &top, T const &nearVal, T const &farVal) |
Creates a frustum matrix. | |
template<typename T > | |
detail::tmat4x4< T > | infinitePerspective (T fovy, T aspect, T zNear) |
Creates a matrix for a symmetric perspective-view frustum with far plane at infinite . | |
template<typename T > | |
detail::tmat4x4< T > | lookAt (detail::tvec3< T > const &eye, detail::tvec3< T > const ¢er, detail::tvec3< T > const &up) |
Build a look at view matrix. | |
template<typename T > | |
detail::tmat4x4< T > | ortho (T const &left, T const &right, T const &bottom, T const &top) |
Creates a matrix for projecting two-dimensional coordinates onto the screen. | |
template<typename T > | |
detail::tmat4x4< T > | ortho (T const &left, T const &right, T const &bottom, T const &top, T const &zNear, T const &zFar) |
Creates a matrix for an orthographic parallel viewing volume. | |
template<typename T > | |
detail::tmat4x4< T > | perspective (T const &fovy, T const &aspect, T const &zNear, T const &zFar) |
Creates a matrix for a symetric perspective-view frustum. | |
template<typename valType > | |
detail::tmat4x4< valType > | perspectiveFov (valType const &fov, valType const &width, valType const &height, valType const &zNear, valType const &zFar) |
Builds a perspective projection matrix based on a field of view From GLM_GTC_matrix_transform extension. | |
template<typename T , typename U > | |
detail::tmat4x4< T > | pickMatrix (detail::tvec2< T > const ¢er, detail::tvec2< T > const &delta, detail::tvec4< U > const &viewport) |
Define a picking region From GLM_GTC_matrix_transform extension. | |
template<typename T , typename U > | |
detail::tvec3< T > | project (detail::tvec3< T > const &obj, detail::tmat4x4< T > const &model, detail::tmat4x4< T > const &proj, detail::tvec4< U > const &viewport) |
Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates. | |
template<typename T > | |
detail::tmat4x4< T > | rotate (detail::tmat4x4< T > const &m, T const &angle, detail::tvec3< T > const &v) |
Builds a rotation 4 * 4 matrix created from an axis vector and an angle expressed in degrees. | |
template<typename T > | |
detail::tmat4x4< T > | scale (detail::tmat4x4< T > const &m, detail::tvec3< T > const &v) |
Builds a scale 4 * 4 matrix created from 3 scalars. | |
template<typename T > | |
detail::tmat4x4< T > | translate (detail::tmat4x4< T > const &m, detail::tvec3< T > const &v) |
Builds a translation 4 * 4 matrix created from a vector of 3 components. | |
template<typename T > | |
detail::tmat4x4< T > | tweakedInfinitePerspective (T fovy, T aspect, T zNear) |
Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping. | |
template<typename T , typename U > | |
detail::tvec3< T > | unProject (detail::tvec3< T > const &win, detail::tmat4x4< T > const &model, detail::tmat4x4< T > const &proj, detail::tvec4< U > const &viewport) |
Map the specified window coordinates (win.x, win.y, win.z) into object coordinates. |
GLM_GTC_matrix_transform extension: Add transformation matrices.