voxel-engine/lib/glm/ext/matrix_transform.hpp

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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);
/// 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"