voxel-engine/lib/glm/gtx/transform.hpp

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/// @ref gtx_transform
/// @file glm/gtx/transform.hpp
///
/// @see core (dependence)
/// @see gtc_matrix_transform (dependence)
/// @see gtx_transform
/// @see gtx_transform2
///
/// @defgroup gtx_transform GLM_GTX_transform
/// @ingroup gtx
///
/// Include <glm/gtx/transform.hpp> to use the features of this extension.
///
/// Add transformation matrices
#pragma once
// Dependency:
#include "../glm.hpp"
#include "../gtc/matrix_transform.hpp"
#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
# ifndef GLM_ENABLE_EXPERIMENTAL
# pragma message("GLM: GLM_GTX_transform is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.")
# else
# pragma message("GLM: GLM_GTX_transform extension included")
# endif
#endif
namespace glm
{
/// @addtogroup gtx_transform
/// @{
/// Transforms a matrix with a translation 4 * 4 matrix created from 3 scalars.
/// @see gtc_matrix_transform
/// @see gtx_transform
template<typename T, qualifier Q>
GLM_FUNC_DECL mat<4, 4, T, Q> translate(
vec<3, T, Q> const& v);
/// Builds a rotation 4 * 4 matrix created from an axis of 3 scalars and an angle expressed in radians.
/// @see gtc_matrix_transform
/// @see gtx_transform
template<typename T, qualifier Q>
GLM_FUNC_DECL mat<4, 4, T, Q> rotate(
T angle,
vec<3, T, Q> const& v);
/// Transforms a matrix with a scale 4 * 4 matrix created from a vector of 3 components.
/// @see gtc_matrix_transform
/// @see gtx_transform
template<typename T, qualifier Q>
GLM_FUNC_DECL mat<4, 4, T, Q> scale(
vec<3, T, Q> const& v);
/// @}
}// namespace glm
#include "transform.inl"