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+///////////////////////////////////////////////////////////////////////////////////////////////////
+// OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
+///////////////////////////////////////////////////////////////////////////////////////////////////
+// Created : 2009-04-29
+// Updated : 2009-04-29
+// Licence : This source is under MIT License
+// File : glm/gtc/matrix_transform.inl
+///////////////////////////////////////////////////////////////////////////////////////////////////
+
+namespace glm{
+namespace gtc{
+namespace matrix_transform
+{
+ template <typename T>
+ GLM_FUNC_QUALIFIER detail::tmat4x4<T> translate
+ (
+ detail::tmat4x4<T> const & m,
+ detail::tvec3<T> const & v
+ )
+ {
+ detail::tmat4x4<T> Result(m);
+ Result[3] = m[0] * v[0] + m[1] * v[1] + m[2] * v[2] + m[3];
+ return Result;
+ }
+
+ template <typename T>
+ GLM_FUNC_QUALIFIER detail::tmat4x4<T> rotate
+ (
+ detail::tmat4x4<T> const & m,
+ T const & angle,
+ detail::tvec3<T> const & v
+ )
+ {
+ T a = radians(angle);
+ T c = cos(a);
+ T s = sin(a);
+
+ detail::tvec3<T> axis = normalize(v);
+
+ detail::tvec3<T> temp = (T(1) - c) * axis;
+
+ detail::tmat4x4<T> Rotate(detail::tmat4x4<T>::null);
+ Rotate[0][0] = c + temp[0] * axis[0];
+ Rotate[0][1] = 0 + temp[0] * axis[1] + s * axis[2];
+ Rotate[0][2] = 0 + temp[0] * axis[2] - s * axis[1];
+
+ Rotate[1][0] = 0 + temp[1] * axis[0] - s * axis[2];
+ Rotate[1][1] = c + temp[1] * axis[1];
+ Rotate[1][2] = 0 + temp[1] * axis[2] + s * axis[0];
+
+ Rotate[2][0] = 0 + temp[2] * axis[0] + s * axis[1];
+ Rotate[2][1] = 0 + temp[2] * axis[1] - s * axis[0];
+ Rotate[2][2] = c + temp[2] * axis[2];
+
+ detail::tmat4x4<T> Result(detail::tmat4x4<T>::null);
+ Result[0] = m[0] * Rotate[0][0] + m[1] * Rotate[0][1] + m[2] * Rotate[0][2];
+ Result[1] = m[0] * Rotate[1][0] + m[1] * Rotate[1][1] + m[2] * Rotate[1][2];
+ Result[2] = m[0] * Rotate[2][0] + m[1] * Rotate[2][1] + m[2] * Rotate[2][2];
+ Result[3] = m[3];
+ return Result;
+ }
+
+ template <typename T>
+ GLM_FUNC_QUALIFIER detail::tmat4x4<T> scale
+ (
+ detail::tmat4x4<T> const & m,
+ detail::tvec3<T> const & v
+ )
+ {
+ detail::tmat4x4<T> Result(detail::tmat4x4<T>::null);
+ Result[0] = m[0] * v[0];
+ Result[1] = m[1] * v[1];
+ Result[2] = m[2] * v[2];
+ Result[3] = m[3];
+ return Result;
+ }
+
+ template <typename T>
+ GLM_FUNC_QUALIFIER detail::tmat4x4<T> translate_slow
+ (
+ detail::tmat4x4<T> const & m,
+ detail::tvec3<T> const & v
+ )
+ {
+ detail::tmat4x4<T> Result(T(1));
+ Result[3] = detail::tvec4<T>(v, T(1));
+ return m * Result;
+
+ //detail::tmat4x4<valType> Result(m);
+ Result[3] = m[0] * v[0] + m[1] * v[1] + m[2] * v[2] + m[3];
+ //Result[3][0] = m[0][0] * v[0] + m[1][0] * v[1] + m[2][0] * v[2] + m[3][0];
+ //Result[3][1] = m[0][1] * v[0] + m[1][1] * v[1] + m[2][1] * v[2] + m[3][1];
+ //Result[3][2] = m[0][2] * v[0] + m[1][2] * v[1] + m[2][2] * v[2] + m[3][2];
+ //Result[3][3] = m[0][3] * v[0] + m[1][3] * v[1] + m[2][3] * v[2] + m[3][3];
+ //return Result;
+ }
+
+ template <typename T>
+ GLM_FUNC_QUALIFIER detail::tmat4x4<T> rotate_slow
+ (
+ detail::tmat4x4<T> const & m,
+ T const & angle,
+ detail::tvec3<T> const & v
+ )
+ {
+ T a = radians(angle);
+ T c = cos(a);
+ T s = sin(a);
+ detail::tmat4x4<T> Result;
+
+ detail::tvec3<T> axis = normalize(v);
+
+ Result[0][0] = c + (1 - c) * axis.x * axis.x;
+ Result[0][1] = (1 - c) * axis.x * axis.y + s * axis.z;
+ Result[0][2] = (1 - c) * axis.x * axis.z - s * axis.y;
+ Result[0][3] = 0;
+
+ Result[1][0] = (1 - c) * axis.y * axis.x - s * axis.z;
+ Result[1][1] = c + (1 - c) * axis.y * axis.y;
+ Result[1][2] = (1 - c) * axis.y * axis.z + s * axis.x;
+ Result[1][3] = 0;
+
+ Result[2][0] = (1 - c) * axis.z * axis.x + s * axis.y;
+ Result[2][1] = (1 - c) * axis.z * axis.y - s * axis.x;
+ Result[2][2] = c + (1 - c) * axis.z * axis.z;
+ Result[2][3] = 0;
+
+ Result[3] = detail::tvec4<T>(0, 0, 0, 1);
+ return m * Result;
+ }
+
+ template <typename T>
+ GLM_FUNC_QUALIFIER detail::tmat4x4<T> scale_slow
+ (
+ detail::tmat4x4<T> const & m,
+ detail::tvec3<T> const & v
+ )
+ {
+ detail::tmat4x4<T> Result(T(1));
+ Result[0][0] = v.x;
+ Result[1][1] = v.y;
+ Result[2][2] = v.z;
+ return m * Result;
+ }
+
+ template <typename valType>
+ GLM_FUNC_QUALIFIER detail::tmat4x4<valType> ortho
+ (
+ valType const & left,
+ valType const & right,
+ valType const & bottom,
+ valType const & top,
+ valType const & zNear,
+ valType const & zFar
+ )
+ {
+ detail::tmat4x4<valType> Result(1);
+ Result[0][0] = valType(2) / (right - left);
+ Result[1][1] = valType(2) / (top - bottom);
+ Result[2][2] = - valType(2) / (zFar - zNear);
+ Result[3][0] = - (right + left) / (right - left);
+ Result[3][1] = - (top + bottom) / (top - bottom);
+ Result[3][2] = - (zFar + zNear) / (zFar - zNear);
+ return Result;
+ }
+
+ template <typename valType>
+ GLM_FUNC_QUALIFIER detail::tmat4x4<valType> ortho(
+ valType const & left,
+ valType const & right,
+ valType const & bottom,
+ valType const & top)
+ {
+ detail::tmat4x4<valType> Result(1);
+ Result[0][0] = valType(2) / (right - left);
+ Result[1][1] = valType(2) / (top - bottom);
+ Result[2][2] = - valType(1);
+ Result[3][0] = - (right + left) / (right - left);
+ Result[3][1] = - (top + bottom) / (top - bottom);
+ return Result;
+ }
+
+ template <typename valType>
+ GLM_FUNC_QUALIFIER detail::tmat4x4<valType> frustum
+ (
+ valType const & left,
+ valType const & right,
+ valType const & bottom,
+ valType const & top,
+ valType const & nearVal,
+ valType const & farVal
+ )
+ {
+ detail::tmat4x4<valType> Result(0);
+ Result[0][0] = (valType(2) * nearVal) / (right - left);
+ Result[1][1] = (valType(2) * nearVal) / (top - bottom);
+ Result[2][0] = (right + left) / (right - left);
+ Result[2][1] = (top + bottom) / (top - bottom);
+ Result[2][2] = -(farVal + nearVal) / (farVal - nearVal);
+ Result[2][3] = valType(-1);
+ Result[3][2] = -(valType(2) * farVal * nearVal) / (farVal - nearVal);
+ return Result;
+ }
+
+ template <typename valType>
+ GLM_FUNC_QUALIFIER detail::tmat4x4<valType> perspective
+ (
+ valType const & fovy,
+ valType const & aspect,
+ valType const & zNear,
+ valType const & zFar
+ )
+ {
+ valType range = tan(radians(fovy / valType(2))) * zNear;
+ valType left = -range * aspect;
+ valType right = range * aspect;
+ valType bottom = -range;
+ valType top = range;
+
+ detail::tmat4x4<valType> Result(valType(0));
+ Result[0][0] = (valType(2) * zNear) / (right - left);
+ Result[1][1] = (valType(2) * zNear) / (top - bottom);
+ Result[2][2] = - (zFar + zNear) / (zFar - zNear);
+ Result[2][3] = - valType(1);
+ Result[3][2] = - (valType(2) * zFar * zNear) / (zFar - zNear);
+ return Result;
+ }
+
+ template <typename valType>
+ GLM_FUNC_QUALIFIER detail::tmat4x4<valType> perspectiveFov
+ (
+ valType const & fov,
+ valType const & width,
+ valType const & height,
+ valType const & zNear,
+ valType const & zFar
+ )
+ {
+ valType rad = glm::radians(fov);
+ valType h = glm::cos(valType(0.5) * rad) / glm::sin(valType(0.5) * rad);
+ valType w = h * height / width;
+
+ detail::tmat4x4<valType> Result(valType(0));
+ Result[0][0] = w;
+ Result[1][1] = h;
+ Result[2][2] = (zFar + zNear) / (zFar - zNear);
+ Result[2][3] = valType(1);
+ Result[3][2] = -(valType(2) * zFar * zNear) / (zFar - zNear);
+ return Result;
+ }
+
+ template <typename T>
+ GLM_FUNC_QUALIFIER detail::tmat4x4<T> infinitePerspective
+ (
+ T fovy,
+ T aspect,
+ T zNear
+ )
+ {
+ T range = tan(radians(fovy / T(2))) * zNear;
+ T left = -range * aspect;
+ T right = range * aspect;
+ T bottom = -range;
+ T top = range;
+
+ detail::tmat4x4<T> Result(T(0));
+ Result[0][0] = (T(2) * zNear) / (right - left);
+ Result[1][1] = (T(2) * zNear) / (top - bottom);
+ Result[2][2] = - T(1);
+ Result[2][3] = - T(1);
+ Result[3][2] = - T(2) * zNear;
+ return Result;
+ }
+
+ template <typename T>
+ GLM_FUNC_QUALIFIER detail::tmat4x4<T> tweakedInfinitePerspective
+ (
+ T fovy,
+ T aspect,
+ T zNear
+ )
+ {
+ T range = tan(radians(fovy / T(2))) * zNear;
+ T left = -range * aspect;
+ T right = range * aspect;
+ T bottom = -range;
+ T top = range;
+
+ detail::tmat4x4<T> Result(T(0));
+ Result[0][0] = (T(2) * zNear) / (right - left);
+ Result[1][1] = (T(2) * zNear) / (top - bottom);
+ Result[2][2] = T(0.0001) - T(1);
+ Result[2][3] = T(-1);
+ Result[3][2] = - (T(0.0001) - T(2)) * zNear;
+ return Result;
+ }
+
+ template <typename T, typename U>
+ GLM_FUNC_QUALIFIER detail::tvec3<T> project
+ (
+ detail::tvec3<T> const & obj,
+ detail::tmat4x4<T> const & model,
+ detail::tmat4x4<T> const & proj,
+ detail::tvec4<U> const & viewport
+ )
+ {
+ detail::tvec4<T> tmp = detail::tvec4<T>(obj, T(1));
+ tmp = model * tmp;
+ tmp = proj * tmp;
+
+ tmp /= tmp.w;
+ tmp = tmp * T(0.5) + T(0.5);
+ tmp[0] = tmp[0] * T(viewport[2]) + T(viewport[0]);
+ tmp[1] = tmp[1] * T(viewport[3]) + T(viewport[1]);
+
+ return detail::tvec3<T>(tmp);
+ }
+
+ template <typename T, typename U>
+ GLM_FUNC_QUALIFIER detail::tvec3<T> unProject
+ (
+ detail::tvec3<T> const & win,
+ detail::tmat4x4<T> const & model,
+ detail::tmat4x4<T> const & proj,
+ detail::tvec4<U> const & viewport
+ )
+ {
+ detail::tmat4x4<T> inverse = glm::inverse(proj * model);
+
+ detail::tvec4<T> tmp = detail::tvec4<T>(win, T(1));
+ tmp.x = (tmp.x - T(viewport[0])) / T(viewport[2]);
+ tmp.y = (tmp.y - T(viewport[1])) / T(viewport[3]);
+ tmp = tmp * T(2) - T(1);
+
+ detail::tvec4<T> obj = inverse * tmp;
+ obj /= obj.w;
+
+ return detail::tvec3<T>(obj);
+ }
+
+ template <typename T, typename U>
+ detail::tmat4x4<T> pickMatrix
+ (
+ detail::tvec2<T> const & center,
+ detail::tvec2<T> const & delta,
+ detail::tvec4<U> const & viewport
+ )
+ {
+ assert(delta.x > T(0) && delta.y > T(0));
+ detail::tmat4x4<T> Result(1.0f);
+
+ if(!(delta.x > T(0) && delta.y > T(0)))
+ return Result; // Error
+
+ detail::tvec3<T> Temp(
+ (T(viewport[2]) - T(2) * (center.x - T(viewport[0]))) / delta.x,
+ (T(viewport[3]) - T(2) * (center.y - T(viewport[1]))) / delta.y,
+ T(0));
+
+ // Translate and scale the picked region to the entire window
+ Result = translate(Result, Temp);
+ return scale(Result, detail::tvec3<T>(T(viewport[2]) / delta.x, T(viewport[3]) / delta.y, T(1)));
+ }
+
+ template <typename T>
+ GLM_FUNC_QUALIFIER detail::tmat4x4<T> lookAt
+ (
+ detail::tvec3<T> const & eye,
+ detail::tvec3<T> const & center,
+ detail::tvec3<T> const & up
+ )
+ {
+ detail::tvec3<T> f = normalize(center - eye);
+ detail::tvec3<T> u = normalize(up);
+ detail::tvec3<T> s = normalize(cross(f, u));
+ u = cross(s, f);
+
+ detail::tmat4x4<T> Result(1);
+ Result[0][0] = s.x;
+ Result[1][0] = s.y;
+ Result[2][0] = s.z;
+ Result[0][1] = u.x;
+ Result[1][1] = u.y;
+ Result[2][1] = u.z;
+ Result[0][2] =-f.x;
+ Result[1][2] =-f.y;
+ Result[2][2] =-f.z;
+ /* Test this instead of translate3D
+ Result[3][0] =-dot(s, eye);
+ Result[3][1] =-dot(y, eye);
+ Result[3][2] = dot(f, eye);
+ */
+ return gtc::matrix_transform::translate(Result, -eye);
+ }
+}//namespace matrix_transform
+}//namespace gtc
+}//namespace glm