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+///////////////////////////////////////////////////////////////////////////////////////////////////
+// OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
+///////////////////////////////////////////////////////////////////////////////////////////////////
+// Created : 2005-12-21
+// Updated : 2009-04-29
+// Licence : This source is under MIT License
+// File : glm/gtx/transform.hpp
+///////////////////////////////////////////////////////////////////////////////////////////////////
+// Dependency:
+// - GLM core
+// - GLM_GTC_matric_transform
+///////////////////////////////////////////////////////////////////////////////////////////////////
+
+#ifndef glm_gtx_transform
+#define glm_gtx_transform
+
+// Dependency:
+#include "../glm.hpp"
+#include "../gtc/matrix_transform.hpp"
+
+#if(defined(GLM_MESSAGES) && !defined(glm_ext))
+# pragma message("GLM: GLM_GTX_transform extension included")
+#endif
+
+namespace glm{
+namespace gtx{
+namespace transform ///< GLM_GTX_transform extension: Add transformation matrices
+{
+ using namespace gtc::matrix_transform;
+
+ /// \addtogroup gtx_transform
+ /// @{
+
+ //! Builds a translation 4 * 4 matrix created from 3 scalars.
+ //! From GLM_GTX_transform extension.
+ template <typename T>
+ detail::tmat4x4<T> translate(
+ T x, T y, T z);
+
+ //! Transforms a matrix with a translation 4 * 4 matrix created from 3 scalars.
+ //! From GLM_GTX_transform extension.
+ template <typename T>
+ detail::tmat4x4<T> translate(
+ detail::tmat4x4<T> const & m,
+ T x, T y, T z);
+
+ //! Transforms a matrix with a translation 4 * 4 matrix created from 3 scalars.
+ //! From GLM_GTX_transform extension.
+ template <typename T>
+ detail::tmat4x4<T> translate(
+ detail::tvec3<T> const & v);
+
+ //! Builds a rotation 4 * 4 matrix created from an axis of 3 scalars and an angle expressed in degrees.
+ //! From GLM_GTX_transform extension.
+ template <typename T>
+ detail::tmat4x4<T> rotate(
+ T angle,
+ T x, T y, T z);
+
+ //! Builds a rotation 4 * 4 matrix created from an axis of 3 scalars and an angle expressed in degrees.
+ //! From GLM_GTX_transform extension.
+ template <typename T>
+ detail::tmat4x4<T> rotate(
+ T angle,
+ detail::tvec3<T> const & v);
+
+ //! Transforms a matrix with a rotation 4 * 4 matrix created from an axis of 3 scalars and an angle expressed in degrees.
+ //! From GLM_GTX_transform extension.
+ template <typename T>
+ detail::tmat4x4<T> rotate(
+ detail::tmat4x4<T> const & m,
+ T angle,
+ T x, T y, T z);
+
+ //! Builds a scale 4 * 4 matrix created from 3 scalars.
+ //! From GLM_GTX_transform extension.
+ template <typename T>
+ detail::tmat4x4<T> scale(
+ T x, T y, T z);
+
+ //! Transforms a matrix with a scale 4 * 4 matrix created from 3 scalars.
+ //! From GLM_GTX_transform extension.
+ template <typename T>
+ detail::tmat4x4<T> scale(
+ detail::tmat4x4<T> const & m,
+ T x, T y, T z);
+
+ //! Transforms a matrix with a scale 4 * 4 matrix created from a vector of 3 components.
+ //! From GLM_GTX_transform extension.
+ template <typename T>
+ detail::tmat4x4<T> scale(
+ detail::tvec3<T> const & v);
+
+ /// @}
+}//namespace transform
+}//namespace gtx
+}//namespace glm
+
+#include "transform.inl"
+
+namespace glm{using namespace gtx::transform;}
+
+#endif//glm_gtx_transform