1///////////////////////////////////////////////////////////////////////////////////
2/// OpenGL Mathematics (glm.g-truc.net)
3///
4/// Copyright (c) 2005 - 2014 G-Truc Creation (www.g-truc.net)
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7/// in the Software without restriction, including without limitation the rights
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9/// copies of the Software, and to permit persons to whom the Software is
10/// furnished to do so, subject to the following conditions:
11///
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13/// all copies or substantial portions of the Software.
14///
15/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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21/// THE SOFTWARE.
22///
23/// @ref gtc_matrix_transform
24/// @file glm/gtc/matrix_transform.hpp
25/// @date 2009-04-29 / 2011-05-16
26/// @author Christophe Riccio
27///
28/// @see core (dependence)
29/// @see gtx_transform
30/// @see gtx_transform2
31///
32/// @defgroup gtc_matrix_transform GLM_GTC_matrix_transform
33/// @ingroup gtc
34///
35/// @brief Defines functions that generate common transformation matrices.
36///
37/// The matrices generated by this extension use standard OpenGL fixed-function
38/// conventions. For example, the lookAt function generates a transform from world
39/// space into the specific eye space that the projective matrix functions
40/// (perspective, ortho, etc) are designed to expect. The OpenGL compatibility
41/// specifications defines the particular layout of this eye space.
42///
43/// <glm/gtc/matrix_transform.hpp> need to be included to use these functionalities.
44///////////////////////////////////////////////////////////////////////////////////
45
46#ifndef GLM_GTC_matrix_transform
47#define GLM_GTC_matrix_transform
48
49// Dependency:
50#include "../mat4x4.hpp"
51#include "../vec2.hpp"
52#include "../vec3.hpp"
53#include "../vec4.hpp"
54
55#if(defined(GLM_MESSAGES) && !defined(GLM_EXT_INCLUDED))
56#	pragma message("GLM: GLM_GTC_matrix_transform extension included")
57#endif
58
59namespace glm
60{
61	/// @addtogroup gtc_matrix_transform
62	/// @{
63
64	/// Builds a translation 4 * 4 matrix created from a vector of 3 components.
65	///
66	/// @param m Input matrix multiplied by this translation matrix.
67	/// @param v Coordinates of a translation vector.
68	/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
69	/// @code
70	/// #include <glm/glm.hpp>
71	/// #include <glm/gtc/matrix_transform.hpp>
72	/// ...
73	/// glm::mat4 m = glm::translate(glm::mat4(1.0f), glm::vec3(1.0f));
74	/// // m[0][0] == 1.0f, m[0][1] == 0.0f, m[0][2] == 0.0f, m[0][3] == 0.0f
75	/// // m[1][0] == 0.0f, m[1][1] == 1.0f, m[1][2] == 0.0f, m[1][3] == 0.0f
76	/// // m[2][0] == 0.0f, m[2][1] == 0.0f, m[2][2] == 1.0f, m[2][3] == 0.0f
77	/// // m[3][0] == 1.0f, m[3][1] == 1.0f, m[3][2] == 1.0f, m[3][3] == 1.0f
78	/// @endcode
79	/// @see gtc_matrix_transform
80	/// @see gtx_transform
81	/// @see - translate(T x, T y, T z)
82	/// @see - translate(detail::tmat4x4<T, P> const & m, T x, T y, T z)
83	/// @see - translate(detail::tvec3<T, P> const & v)
84	template <typename T, precision P>
85	GLM_FUNC_DECL detail::tmat4x4<T, P> translate(
86		detail::tmat4x4<T, P> const & m,
87		detail::tvec3<T, P> const & v);
88
89	/// Builds a rotation 4 * 4 matrix created from an axis vector and an angle.
90	///
91	/// @param m Input matrix multiplied by this rotation matrix.
92	/// @param angle Rotation angle expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise.
93	/// @param axis Rotation axis, recommanded to be normalized.
94	/// @tparam T Value type used to build the matrix. Supported: half, float or double.
95	/// @see gtc_matrix_transform
96	/// @see gtx_transform
97	/// @see - rotate(T angle, T x, T y, T z)
98	/// @see - rotate(detail::tmat4x4<T, P> const & m, T angle, T x, T y, T z)
99	/// @see - rotate(T angle, detail::tvec3<T, P> const & v)
100	template <typename T, precision P>
101	GLM_FUNC_DECL detail::tmat4x4<T, P> rotate(
102		detail::tmat4x4<T, P> const & m,
103		T const & angle,
104		detail::tvec3<T, P> const & axis);
105
106	/// Builds a scale 4 * 4 matrix created from 3 scalars.
107	///
108	/// @param m Input matrix multiplied by this scale matrix.
109	/// @param v Ratio of scaling for each axis.
110	/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
111	/// @see gtc_matrix_transform
112	/// @see gtx_transform
113	/// @see - scale(T x, T y, T z) scale(T const & x, T const & y, T const & z)
114	/// @see - scale(detail::tmat4x4<T, P> const & m, T x, T y, T z)
115	/// @see - scale(detail::tvec3<T, P> const & v)
116	template <typename T, precision P>
117	GLM_FUNC_DECL detail::tmat4x4<T, P> scale(
118		detail::tmat4x4<T, P> const & m,
119		detail::tvec3<T, P> const & v);
120
121	/// Creates a matrix for an orthographic parallel viewing volume.
122	///
123	/// @param left
124	/// @param right
125	/// @param bottom
126	/// @param top
127	/// @param zNear
128	/// @param zFar
129	/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
130	/// @see gtc_matrix_transform
131	/// @see - glm::ortho(T const & left, T const & right, T const & bottom, T const & top)
132	template <typename T>
133	GLM_FUNC_DECL detail::tmat4x4<T, defaultp> ortho(
134		T const & left,
135		T const & right,
136		T const & bottom,
137		T const & top,
138		T const & zNear,
139		T const & zFar);
140
141	/// Creates a matrix for projecting two-dimensional coordinates onto the screen.
142	///
143	/// @param left
144	/// @param right
145	/// @param bottom
146	/// @param top
147	/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
148	/// @see gtc_matrix_transform
149	/// @see - glm::ortho(T const & left, T const & right, T const & bottom, T const & top, T const & zNear, T const & zFar)
150	template <typename T>
151	GLM_FUNC_DECL detail::tmat4x4<T, defaultp> ortho(
152		T const & left,
153		T const & right,
154		T const & bottom,
155		T const & top);
156
157	/// Creates a frustum matrix.
158	///
159	/// @param left
160	/// @param right
161	/// @param bottom
162	/// @param top
163	/// @param near
164	/// @param far
165	/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
166	/// @see gtc_matrix_transform
167	template <typename T, precision P>
168	GLM_FUNC_DECL detail::tmat4x4<T, P> frustum(
169		T const & left,
170		T const & right,
171		T const & bottom,
172		T const & top,
173		T const & near,
174		T const & far);
175
176	/// Creates a matrix for a symetric perspective-view frustum.
177	///
178	/// @param fovy Expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise.
179	/// @param aspect
180	/// @param near
181	/// @param far
182	/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
183	/// @see gtc_matrix_transform
184	template <typename T, precision P>
185	GLM_FUNC_DECL detail::tmat4x4<T, P> perspective(
186		T const & fovy,
187		T const & aspect,
188		T const & near,
189		T const & far);
190
191	/// Builds a perspective projection matrix based on a field of view.
192	///
193	/// @param fov Expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise.
194	/// @param width
195	/// @param height
196	/// @param near
197	/// @param far
198	/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
199	/// @see gtc_matrix_transform
200	template <typename T, precision P>
201	GLM_FUNC_DECL detail::tmat4x4<T, P> perspectiveFov(
202		T const & fov,
203		T const & width,
204		T const & height,
205		T const & near,
206		T const & far);
207
208	/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite.
209	///
210	/// @param fovy Expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise.
211	/// @param aspect
212	/// @param near
213	/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
214	/// @see gtc_matrix_transform
215	template <typename T, precision P>
216	GLM_FUNC_DECL detail::tmat4x4<T, P> infinitePerspective(
217		T fovy, T aspect, T near);
218
219	/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping.
220	///
221	/// @param fovy Expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise.
222	/// @param aspect
223	/// @param near
224	/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
225	/// @see gtc_matrix_transform
226	template <typename T, precision P>
227	GLM_FUNC_DECL detail::tmat4x4<T, P> tweakedInfinitePerspective(
228		T fovy, T aspect, T near);
229
230	/// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates.
231	///
232	/// @param obj
233	/// @param model
234	/// @param proj
235	/// @param viewport
236	/// @tparam T Native type used for the computation. Currently supported: half (not recommanded), float or double.
237	/// @tparam U Currently supported: Floating-point types and integer types.
238	/// @see gtc_matrix_transform
239	template <typename T, typename U, precision P>
240	GLM_FUNC_DECL detail::tvec3<T, P> project(
241		detail::tvec3<T, P> const & obj,
242		detail::tmat4x4<T, P> const & model,
243		detail::tmat4x4<T, P> const & proj,
244		detail::tvec4<U, P> const & viewport);
245
246	/// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.
247	///
248	/// @param win
249	/// @param model
250	/// @param proj
251	/// @param viewport
252	/// @tparam T Native type used for the computation. Currently supported: half (not recommanded), float or double.
253	/// @tparam U Currently supported: Floating-point types and integer types.
254	/// @see gtc_matrix_transform
255	template <typename T, typename U, precision P>
256	GLM_FUNC_DECL detail::tvec3<T, P> unProject(
257		detail::tvec3<T, P> const & win,
258		detail::tmat4x4<T, P> const & model,
259		detail::tmat4x4<T, P> const & proj,
260		detail::tvec4<U, P> const & viewport);
261
262	/// Define a picking region
263	///
264	/// @param center
265	/// @param delta
266	/// @param viewport
267	/// @tparam T Native type used for the computation. Currently supported: half (not recommanded), float or double.
268	/// @tparam U Currently supported: Floating-point types and integer types.
269	/// @see gtc_matrix_transform
270	template <typename T, precision P, typename U>
271	GLM_FUNC_DECL detail::tmat4x4<T, P> pickMatrix(
272		detail::tvec2<T, P> const & center,
273		detail::tvec2<T, P> const & delta,
274		detail::tvec4<U, P> const & viewport);
275
276	/// Build a look at view matrix.
277	///
278	/// @param eye Position of the camera
279	/// @param center Position where the camera is looking at
280	/// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)
281	/// @see gtc_matrix_transform
282	/// @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)
283	template <typename T, precision P>
284	GLM_FUNC_DECL detail::tmat4x4<T, P> lookAt(
285		detail::tvec3<T, P> const & eye,
286		detail::tvec3<T, P> const & center,
287		detail::tvec3<T, P> const & up);
288
289	/// @}
290}//namespace glm
291
292#include "matrix_transform.inl"
293
294#endif//GLM_GTC_matrix_transform
295