0.9.9 API documenation: matrix_transform.hpp File Reference

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matrix_transform.hpp File Reference

GLM_GTC_matrix_transform More...

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## Functions
template<typename T >
GLM_FUNC_DECL tmat4x4< T, defaultp > | frustum (T left, T right, T bottom, T top, T near, T far)
| Creates a frustum matrix with default handedness. More...
template<typename T >
GLM_FUNC_DECL tmat4x4< T, defaultp > | frustumLH (T left, T right, T bottom, T top, T near, T far)
| Creates a left handed frustum matrix. More...
template<typename T >
GLM_FUNC_DECL tmat4x4< T, defaultp > | frustumRH (T left, T right, T bottom, T top, T near, T far)
| Creates a right handed frustum matrix. More...
template<typename T >
GLM_FUNC_DECL tmat4x4< T, defaultp > | infinitePerspective (T fovy, T aspect, T near)
| Creates a matrix for a symmetric perspective-view frustum with far plane at infinite with default handedness. More...
template<typename T >
GLM_FUNC_DECL tmat4x4< T, defaultp > | infinitePerspectiveLH (T fovy, T aspect, T near)
| Creates a matrix for a left handed, symmetric perspective-view frustum with far plane at infinite. More...
template<typename T >
GLM_FUNC_DECL tmat4x4< T, defaultp > | infinitePerspectiveRH (T fovy, T aspect, T near)
| Creates a matrix for a right handed, symmetric perspective-view frustum with far plane at infinite. More...
template<typename T , precision P>
GLM_FUNC_DECL tmat4x4< T, P > | lookAt (tvec3< T, P > const &eye, tvec3< T, P > const &center, tvec3< T, P > const &up)
| Build a look at view matrix based on the default handedness. More...
template<typename T , precision P>
GLM_FUNC_DECL tmat4x4< T, P > | lookAtLH (tvec3< T, P > const &eye, tvec3< T, P > const &center, tvec3< T, P > const &up)
| Build a left handed look at view matrix. More...
template<typename T , precision P>
GLM_FUNC_DECL tmat4x4< T, P > | lookAtRH (tvec3< T, P > const &eye, tvec3< T, P > const &center, tvec3< T, P > const &up)
| Build a right handed look at view matrix. More...
template<typename T >
GLM_FUNC_DECL tmat4x4< T, defaultp > | ortho (T left, T right, T bottom, T top, T zNear, T zFar)
| Creates a matrix for an orthographic parallel viewing volume, using the default handedness. More...
template<typename T >
GLM_FUNC_DECL tmat4x4< T, defaultp > | ortho (T left, T right, T bottom, T top)
| Creates a matrix for projecting two-dimensional coordinates onto the screen. More...
template<typename T >
GLM_FUNC_DECL tmat4x4< T, defaultp > | orthoLH (T left, T right, T bottom, T top, T zNear, T zFar)
| Creates a matrix for an orthographic parallel viewing volume, using left-handedness. More...
template<typename T >
GLM_FUNC_DECL tmat4x4< T, defaultp > | orthoRH (T left, T right, T bottom, T top, T zNear, T zFar)
| Creates a matrix for an orthographic parallel viewing volume, using right-handedness. More...
template<typename T >
GLM_FUNC_DECL tmat4x4< T, defaultp > | perspective (T fovy, T aspect, T near, T far)
| Creates a matrix for a symetric perspective-view frustum based on the default handedness. More...
template<typename T >
GLM_FUNC_DECL tmat4x4< T, defaultp > | perspectiveFov (T fov, T width, T height, T near, T far)
| Builds a perspective projection matrix based on a field of view and the default handedness. More...
template<typename T >
GLM_FUNC_DECL tmat4x4< T, defaultp > | perspectiveFovLH (T fov, T width, T height, T near, T far)
| Builds a left handed perspective projection matrix based on a field of view. More...
template<typename T >
GLM_FUNC_DECL tmat4x4< T, defaultp > | perspectiveFovRH (T fov, T width, T height, T near, T far)
| Builds a right handed perspective projection matrix based on a field of view. More...
template<typename T >
GLM_FUNC_DECL tmat4x4< T, defaultp > | perspectiveLH (T fovy, T aspect, T near, T far)
| Creates a matrix for a left handed, symetric perspective-view frustum. More...
template<typename T >
GLM_FUNC_DECL tmat4x4< T, defaultp > | perspectiveRH (T fovy, T aspect, T near, T far)
| Creates a matrix for a right handed, symetric perspective-view frustum. More...
template<typename T , precision P, typename U >
GLM_FUNC_DECL tmat4x4< T, P > | pickMatrix (tvec2< T, P > const &center, tvec2< T, P > const &delta, tvec4< U, P > const &viewport)
| Define a picking region. More...
template<typename T , typename U , precision P>
GLM_FUNC_DECL tvec3< T, P > | project (tvec3< T, P > const &obj, tmat4x4< T, P > const &model, tmat4x4< T, P > const &proj, tvec4< U, P > const &viewport)
| Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates. More...
template<typename T , precision P>
GLM_FUNC_DECL tmat4x4< T, P > | rotate (tmat4x4< T, P > const &m, T angle, tvec3< T, P > const &axis)
| Builds a rotation 4 * 4 matrix created from an axis vector and an angle. More...
template<typename T , precision P>
GLM_FUNC_DECL tmat4x4< T, P > | scale (tmat4x4< T, P > const &m, tvec3< T, P > const &v)
| Builds a scale 4 * 4 matrix created from 3 scalars. More...
template<typename T , precision P>
GLM_FUNC_DECL tmat4x4< T, P > | translate (tmat4x4< T, P > const &m, tvec3< T, P > const &v)
| Builds a translation 4 * 4 matrix created from a vector of 3 components. More...
template<typename T >
GLM_FUNC_DECL tmat4x4< T, defaultp > | tweakedInfinitePerspective (T fovy, T aspect, T near)
| Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping. More...
template<typename T >
GLM_FUNC_DECL tmat4x4< T, defaultp > | tweakedInfinitePerspective (T fovy, T aspect, T near, T ep)
| Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping. More...
template<typename T , typename U , precision P>
GLM_FUNC_DECL tvec3< T, P > | unProject (tvec3< T, P > const &win, tmat4x4< T, P > const &model, tmat4x4< T, P > const &proj, tvec4< U, P > const &viewport)
| Map the specified window coordinates (win.x, win.y, win.z) into object coordinates. More...

## Detailed Description

GLM_GTC_matrix_transform

See also
  GLM Core (dependence)
  GLM_GTX_transform
  GLM_GTX_transform2

Definition in file matrix_transform.hpp.