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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 mat< 4, 4, T, defaultp > | frustum (T left, T right, T bottom, T top, T near, T far)
| Creates a frustum matrix with default handedness, using the default handedness and default near and far clip planes definition. More...
template<typename T >
GLM_FUNC_DECL mat< 4, 4, 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 mat< 4, 4, T, defaultp > | frustumLH_NO (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 mat< 4, 4, T, defaultp > | frustumLH_ZO (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 mat< 4, 4, T, defaultp > | frustumNO (T left, T right, T bottom, T top, T near, T far)
| Creates a frustum matrix using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. More...
template<typename T >
GLM_FUNC_DECL mat< 4, 4, 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 mat< 4, 4, T, defaultp > | frustumRH_NO (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 mat< 4, 4, T, defaultp > | frustumRH_ZO (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 mat< 4, 4, T, defaultp > | frustumZO (T left, T right, T bottom, T top, T near, T far)
| Creates a frustum matrix using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. More...
template<typename T >
GLM_FUNC_DECL mat< 4, 4, 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 mat< 4, 4, 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 mat< 4, 4, 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 , qualifier Q>
GLM_FUNC_DECL mat< 4, 4, T, Q > | lookAt (vec< 3, T, Q > const &eye, vec< 3, T, Q > const &center, vec< 3, T, Q > const &up)
| Build a look at view matrix based on the default handedness. More...
template<typename T , qualifier Q>
GLM_FUNC_DECL mat< 4, 4, T, Q > | lookAtLH (vec< 3, T, Q > const &eye, vec< 3, T, Q > const &center, vec< 3, T, Q > const &up)
| Build a left handed look at view matrix. More...
template<typename T , qualifier Q>
GLM_FUNC_DECL mat< 4, 4, T, Q > | lookAtRH (vec< 3, T, Q > const &eye, vec< 3, T, Q > const &center, vec< 3, T, Q > const &up)
| Build a right handed look at view matrix. More...
template<typename T >
GLM_FUNC_DECL mat< 4, 4, 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 mat< 4, 4, 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 and default near and far clip planes definition. More...
template<typename T >
GLM_FUNC_DECL mat< 4, 4, 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-handed coordinates. More...
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > | orthoLH_NO (T left, T right, T bottom, T top, T zNear, T zFar)
| Creates a matrix for an orthographic parallel viewing volume using right-handed coordinates. More...
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > | orthoLH_ZO (T left, T right, T bottom, T top, T zNear, T zFar)
| Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates. More...
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > | orthoNO (T left, T right, T bottom, T top, T zNear, T zFar)
| Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. More...
template<typename T >
GLM_FUNC_DECL mat< 4, 4, 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-handed coordinates. More...
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > | orthoRH_NO (T left, T right, T bottom, T top, T zNear, T zFar)
| Creates a matrix for an orthographic parallel viewing volume, using right-handed coordinates. More...
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > | orthoRH_ZO (T left, T right, T bottom, T top, T zNear, T zFar)
| Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates. More...
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > | orthoZO (T left, T right, T bottom, T top, T zNear, T zFar)
| Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates. More...
template<typename T >
GLM_FUNC_DECL mat< 4, 4, 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 and default near and far clip planes definition. More...
template<typename T >
GLM_FUNC_DECL mat< 4, 4, 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 and default near and far clip planes definition. More...
template<typename T >
GLM_FUNC_DECL mat< 4, 4, 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 mat< 4, 4, T, defaultp > | perspectiveFovLH_NO (T fov, T width, T height, T near, T far)
| Builds a perspective projection matrix based on a field of view using left-handed coordinates. More...
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > | perspectiveFovLH_ZO (T fov, T width, T height, T near, T far)
| Builds a perspective projection matrix based on a field of view using left-handed coordinates. More...
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > | perspectiveFovNO (T fov, T width, T height, T near, T far)
| Builds a perspective projection matrix based on a field of view using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. More...
template<typename T >
GLM_FUNC_DECL mat< 4, 4, 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 mat< 4, 4, T, defaultp > | perspectiveFovRH_NO (T fov, T width, T height, T near, T far)
| Builds a perspective projection matrix based on a field of view using right-handed coordinates. More...
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > | perspectiveFovRH_ZO (T fov, T width, T height, T near, T far)
| Builds a perspective projection matrix based on a field of view using right-handed coordinates. More...
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > | perspectiveFovZO (T fov, T width, T height, T near, T far)
| Builds a perspective projection matrix based on a field of view using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. More...
template<typename T >
GLM_FUNC_DECL mat< 4, 4, 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 mat< 4, 4, T, defaultp > | perspectiveLH_NO (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 mat< 4, 4, T, defaultp > | perspectiveLH_ZO (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 mat< 4, 4, T, defaultp > | perspectiveNO (T fovy, T aspect, T near, T far)
| Creates a matrix for a symetric perspective-view frustum using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. More...
template<typename T >
GLM_FUNC_DECL mat< 4, 4, 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 >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > | perspectiveRH_NO (T fovy, T aspect, T near, T far)
| Creates a matrix for a right handed, symetric perspective-view frustum. More...
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > | perspectiveRH_ZO (T fovy, T aspect, T near, T far)
| Creates a matrix for a right handed, symetric perspective-view frustum. More...
template<typename T >
GLM_FUNC_DECL mat< 4, 4, T, defaultp > | perspectiveZO (T fovy, T aspect, T near, T far)
| Creates a matrix for a symetric perspective-view frustum using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. More...
template<typename T , qualifier Q, typename U >
GLM_FUNC_DECL mat< 4, 4, T, Q > | pickMatrix (vec< 2, T, Q > const &center, vec< 2, T, Q > const &delta, vec< 4, U, Q > const &viewport)
| Define a picking region. More...
template<typename T , typename U , qualifier Q>
GLM_FUNC_DECL vec< 3, T, Q > | project (vec< 3, T, Q > const &obj, mat< 4, 4, T, Q > const &model, mat< 4, 4, T, Q > const &proj, vec< 4, U, Q > const &viewport)
| Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates using default near and far clip planes definition. More...
template<typename T , typename U , qualifier Q>
GLM_FUNC_DECL vec< 3, T, Q > | projectNO (vec< 3, T, Q > const &obj, mat< 4, 4, T, Q > const &model, mat< 4, 4, T, Q > const &proj, vec< 4, U, Q > const &viewport)
| Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates. More...
template<typename T , typename U , qualifier Q>
GLM_FUNC_DECL vec< 3, T, Q > | projectZO (vec< 3, T, Q > const &obj, mat< 4, 4, T, Q > const &model, mat< 4, 4, T, Q > const &proj, vec< 4, U, Q > const &viewport)
| Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates. More...
template<typename T , qualifier Q>
GLM_FUNC_DECL mat< 4, 4, T, Q > | rotate (mat< 4, 4, T, Q > const &m, T angle, vec< 3, T, Q > const &axis)
| Builds a rotation 4 * 4 matrix created from an axis vector and an angle. More...
template<typename T , qualifier Q>
GLM_FUNC_DECL mat< 4, 4, T, Q > | scale (mat< 4, 4, T, Q > const &m, vec< 3, T, Q > const &v)
| Builds a scale 4 * 4 matrix created from 3 scalars. More...
template<typename T , qualifier Q>
GLM_FUNC_DECL mat< 4, 4, T, Q > | translate (mat< 4, 4, T, Q > const &m, vec< 3, T, Q > const &v)
| Builds a translation 4 * 4 matrix created from a vector of 3 components. More...
template<typename T >
GLM_FUNC_DECL mat< 4, 4, 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 mat< 4, 4, 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 , qualifier Q>
GLM_FUNC_DECL vec< 3, T, Q > | unProject (vec< 3, T, Q > const &win, mat< 4, 4, T, Q > const &model, mat< 4, 4, T, Q > const &proj, vec< 4, U, Q > const &viewport)
| Map the specified window coordinates (win.x, win.y, win.z) into object coordinates using default near and far clip planes definition. More...
template<typename T , typename U , qualifier Q>
GLM_FUNC_DECL vec< 3, T, Q > | unProjectNO (vec< 3, T, Q > const &win, mat< 4, 4, T, Q > const &model, mat< 4, 4, T, Q > const &proj, vec< 4, U, Q > const &viewport)
| Map the specified window coordinates (win.x, win.y, win.z) into object coordinates. More...
template<typename T , typename U , qualifier Q>
GLM_FUNC_DECL vec< 3, T, Q > | unProjectZO (vec< 3, T, Q > const &win, mat< 4, 4, T, Q > const &model, mat< 4, 4, T, Q > const &proj, vec< 4, U, Q > 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
  Core features (dependence)
  GLM_GTX_transform
  GLM_GTX_transform2

Definition in file matrix_transform.hpp.