diff options
Diffstat (limited to '3rdparty/include/glm/gtc/matrix_transform.inl')
-rw-r--r-- | 3rdparty/include/glm/gtc/matrix_transform.inl | 413 |
1 files changed, 413 insertions, 0 deletions
diff --git a/3rdparty/include/glm/gtc/matrix_transform.inl b/3rdparty/include/glm/gtc/matrix_transform.inl new file mode 100644 index 0000000..25df2e3 --- /dev/null +++ b/3rdparty/include/glm/gtc/matrix_transform.inl @@ -0,0 +1,413 @@ +/////////////////////////////////////////////////////////////////////////////////// +/// OpenGL Mathematics (glm.g-truc.net) +/// +/// Copyright (c) 2005 - 2015 G-Truc Creation (www.g-truc.net) +/// Permission is hereby granted, free of charge, to any person obtaining a copy +/// of this software and associated documentation files (the "Software"), to deal +/// in the Software without restriction, including without limitation the rights +/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +/// copies of the Software, and to permit persons to whom the Software is +/// furnished to do so, subject to the following conditions: +/// +/// The above copyright notice and this permission notice shall be included in +/// all copies or substantial portions of the Software. +/// +/// Restrictions: +/// By making use of the Software for military purposes, you choose to make +/// a Bunny unhappy. +/// +/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +/// THE SOFTWARE. +/// +/// @ref gtc_matrix_transform +/// @file glm/gtc/matrix_transform.inl +/// @date 2009-04-29 / 2011-06-15 +/// @author Christophe Riccio +/////////////////////////////////////////////////////////////////////////////////// + +#include "../geometric.hpp" +#include "../trigonometric.hpp" +#include "../matrix.hpp" + +namespace glm +{ + template <typename T, precision P> + GLM_FUNC_QUALIFIER tmat4x4<T, P> translate + ( + tmat4x4<T, P> const & m, + tvec3<T, P> const & v + ) + { + tmat4x4<T, P> Result(m); + Result[3] = m[0] * v[0] + m[1] * v[1] + m[2] * v[2] + m[3]; + return Result; + } + + template <typename T, precision P> + GLM_FUNC_QUALIFIER tmat4x4<T, P> rotate + ( + tmat4x4<T, P> const & m, + T angle, + tvec3<T, P> const & v + ) + { + T const a = angle; + T const c = cos(a); + T const s = sin(a); + + tvec3<T, P> axis(normalize(v)); + tvec3<T, P> temp((T(1) - c) * axis); + + tmat4x4<T, P> Rotate(uninitialize); + 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]; + + tmat4x4<T, P> Result(uninitialize); + 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, precision P> + GLM_FUNC_QUALIFIER tmat4x4<T, P> rotate_slow + ( + tmat4x4<T, P> const & m, + T angle, + tvec3<T, P> const & v + ) + { + T const a = angle; + T const c = cos(a); + T const s = sin(a); + tmat4x4<T, P> Result; + + tvec3<T, P> 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] = tvec4<T, P>(0, 0, 0, 1); + return m * Result; + } + + template <typename T, precision P> + GLM_FUNC_QUALIFIER tmat4x4<T, P> scale + ( + tmat4x4<T, P> const & m, + tvec3<T, P> const & v + ) + { + tmat4x4<T, P> Result(uninitialize); + 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, precision P> + GLM_FUNC_QUALIFIER tmat4x4<T, P> scale_slow + ( + tmat4x4<T, P> const & m, + tvec3<T, P> const & v + ) + { + tmat4x4<T, P> Result(T(1)); + Result[0][0] = v.x; + Result[1][1] = v.y; + Result[2][2] = v.z; + return m * Result; + } + + template <typename T> + GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> ortho + ( + T left, + T right, + T bottom, + T top, + T zNear, + T zFar + ) + { + tmat4x4<T, defaultp> Result(1); + Result[0][0] = static_cast<T>(2) / (right - left); + Result[1][1] = static_cast<T>(2) / (top - bottom); + Result[2][2] = - static_cast<T>(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 T> + GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> ortho + ( + T left, + T right, + T bottom, + T top + ) + { + tmat4x4<T, defaultp> Result(1); + Result[0][0] = static_cast<T>(2) / (right - left); + Result[1][1] = static_cast<T>(2) / (top - bottom); + Result[2][2] = - static_cast<T>(1); + Result[3][0] = - (right + left) / (right - left); + Result[3][1] = - (top + bottom) / (top - bottom); + return Result; + } + + template <typename T> + GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> frustum + ( + T left, + T right, + T bottom, + T top, + T nearVal, + T farVal + ) + { + tmat4x4<T, defaultp> Result(0); + Result[0][0] = (static_cast<T>(2) * nearVal) / (right - left); + Result[1][1] = (static_cast<T>(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] = static_cast<T>(-1); + Result[3][2] = -(static_cast<T>(2) * farVal * nearVal) / (farVal - nearVal); + return Result; + } + + template <typename T> + GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> perspective + ( + T fovy, + T aspect, + T zNear, + T zFar + ) + { + assert(abs(aspect - std::numeric_limits<T>::epsilon()) > static_cast<T>(0)); + + T const tanHalfFovy = tan(fovy / static_cast<T>(2)); + + tmat4x4<T, defaultp> Result(static_cast<T>(0)); + Result[0][0] = static_cast<T>(1) / (aspect * tanHalfFovy); + Result[1][1] = static_cast<T>(1) / (tanHalfFovy); + Result[2][2] = - (zFar + zNear) / (zFar - zNear); + Result[2][3] = - static_cast<T>(1); + Result[3][2] = - (static_cast<T>(2) * zFar * zNear) / (zFar - zNear); + return Result; + } + + template <typename T> + GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> perspectiveFov + ( + T fov, + T width, + T height, + T zNear, + T zFar + ) + { + assert(width > static_cast<T>(0)); + assert(height > static_cast<T>(0)); + assert(fov > static_cast<T>(0)); + + T const rad = fov; + T const h = glm::cos(static_cast<T>(0.5) * rad) / glm::sin(static_cast<T>(0.5) * rad); + T const w = h * height / width; ///todo max(width , Height) / min(width , Height)? + + tmat4x4<T, defaultp> Result(static_cast<T>(0)); + Result[0][0] = w; + Result[1][1] = h; + Result[2][2] = - (zFar + zNear) / (zFar - zNear); + Result[2][3] = - static_cast<T>(1); + Result[3][2] = - (static_cast<T>(2) * zFar * zNear) / (zFar - zNear); + return Result; + } + + template <typename T> + GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> infinitePerspective + ( + T fovy, + T aspect, + T zNear + ) + { + T const range = tan(fovy / T(2)) * zNear; + T const left = -range * aspect; + T const right = range * aspect; + T const bottom = -range; + T const top = range; + + tmat4x4<T, defaultp> 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; + } + + // Infinite projection matrix: http://www.terathon.com/gdc07_lengyel.pdf + template <typename T> + GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> tweakedInfinitePerspective + ( + T fovy, + T aspect, + T zNear, + T ep + ) + { + T const range = tan(fovy / T(2)) * zNear; + T const left = -range * aspect; + T const right = range * aspect; + T const bottom = -range; + T const top = range; + + tmat4x4<T, defaultp> Result(T(0)); + Result[0][0] = (static_cast<T>(2) * zNear) / (right - left); + Result[1][1] = (static_cast<T>(2) * zNear) / (top - bottom); + Result[2][2] = ep - static_cast<T>(1); + Result[2][3] = static_cast<T>(-1); + Result[3][2] = (ep - static_cast<T>(2)) * zNear; + return Result; + } + + template <typename T> + GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> tweakedInfinitePerspective + ( + T fovy, + T aspect, + T zNear + ) + { + return tweakedInfinitePerspective(fovy, aspect, zNear, epsilon<T>()); + } + + template <typename T, typename U, precision P> + GLM_FUNC_QUALIFIER tvec3<T, P> project + ( + tvec3<T, P> const & obj, + tmat4x4<T, P> const & model, + tmat4x4<T, P> const & proj, + tvec4<U, P> const & viewport + ) + { + tvec4<T, P> tmp = tvec4<T, P>(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 tvec3<T, P>(tmp); + } + + template <typename T, typename U, precision P> + GLM_FUNC_QUALIFIER tvec3<T, P> unProject + ( + tvec3<T, P> const & win, + tmat4x4<T, P> const & model, + tmat4x4<T, P> const & proj, + tvec4<U, P> const & viewport + ) + { + tmat4x4<T, P> Inverse = inverse(proj * model); + + tvec4<T, P> tmp = tvec4<T, P>(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); + + tvec4<T, P> obj = Inverse * tmp; + obj /= obj.w; + + return tvec3<T, P>(obj); + } + + template <typename T, precision P, typename U> + GLM_FUNC_QUALIFIER tmat4x4<T, P> pickMatrix + ( + tvec2<T, P> const & center, + tvec2<T, P> const & delta, + tvec4<U, P> const & viewport + ) + { + assert(delta.x > T(0) && delta.y > T(0)); + tmat4x4<T, P> Result(1.0f); + + if(!(delta.x > T(0) && delta.y > T(0))) + return Result; // Error + + tvec3<T, P> 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, tvec3<T, P>(T(viewport[2]) / delta.x, T(viewport[3]) / delta.y, T(1))); + } + + template <typename T, precision P> + GLM_FUNC_QUALIFIER tmat4x4<T, P> lookAt + ( + tvec3<T, P> const & eye, + tvec3<T, P> const & center, + tvec3<T, P> const & up + ) + { + tvec3<T, P> const f(normalize(center - eye)); + tvec3<T, P> const s(normalize(cross(f, up))); + tvec3<T, P> const u(cross(s, f)); + + tmat4x4<T, P> 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; + Result[3][0] =-dot(s, eye); + Result[3][1] =-dot(u, eye); + Result[3][2] = dot(f, eye); + return Result; + } +}//namespace glm |