global functions
- glm::frustum()
- glm::frustumLH()
- glm::frustumRH()
- glm::infinitePerspective()
- glm::infinitePerspectiveLH()
- glm::infinitePerspectiveRH()
- glm::lookAt()
- glm::lookAtLH()
- glm::lookAtRH()
- glm::ortho()
- glm::orthoLH()
- glm::orthoRH()
- glm::perspective()
- glm::perspectiveFov()
- glm::perspectiveFovLH()
- glm::perspectiveFovRH()
- glm::perspectiveLH()
- glm::perspectiveRH()
- glm::pickMatrix()
- glm::project()
- glm::rotate()
- glm::scale()
- glm::translate()
- glm::tweakedInfinitePerspective()
- glm::unProject()
glm::frustum(...)
tmat4x4< T, defaultp > glm::frustum(T left, T right, T bottom, T top, T near, T far)
Documentation from code comments
Creates a frustum matrix with default handedness.
Parameters:
left
right
bottom
top
near
far
Type parameters:
T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
See also: gtc_matrix_transform
glm::frustumLH(...)
tmat4x4< T, defaultp > glm::frustumLH(T left, T right, T bottom, T top, T near, T far)
Documentation from code comments
Creates a left handed frustum matrix.
Parameters:
left
right
bottom
top
near
far
Type parameters:
T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
See also: gtc_matrix_transform
glm::frustumRH(...)
tmat4x4< T, defaultp > glm::frustumRH(T left, T right, T bottom, T top, T near, T far)
Documentation from code comments
Creates a right handed frustum matrix.
Parameters:
left
right
bottom
top
near
far
Type parameters:
T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
See also: gtc_matrix_transform
glm::infinitePerspective(...)
tmat4x4< T, defaultp > glm::infinitePerspective(T fovy, T aspect, T near)
Documentation from code comments
Creates a matrix for a symmetric perspective-view frustum with far plane at infinite with default handedness.
Parameters:
fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
near Specifies the distance from the viewer to the near clipping plane (always positive).
Type parameters:
T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
See also: gtc_matrix_transform
glm::infinitePerspectiveLH(...)
tmat4x4< T, defaultp > glm::infinitePerspectiveLH(T fovy, T aspect, T near)
Documentation from code comments
Creates a matrix for a left handed, symmetric perspective-view frustum with far plane at infinite.
Parameters:
fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
near Specifies the distance from the viewer to the near clipping plane (always positive).
Type parameters:
T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
See also: gtc_matrix_transform
glm::infinitePerspectiveRH(...)
tmat4x4< T, defaultp > glm::infinitePerspectiveRH(T fovy, T aspect, T near)
Documentation from code comments
Creates a matrix for a right handed, symmetric perspective-view frustum with far plane at infinite.
Parameters:
fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
near Specifies the distance from the viewer to the near clipping plane (always positive).
Type parameters:
T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
See also: gtc_matrix_transform
glm::lookAt(...)
glm::mat4 glm::lookAt(const glm::vec3 &eye=P, const glm::vec3 ¢er=P, const glm::vec3 &up=P)
Documentation from code comments
Build a look at view matrix based on the default handedness.
Parameters:
eye Position of the camera
center Position where the camera is looking at
up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)
See also: gtc_matrix_transform
See also: - 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)
glm::lookAtLH(...)
glm::mat4 glm::lookAtLH(const glm::vec3 &eye=P, const glm::vec3 ¢er=P, const glm::vec3 &up=P)
Documentation from code comments
Build a left handed look at view matrix.
Parameters:
eye Position of the camera
center Position where the camera is looking at
up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)
See also: gtc_matrix_transform
See also: - 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)
glm::lookAtRH(...)
glm::mat4 glm::lookAtRH(const glm::vec3 &eye=P, const glm::vec3 ¢er=P, const glm::vec3 &up=P)
Documentation from code comments
Build a right handed look at view matrix.
Parameters:
eye Position of the camera
center Position where the camera is looking at
up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)
See also: gtc_matrix_transform
See also: - 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)
glm::ortho(...)
tmat4x4< T, defaultp > glm::ortho(T left, T right, T bottom, T top)
Documentation from code comments
Creates a matrix for projecting two-dimensional coordinates onto the screen.
Parameters:
left
right
bottom
top
Type parameters:
T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
See also: gtc_matrix_transform
See also: - glm::ortho(T const & left, T const & right, T const & bottom, T const & top, T const & zNear, T const & zFar)
glm::ortho(...)
tmat4x4< T, defaultp > glm::ortho(T left, T right, T bottom, T top, T zNear, T zFar)
Documentation from code comments
Creates a matrix for an orthographic parallel viewing volume, using the default handedness.
Parameters:
left
right
bottom
top
zNear
zFar
Type parameters:
T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
See also: gtc_matrix_transform
See also: - glm::ortho(T const & left, T const & right, T const & bottom, T const & top)
glm::orthoLH(...)
tmat4x4< T, defaultp > glm::orthoLH(T left, T right, T bottom, T top, T zNear, T zFar)
Documentation from code comments
Creates a matrix for an orthographic parallel viewing volume, using left-handedness.
Parameters:
left
right
bottom
top
zNear
zFar
Type parameters:
T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
See also: gtc_matrix_transform
See also: - glm::ortho(T const & left, T const & right, T const & bottom, T const & top)
glm::orthoRH(...)
tmat4x4< T, defaultp > glm::orthoRH(T left, T right, T bottom, T top, T zNear, T zFar)
Documentation from code comments
Creates a matrix for an orthographic parallel viewing volume, using right-handedness.
Parameters:
left
right
bottom
top
zNear
zFar
Type parameters:
T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
See also: gtc_matrix_transform
See also: - glm::ortho(T const & left, T const & right, T const & bottom, T const & top)
glm::perspective(...)
tmat4x4< T, defaultp > glm::perspective(T fovy, T aspect, T near, T far)
Documentation from code comments
Creates a matrix for a symetric perspective-view frustum based on the default handedness.
Parameters:
fovy Specifies the field of view angle in the y direction. Expressed in radians.
aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
near Specifies the distance from the viewer to the near clipping plane (always positive).
far Specifies the distance from the viewer to the far clipping plane (always positive).
Type parameters:
T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
See also: gtc_matrix_transform
glm::perspectiveFov(...)
tmat4x4< T, defaultp > glm::perspectiveFov(T fov, T width, T height, T near, T far)
Documentation from code comments
Builds a perspective projection matrix based on a field of view and the default handedness.
Parameters:
fov Expressed in radians.
width
height
near Specifies the distance from the viewer to the near clipping plane (always positive).
far Specifies the distance from the viewer to the far clipping plane (always positive).
Type parameters:
T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
See also: gtc_matrix_transform
glm::perspectiveFovLH(...)
tmat4x4< T, defaultp > glm::perspectiveFovLH(T fov, T width, T height, T near, T far)
Documentation from code comments
Builds a left handed perspective projection matrix based on a field of view.
Parameters:
fov Expressed in radians.
width
height
near Specifies the distance from the viewer to the near clipping plane (always positive).
far Specifies the distance from the viewer to the far clipping plane (always positive).
Type parameters:
T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
See also: gtc_matrix_transform
glm::perspectiveFovRH(...)
tmat4x4< T, defaultp > glm::perspectiveFovRH(T fov, T width, T height, T near, T far)
Documentation from code comments
Builds a right handed perspective projection matrix based on a field of view.
Parameters:
fov Expressed in radians.
width
height
near Specifies the distance from the viewer to the near clipping plane (always positive).
far Specifies the distance from the viewer to the far clipping plane (always positive).
Type parameters:
T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
See also: gtc_matrix_transform
glm::perspectiveLH(...)
tmat4x4< T, defaultp > glm::perspectiveLH(T fovy, T aspect, T near, T far)
Documentation from code comments
Creates a matrix for a left handed, symetric perspective-view frustum.
Parameters:
fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
near Specifies the distance from the viewer to the near clipping plane (always positive).
far Specifies the distance from the viewer to the far clipping plane (always positive).
Type parameters:
T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
See also: gtc_matrix_transform
glm::perspectiveRH(...)
tmat4x4< T, defaultp > glm::perspectiveRH(T fovy, T aspect, T near, T far)
Documentation from code comments
Creates a matrix for a right handed, symetric perspective-view frustum.
Parameters:
fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
near Specifies the distance from the viewer to the near clipping plane (always positive).
far Specifies the distance from the viewer to the far clipping plane (always positive).
Type parameters:
T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
See also: gtc_matrix_transform
glm::pickMatrix(...)
glm::mat4 glm::pickMatrix(const glm::vec2 ¢er=P, const glm::vec2 &delta=P, const tvec4< U, P > &viewport=P)
Documentation from code comments
Define a picking region
Parameters:
center
delta
viewport
Type parameters:
T Native type used for the computation. Currently supported: half (not recommanded), float or double.
U Currently supported: Floating-point types and integer types.
See also: gtc_matrix_transform
glm::project(...)
glm::vec3 glm::project(const glm::vec3 &obj=P, const glm::mat4 &model=P, const glm::mat4 &proj=P, const tvec4< U, P > &viewport=P)
Documentation from code comments
Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates.
Parameters:
obj Specify the object coordinates.
model Specifies the current modelview matrix
proj Specifies the current projection matrix
viewport Specifies the current viewport @return Return the computed window coordinates.
Type parameters:
T Native type used for the computation. Currently supported: half (not recommanded), float or double.
U Currently supported: Floating-point types and integer types.
See also: gtc_matrix_transform
glm::rotate(...)
glm::mat4 glm::rotate(const glm::mat4 &m=P, T angle, const glm::vec3 &axis=P)
Documentation from code comments
Builds a rotation 4 * 4 matrix created from an axis vector and an angle.
Parameters:
m Input matrix multiplied by this rotation matrix.
angle Rotation angle expressed in radians.
axis Rotation axis, recommended to be normalized.
Type parameters:
T Value type used to build the matrix. Supported: half, float or double.
See also: gtc_matrix_transform
See also: - rotate(tmat4x4
See also: - rotate(T angle, tvec3
glm::scale(...)
glm::mat4 glm::scale(const glm::mat4 &m=P, const glm::vec3 &v=P)
Documentation from code comments
Builds a scale 4 * 4 matrix created from 3 scalars.
Parameters:
m Input matrix multiplied by this scale matrix.
v Ratio of scaling for each axis.
Type parameters:
T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
See also: gtc_matrix_transform
See also: - scale(tmat4x4
See also: - scale(tvec3
glm::translate(...)
glm::mat4 glm::translate(const glm::mat4 &m=P, const glm::vec3 &v=P)
Documentation from code comments
Builds a translation 4 * 4 matrix created from a vector of 3 components.
Parameters:
m Input matrix multiplied by this translation matrix.
v Coordinates of a translation vector.
Type parameters:
T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
...
glm::mat4 m = glm::translate(glm::mat4(1.0f), glm::vec3(1.0f));
// m[0][0] == 1.0f, m[0][1] == 0.0f, m[0][2] == 0.0f, m[0][3] == 0.0f
// m[1][0] == 0.0f, m[1][1] == 1.0f, m[1][2] == 0.0f, m[1][3] == 0.0f
// m[2][0] == 0.0f, m[2][1] == 0.0f, m[2][2] == 1.0f, m[2][3] == 0.0f
// m[3][0] == 1.0f, m[3][1] == 1.0f, m[3][2] == 1.0f, m[3][3] == 1.0f
See also: gtc_matrix_transform
See also: - translate(tmat4x4
See also: - translate(tvec3
glm::tweakedInfinitePerspective(...)
tmat4x4< T, defaultp > glm::tweakedInfinitePerspective(T fovy, T aspect, T near)
Documentation from code comments
Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping.
Parameters:
fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
near Specifies the distance from the viewer to the near clipping plane (always positive).
Type parameters:
T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
See also: gtc_matrix_transform
glm::tweakedInfinitePerspective(...)
tmat4x4< T, defaultp > glm::tweakedInfinitePerspective(T fovy, T aspect, T near, T ep)
Documentation from code comments
Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping.
Parameters:
fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
near Specifies the distance from the viewer to the near clipping plane (always positive).
ep
Type parameters:
T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
See also: gtc_matrix_transform
glm::unProject(...)
glm::vec3 glm::unProject(const glm::vec3 &win=P, const glm::mat4 &model=P, const glm::mat4 &proj=P, const tvec4< U, P > &viewport=P)
Documentation from code comments
Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.
Parameters:
win Specify the window coordinates to be mapped.
model Specifies the modelview matrix
proj Specifies the projection matrix
viewport Specifies the viewport @return Returns the computed object coordinates.
Type parameters:
T Native type used for the computation. Currently supported: half (not recommanded), float or double.
U Currently supported: Floating-point types and integer types.
See also: gtc_matrix_transform
Last updated 星期六, 17 八月 2024 20:48:33 UTC - 99bfb4fd7929e233b87b05758efc36f91505592e
If you have any doubt about the usage of this module you can ask in the forum.
If you want to contribute better documentation or start documenting this section you can do so here
If you find anything wrong with this docs you can report any error by opening an issue