GRK_game_scene/dependencies/glm/gtx/transform.hpp

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2023-01-21 20:37:04 +01:00
/// @ref gtx_transform
/// @file glm/gtx/transform.hpp
///
/// @see core (dependence)
/// @see gtc_matrix_transform (dependence)
/// @see gtx_transform
/// @see gtx_transform2
///
/// @defgroup gtx_transform GLM_GTX_transform
/// @ingroup gtx
///
/// @brief Add transformation matrices
///
/// <glm/gtx/transform.hpp> need to be included to use these functionalities.
#pragma once
// Dependency:
#include "../glm.hpp"
#include "../gtc/matrix_transform.hpp"
#if GLM_MESSAGES == GLM_MESSAGES_ENABLED && !defined(GLM_EXT_INCLUDED)
# pragma message("GLM: GLM_GTX_transform extension included")
#endif
namespace glm
{
/// @addtogroup gtx_transform
/// @{
/// Transforms a matrix with a translation 4 * 4 matrix created from 3 scalars.
/// @see gtc_matrix_transform
/// @see gtx_transform
template <typename T, precision P>
GLM_FUNC_DECL tmat4x4<T, P> translate(
tvec3<T, P> const & v);
/// Builds a rotation 4 * 4 matrix created from an axis of 3 scalars and an angle expressed in radians.
/// @see gtc_matrix_transform
/// @see gtx_transform
template <typename T, precision P>
GLM_FUNC_DECL tmat4x4<T, P> rotate(
T angle,
tvec3<T, P> const & v);
/// Transforms a matrix with a scale 4 * 4 matrix created from a vector of 3 components.
/// @see gtc_matrix_transform
/// @see gtx_transform
template <typename T, precision P>
GLM_FUNC_DECL tmat4x4<T, P> scale(
tvec3<T, P> const & v);
/// @}
}// namespace glm
#include "transform.inl"