glSpline/glm/gtx/transform2.hpp

112 lines
3.5 KiB
C++
Raw Permalink Normal View History

2018-09-12 18:53:34 +02:00
/// @ref gtx_transform2
/// @file glm/gtx/transform2.hpp
///
/// @see core (dependence)
/// @see gtx_transform (dependence)
///
/// @defgroup gtx_transform2 GLM_GTX_transform2
/// @ingroup gtx
///
/// @brief Add extra transformation matrices
///
/// <glm/gtx/transform2.hpp> need to be included to use these functionalities.
#pragma once
// Dependency:
#include "../glm.hpp"
#include "../gtx/transform.hpp"
#ifndef GLM_ENABLE_EXPERIMENTAL
# error "GLM: GLM_GTX_transform2 is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
#endif
#if GLM_MESSAGES == GLM_MESSAGES_ENABLED && !defined(GLM_EXT_INCLUDED)
# pragma message("GLM: GLM_GTX_transform2 extension included")
#endif
namespace glm
{
/// @addtogroup gtx_transform2
/// @{
//! Transforms a matrix with a shearing on X axis.
//! From GLM_GTX_transform2 extension.
template<typename T, precision P>
GLM_FUNC_DECL mat<3, 3, T, P> shearX2D(
mat<3, 3, T, P> const& m,
T y);
//! Transforms a matrix with a shearing on Y axis.
//! From GLM_GTX_transform2 extension.
template<typename T, precision P>
GLM_FUNC_DECL mat<3, 3, T, P> shearY2D(
mat<3, 3, T, P> const& m,
T x);
//! Transforms a matrix with a shearing on X axis
//! From GLM_GTX_transform2 extension.
template<typename T, precision P>
GLM_FUNC_DECL mat<4, 4, T, P> shearX3D(
const mat<4, 4, T, P> & m,
T y,
T z);
//! Transforms a matrix with a shearing on Y axis.
//! From GLM_GTX_transform2 extension.
template<typename T, precision P>
GLM_FUNC_DECL mat<4, 4, T, P> shearY3D(
const mat<4, 4, T, P> & m,
T x,
T z);
//! Transforms a matrix with a shearing on Z axis.
//! From GLM_GTX_transform2 extension.
template<typename T, precision P>
GLM_FUNC_DECL mat<4, 4, T, P> shearZ3D(
const mat<4, 4, T, P> & m,
T x,
T y);
//template<typename T> GLM_FUNC_QUALIFIER mat<4, 4, T, P> shear(const mat<4, 4, T, P> & m, shearPlane, planePoint, angle)
// Identity + tan(angle) * cross(Normal, OnPlaneVector) 0
// - dot(PointOnPlane, normal) * OnPlaneVector 1
// Reflect functions seem to don't work
//template<typename T> mat<3, 3, T, P> reflect2D(const mat<3, 3, T, P> & m, const vec<3, T, P>& normal){return reflect2DGTX(m, normal);} //!< \brief Build a reflection matrix (from GLM_GTX_transform2 extension)
//template<typename T> mat<4, 4, T, P> reflect3D(const mat<4, 4, T, P> & m, const vec<3, T, P>& normal){return reflect3DGTX(m, normal);} //!< \brief Build a reflection matrix (from GLM_GTX_transform2 extension)
//! Build planar projection matrix along normal axis.
//! From GLM_GTX_transform2 extension.
template<typename T, precision P>
GLM_FUNC_DECL mat<3, 3, T, P> proj2D(
const mat<3, 3, T, P> & m,
const vec<3, T, P>& normal);
//! Build planar projection matrix along normal axis.
//! From GLM_GTX_transform2 extension.
template<typename T, precision P>
GLM_FUNC_DECL mat<4, 4, T, P> proj3D(
const mat<4, 4, T, P> & m,
const vec<3, T, P>& normal);
//! Build a scale bias matrix.
//! From GLM_GTX_transform2 extension.
template<typename valType, precision P>
GLM_FUNC_DECL mat<4, 4, valType, P> scaleBias(
valType scale,
valType bias);
//! Build a scale bias matrix.
//! From GLM_GTX_transform2 extension.
template<typename valType, precision P>
GLM_FUNC_DECL mat<4, 4, valType, P> scaleBias(
mat<4, 4, valType, P> const & m,
valType scale,
valType bias);
/// @}
}// namespace glm
#include "transform2.inl"