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129
docs/source/affine-common.rst
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129
docs/source/affine-common.rst
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.. default-domain:: C
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3D Affine Transforms (common)
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================================================================================
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Common transfrom functions.
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Table of contents (click to go):
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Functions:
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1. :c:func:`glm_translate_make`
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#. :c:func:`glm_scale_to`
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#. :c:func:`glm_scale_make`
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#. :c:func:`glm_scale`
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#. :c:func:`glm_scale_uni`
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#. :c:func:`glm_rotate_make`
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#. :c:func:`glm_rotate_atm`
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#. :c:func:`glm_decompose_scalev`
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#. :c:func:`glm_uniscaled`
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#. :c:func:`glm_decompose_rs`
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#. :c:func:`glm_decompose`
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Functions documentation
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~~~~~~~~~~~~~~~~~~~~~~~
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.. c:function:: void glm_translate_make(mat4 m, vec3 v)
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creates NEW translate transform matrix by *v* vector.
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Parameters:
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| *[in, out]* **m** affine transfrom
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| *[in]* **v** translate vector [x, y, z]
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.. c:function:: void glm_scale_to(mat4 m, vec3 v, mat4 dest)
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scale existing transform matrix by *v* vector and store result in dest
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Parameters:
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| *[in]* **m** affine transfrom
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| *[in]* **v** scale vector [x, y, z]
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| *[out]* **dest** scaled matrix
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.. c:function:: void glm_scale_make(mat4 m, vec3 v)
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creates NEW scale matrix by v vector
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Parameters:
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| *[out]* **m** affine transfrom
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| *[in]* **v** scale vector [x, y, z]
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.. c:function:: void glm_scale(mat4 m, vec3 v)
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scales existing transform matrix by v vector
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and stores result in same matrix
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Parameters:
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| *[in, out]* **m** affine transfrom
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| *[in]* **v** scale vector [x, y, z]
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.. c:function:: void glm_scale_uni(mat4 m, float s)
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applies uniform scale to existing transform matrix v = [s, s, s]
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and stores result in same matrix
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Parameters:
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| *[in, out]* **m** affine transfrom
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| *[in]* **v** scale factor
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.. c:function:: void glm_rotate_make(mat4 m, float angle, vec3 axis)
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creates NEW rotation matrix by angle and axis,
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axis will be normalized so you don't need to normalize it
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Parameters:
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| *[out]* **m** affine transfrom
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| *[in]* **axis** angle (radians)
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| *[in]* **axis** axis
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.. c:function:: void glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis)
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| creates NEW rotation matrix by angle and axis at given point
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| this creates rotation matrix, it assumes you don't have a matrix
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| this should work faster than glm_rotate_at because it reduces one glm_translate.
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Parameters:
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| *[in, out]* **m** affine transfrom
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| *[in]* **pivot** pivot, anchor point, rotation center
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| *[in]* **angle** angle (radians)
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| *[in]* **axis** axis
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.. c:function:: void glm_decompose_scalev(mat4 m, vec3 s)
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decompose scale vector
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Parameters:
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| *[in]* **m** affine transform
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| *[out]* **s** scale vector (Sx, Sy, Sz)
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.. c:function:: bool glm_uniscaled(mat4 m)
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returns true if matrix is uniform scaled.
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This is helpful for creating normal matrix.
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Parameters:
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| *[in]* **m** matrix
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.. c:function:: void glm_decompose_rs(mat4 m, mat4 r, vec3 s)
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decompose rotation matrix (mat4) and scale vector [Sx, Sy, Sz]
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DON'T pass projected matrix here
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Parameters:
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| *[in]* **m** affine transform
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| *[out]* **r** rotation matrix
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| *[out]* **s** scale matrix
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.. c:function:: void glm_decompose(mat4 m, vec4 t, mat4 r, vec3 s)
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decompose affine transform, TODO: extract shear factors.
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DON'T pass projected matrix here
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Parameters:
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| *[in]* **m** affine transfrom
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| *[out]* **t** translation vector
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| *[out]* **r** rotation matrix (mat4)
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| *[out]* **s** scaling vector [X, Y, Z]
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129
docs/source/affine-post.rst
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129
docs/source/affine-post.rst
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.. default-domain:: C
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3D Affine Transforms (post)
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================================================================================
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Post transfrom functions are similar to pre transform functions except order of application is reversed.
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Post transform functions are applied after the object is transformed with given (model matrix) transfrom.
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Ther are named af
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Table of contents (click to go):
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Functions:
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1. :c:func:`glm_translated_to`
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#. :c:func:`glm_translated`
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#. :c:func:`glm_translated_x`
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#. :c:func:`glm_translated_y`
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#. :c:func:`glm_translated_z`
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#. :c:func:`glm_rotated_x`
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#. :c:func:`glm_rotated_y`
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#. :c:func:`glm_rotated_z`
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#. :c:func:`glm_rotated`
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#. :c:func:`glm_rotated_at`
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#. :c:func:`glm_spinned`
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Functions documentation
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~~~~~~~~~~~~~~~~~~~~~~~
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.. c:function:: void glm_translated_to(mat4 m, vec3 v, mat4 dest)
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translate existing transform matrix by *v* vector and store result in dest
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Parameters:
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| *[in]* **m** affine transfrom
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| *[in]* **v** translate vector [x, y, z]
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| *[out]* **dest** translated matrix
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.. c:function:: void glm_translated(mat4 m, vec3 v)
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translate existing transform matrix by *v* vector
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and stores result in same matrix
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Parameters:
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| *[in, out]* **m** affine transfrom
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| *[in]* **v** translate vector [x, y, z]
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.. c:function:: void glm_translated_x(mat4 m, float x)
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translate existing transform matrix by x factor
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Parameters:
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| *[in, out]* **m** affine transfrom
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| *[in]* **v** x factor
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.. c:function:: void glm_translated_y(mat4 m, float y)
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translate existing transform matrix by *y* factor
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Parameters:
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| *[in, out]* **m** affine transfrom
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| *[in]* **v** y factor
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.. c:function:: void glm_translated_z(mat4 m, float z)
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translate existing transform matrix by *z* factor
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Parameters:
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| *[in, out]* **m** affine transfrom
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| *[in]* **v** z factor
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.. c:function:: void glm_rotated_x(mat4 m, float angle, mat4 dest)
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rotate existing transform matrix around X axis by angle
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and store result in dest
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Parameters:
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| *[in]* **m** affine transfrom
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| *[in]* **angle** angle (radians)
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| *[out]* **dest** rotated matrix
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.. c:function:: void glm_rotated_y(mat4 m, float angle, mat4 dest)
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rotate existing transform matrix around Y axis by angle
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and store result in dest
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Parameters:
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| *[in]* **m** affine transfrom
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| *[in]* **angle** angle (radians)
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| *[out]* **dest** rotated matrix
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.. c:function:: void glm_rotated_z(mat4 m, float angle, mat4 dest)
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rotate existing transform matrix around Z axis by angle
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and store result in dest
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Parameters:
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| *[in]* **m** affine transfrom
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| *[in]* **angle** angle (radians)
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| *[out]* **dest** rotated matrix
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.. c:function:: void glm_rotated(mat4 m, float angle, vec3 axis)
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rotate existing transform matrix around Z axis by angle and axis
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Parameters:
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| *[in, out]* **m** affine transfrom
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| *[in]* **angle** angle (radians)
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| *[in]* **axis** axis
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.. c:function:: void glm_rotated_at(mat4 m, vec3 pivot, float angle, vec3 axis)
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rotate existing transform around given axis by angle at given pivot point (rotation center)
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Parameters:
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| *[in, out]* **m** affine transfrom
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| *[in]* **pivot** pivot, anchor point, rotation center
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| *[in]* **angle** angle (radians)
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| *[in]* **axis** axis
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.. c:function:: void glm_spinned(mat4 m, float angle, vec3 axis)
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| rotate existing transform matrix around given axis by angle around self (doesn't affected by position)
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Parameters:
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| *[in, out]* **m** affine transfrom
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| *[in]* **angle** angle (radians)
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| *[in]* **axis** axis
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240
docs/source/affine-pre.rst
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240
docs/source/affine-pre.rst
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@@ -0,0 +1,240 @@
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.. default-domain:: C
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3D Affine Transforms (pre)
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================================================================================
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Pre transfrom functions which are regular transfrom functions.
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Table of contents (click to go):
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Functions:
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1. :c:func:`glm_translate_to`
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#. :c:func:`glm_translate`
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#. :c:func:`glm_translate_x`
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#. :c:func:`glm_translate_y`
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#. :c:func:`glm_translate_z`
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#. :c:func:`glm_translate_make`
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#. :c:func:`glm_scale_to`
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#. :c:func:`glm_scale_make`
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#. :c:func:`glm_scale`
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#. :c:func:`glm_scale_uni`
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#. :c:func:`glm_rotate_x`
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#. :c:func:`glm_rotate_y`
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#. :c:func:`glm_rotate_z`
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#. :c:func:`glm_rotate_make`
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#. :c:func:`glm_rotate`
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#. :c:func:`glm_rotate_at`
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#. :c:func:`glm_rotate_atm`
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#. :c:func:`glm_decompose_scalev`
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#. :c:func:`glm_uniscaled`
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#. :c:func:`glm_decompose_rs`
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#. :c:func:`glm_decompose`
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#. :c:func:`glm_spin`
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|
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|
Functions documentation
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||||||
|
~~~~~~~~~~~~~~~~~~~~~~~
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|
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.. c:function:: void glm_translate_to(mat4 m, vec3 v, mat4 dest)
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|
|
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translate existing transform matrix by *v* vector and store result in dest
|
||||||
|
|
||||||
|
Parameters:
|
||||||
|
| *[in]* **m** affine transfrom
|
||||||
|
| *[in]* **v** translate vector [x, y, z]
|
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|
| *[out]* **dest** translated matrix
|
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|
|
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.. c:function:: void glm_translate(mat4 m, vec3 v)
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translate existing transform matrix by *v* vector
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|
and stores result in same matrix
|
||||||
|
|
||||||
|
Parameters:
|
||||||
|
| *[in, out]* **m** affine transfrom
|
||||||
|
| *[in]* **v** translate vector [x, y, z]
|
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|
|
||||||
|
.. c:function:: void glm_translate_x(mat4 m, float x)
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|
|
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|
translate existing transform matrix by x factor
|
||||||
|
|
||||||
|
Parameters:
|
||||||
|
| *[in, out]* **m** affine transfrom
|
||||||
|
| *[in]* **v** x factor
|
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|
|
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|
.. c:function:: void glm_translate_y(mat4 m, float y)
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|
|
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translate existing transform matrix by *y* factor
|
||||||
|
|
||||||
|
Parameters:
|
||||||
|
| *[in, out]* **m** affine transfrom
|
||||||
|
| *[in]* **v** y factor
|
||||||
|
|
||||||
|
.. c:function:: void glm_translate_z(mat4 m, float z)
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|
|
||||||
|
translate existing transform matrix by *z* factor
|
||||||
|
|
||||||
|
Parameters:
|
||||||
|
| *[in, out]* **m** affine transfrom
|
||||||
|
| *[in]* **v** z factor
|
||||||
|
|
||||||
|
.. c:function:: void glm_translate_make(mat4 m, vec3 v)
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|
|
||||||
|
creates NEW translate transform matrix by *v* vector.
|
||||||
|
|
||||||
|
Parameters:
|
||||||
|
| *[in, out]* **m** affine transfrom
|
||||||
|
| *[in]* **v** translate vector [x, y, z]
|
||||||
|
|
||||||
|
.. c:function:: void glm_scale_to(mat4 m, vec3 v, mat4 dest)
|
||||||
|
|
||||||
|
scale existing transform matrix by *v* vector and store result in dest
|
||||||
|
|
||||||
|
Parameters:
|
||||||
|
| *[in]* **m** affine transfrom
|
||||||
|
| *[in]* **v** scale vector [x, y, z]
|
||||||
|
| *[out]* **dest** scaled matrix
|
||||||
|
|
||||||
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.. c:function:: void glm_scale_make(mat4 m, vec3 v)
|
||||||
|
|
||||||
|
creates NEW scale matrix by v vector
|
||||||
|
|
||||||
|
Parameters:
|
||||||
|
| *[out]* **m** affine transfrom
|
||||||
|
| *[in]* **v** scale vector [x, y, z]
|
||||||
|
|
||||||
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.. c:function:: void glm_scale(mat4 m, vec3 v)
|
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|
|
||||||
|
scales existing transform matrix by v vector
|
||||||
|
and stores result in same matrix
|
||||||
|
|
||||||
|
Parameters:
|
||||||
|
| *[in, out]* **m** affine transfrom
|
||||||
|
| *[in]* **v** scale vector [x, y, z]
|
||||||
|
|
||||||
|
.. c:function:: void glm_scale_uni(mat4 m, float s)
|
||||||
|
|
||||||
|
applies uniform scale to existing transform matrix v = [s, s, s]
|
||||||
|
and stores result in same matrix
|
||||||
|
|
||||||
|
Parameters:
|
||||||
|
| *[in, out]* **m** affine transfrom
|
||||||
|
| *[in]* **v** scale factor
|
||||||
|
|
||||||
|
.. c:function:: void glm_rotate_x(mat4 m, float angle, mat4 dest)
|
||||||
|
|
||||||
|
rotate existing transform matrix around X axis by angle
|
||||||
|
and store result in dest
|
||||||
|
|
||||||
|
Parameters:
|
||||||
|
| *[in]* **m** affine transfrom
|
||||||
|
| *[in]* **angle** angle (radians)
|
||||||
|
| *[out]* **dest** rotated matrix
|
||||||
|
|
||||||
|
.. c:function:: void glm_rotate_y(mat4 m, float angle, mat4 dest)
|
||||||
|
|
||||||
|
rotate existing transform matrix around Y axis by angle
|
||||||
|
and store result in dest
|
||||||
|
|
||||||
|
Parameters:
|
||||||
|
| *[in]* **m** affine transfrom
|
||||||
|
| *[in]* **angle** angle (radians)
|
||||||
|
| *[out]* **dest** rotated matrix
|
||||||
|
|
||||||
|
.. c:function:: void glm_rotate_z(mat4 m, float angle, mat4 dest)
|
||||||
|
|
||||||
|
rotate existing transform matrix around Z axis by angle
|
||||||
|
and store result in dest
|
||||||
|
|
||||||
|
Parameters:
|
||||||
|
| *[in]* **m** affine transfrom
|
||||||
|
| *[in]* **angle** angle (radians)
|
||||||
|
| *[out]* **dest** rotated matrix
|
||||||
|
|
||||||
|
.. c:function:: void glm_rotate_make(mat4 m, float angle, vec3 axis)
|
||||||
|
|
||||||
|
creates NEW rotation matrix by angle and axis,
|
||||||
|
axis will be normalized so you don't need to normalize it
|
||||||
|
|
||||||
|
Parameters:
|
||||||
|
| *[out]* **m** affine transfrom
|
||||||
|
| *[in]* **axis** angle (radians)
|
||||||
|
| *[in]* **axis** axis
|
||||||
|
|
||||||
|
.. c:function:: void glm_rotate(mat4 m, float angle, vec3 axis)
|
||||||
|
|
||||||
|
rotate existing transform matrix around Z axis by angle and axis
|
||||||
|
|
||||||
|
Parameters:
|
||||||
|
| *[in, out]* **m** affine transfrom
|
||||||
|
| *[in]* **angle** angle (radians)
|
||||||
|
| *[in]* **axis** axis
|
||||||
|
|
||||||
|
.. c:function:: void glm_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis)
|
||||||
|
|
||||||
|
rotate existing transform around given axis by angle at given pivot point (rotation center)
|
||||||
|
|
||||||
|
Parameters:
|
||||||
|
| *[in, out]* **m** affine transfrom
|
||||||
|
| *[in]* **pivot** pivot, anchor point, rotation center
|
||||||
|
| *[in]* **angle** angle (radians)
|
||||||
|
| *[in]* **axis** axis
|
||||||
|
|
||||||
|
.. c:function:: void glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis)
|
||||||
|
|
||||||
|
| creates NEW rotation matrix by angle and axis at given point
|
||||||
|
| this creates rotation matrix, it assumes you don't have a matrix
|
||||||
|
|
||||||
|
| this should work faster than glm_rotate_at because it reduces one glm_translate.
|
||||||
|
|
||||||
|
Parameters:
|
||||||
|
| *[in, out]* **m** affine transfrom
|
||||||
|
| *[in]* **pivot** pivot, anchor point, rotation center
|
||||||
|
| *[in]* **angle** angle (radians)
|
||||||
|
| *[in]* **axis** axis
|
||||||
|
|
||||||
|
.. c:function:: void glm_decompose_scalev(mat4 m, vec3 s)
|
||||||
|
|
||||||
|
decompose scale vector
|
||||||
|
|
||||||
|
Parameters:
|
||||||
|
| *[in]* **m** affine transform
|
||||||
|
| *[out]* **s** scale vector (Sx, Sy, Sz)
|
||||||
|
|
||||||
|
.. c:function:: bool glm_uniscaled(mat4 m)
|
||||||
|
|
||||||
|
returns true if matrix is uniform scaled.
|
||||||
|
This is helpful for creating normal matrix.
|
||||||
|
|
||||||
|
Parameters:
|
||||||
|
| *[in]* **m** matrix
|
||||||
|
|
||||||
|
.. c:function:: void glm_decompose_rs(mat4 m, mat4 r, vec3 s)
|
||||||
|
|
||||||
|
decompose rotation matrix (mat4) and scale vector [Sx, Sy, Sz]
|
||||||
|
DON'T pass projected matrix here
|
||||||
|
|
||||||
|
Parameters:
|
||||||
|
| *[in]* **m** affine transform
|
||||||
|
| *[out]* **r** rotation matrix
|
||||||
|
| *[out]* **s** scale matrix
|
||||||
|
|
||||||
|
.. c:function:: void glm_decompose(mat4 m, vec4 t, mat4 r, vec3 s)
|
||||||
|
|
||||||
|
decompose affine transform, TODO: extract shear factors.
|
||||||
|
DON'T pass projected matrix here
|
||||||
|
|
||||||
|
Parameters:
|
||||||
|
| *[in]* **m** affine transfrom
|
||||||
|
| *[out]* **t** translation vector
|
||||||
|
| *[out]* **r** rotation matrix (mat4)
|
||||||
|
| *[out]* **s** scaling vector [X, Y, Z]
|
||||||
|
|
||||||
|
.. c:function:: void glm_spin(mat4 m, float angle, vec3 axis)
|
||||||
|
|
||||||
|
| rotate existing transform matrix around given axis by angle around self (doesn't affected by position)
|
||||||
|
|
||||||
|
Parameters:
|
||||||
|
| *[in, out]* **m** affine transfrom
|
||||||
|
| *[in]* **angle** angle (radians)
|
||||||
|
| *[in]* **axis** axis
|
||||||
@@ -5,6 +5,18 @@
|
|||||||
|
|
||||||
Header: cglm/affine.h
|
Header: cglm/affine.h
|
||||||
|
|
||||||
|
Before starting, **cglm** provides two kind of transform functions; pre and post.
|
||||||
|
|
||||||
|
Pre functions (`T' = Tnew * T`) are like `glm_translate`, `glm_rotate` which means it will translate the vector first and then apply the model transformation.
|
||||||
|
Post functions (`T' = T * Tnew`) are like `glm_translated`, `glm_rotated` which means it will apply the model transformation first and then translate the vector.
|
||||||
|
|
||||||
|
`glm_translate`, `glm_rotate` are pre functions and are similar to C++ **glm** which you are familiar with.
|
||||||
|
|
||||||
|
In new versions of **cglm** we added `glm_translated`, `glm_rotated`... which are post functions,
|
||||||
|
they are useful in some cases, e.g. append transform to existing transform (apply/append transform as last transfrom T' = T * Tnew).
|
||||||
|
|
||||||
|
Post functions are named after pre functions with `ed` suffix, e.g. `glm_translate` -> `glm_translated`. So don't mix them up.
|
||||||
|
|
||||||
Initialize Transform Matrices
|
Initialize Transform Matrices
|
||||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||||
Functions with **_make** prefix expect you don't have a matrix and they create
|
Functions with **_make** prefix expect you don't have a matrix and they create
|
||||||
@@ -25,6 +37,9 @@ since scale factors are stored in rotation matrix, same may also true for scalli
|
|||||||
cglm provides some functions for rotating around at given point e.g.
|
cglm provides some functions for rotating around at given point e.g.
|
||||||
**glm_rotate_at**, **glm_quat_rotate_at**. Use them or follow next section for algorihm ("Rotate or Scale around specific Point (Pivot Point / Anchor Point)").
|
**glm_rotate_at**, **glm_quat_rotate_at**. Use them or follow next section for algorihm ("Rotate or Scale around specific Point (Pivot Point / Anchor Point)").
|
||||||
|
|
||||||
|
Also **cglm** provides :c:func:`glm_spin` and :c:func:`glm_spinned` functions to rotate around itself. No need to give pivot.
|
||||||
|
These functions are useful for rotating around center of object.
|
||||||
|
|
||||||
Rotate or Scale around specific Point (Anchor Point)
|
Rotate or Scale around specific Point (Anchor Point)
|
||||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||||
|
|
||||||
@@ -34,7 +49,8 @@ If you want to rotate model around arbibtrary point follow these steps:
|
|||||||
2. Apply rotation (or scaling maybe)
|
2. Apply rotation (or scaling maybe)
|
||||||
3. Move model back from origin to pivot (reverse of step-1): **translate(pivot.x, pivot.y, pivot.z)**
|
3. Move model back from origin to pivot (reverse of step-1): **translate(pivot.x, pivot.y, pivot.z)**
|
||||||
|
|
||||||
**glm_rotate_at**, **glm_quat_rotate_at** and their helper functions works that way.
|
**glm_rotate_at**, **glm_quat_rotate_at** and their helper functions works that way.
|
||||||
|
So if you use them you don't need to do these steps manually which are done by **cglm**.
|
||||||
|
|
||||||
The implementation would be:
|
The implementation would be:
|
||||||
|
|
||||||
@@ -45,6 +61,13 @@ The implementation would be:
|
|||||||
glm_rotate(m, angle, axis);
|
glm_rotate(m, angle, axis);
|
||||||
glm_translate(m, pivotInv); /* pivotInv = -pivot */
|
glm_translate(m, pivotInv); /* pivotInv = -pivot */
|
||||||
|
|
||||||
|
or just:
|
||||||
|
|
||||||
|
.. code-block:: c
|
||||||
|
:linenos:
|
||||||
|
|
||||||
|
glm_rotate_at(m, pivot, angle, axis);
|
||||||
|
|
||||||
.. _TransformsOrder:
|
.. _TransformsOrder:
|
||||||
|
|
||||||
Transforms Order
|
Transforms Order
|
||||||
@@ -54,7 +77,7 @@ It is important to understand this part especially if you call transform
|
|||||||
functions multiple times
|
functions multiple times
|
||||||
|
|
||||||
`glm_translate`, `glm_rotate`, `glm_scale` and `glm_quat_rotate` and their
|
`glm_translate`, `glm_rotate`, `glm_scale` and `glm_quat_rotate` and their
|
||||||
helpers functions works like this (cglm may provide reverse order too as alternative in the future):
|
helpers functions works like this (cglm provides reverse order as `ed` suffix e.g `glm_translated`, `glm_rotated` see post transforms):
|
||||||
|
|
||||||
.. code-block:: c
|
.. code-block:: c
|
||||||
:linenos:
|
:linenos:
|
||||||
@@ -147,199 +170,27 @@ Functions:
|
|||||||
#. :c:func:`glm_decompose_rs`
|
#. :c:func:`glm_decompose_rs`
|
||||||
#. :c:func:`glm_decompose`
|
#. :c:func:`glm_decompose`
|
||||||
|
|
||||||
|
Post functions (**NEW**):
|
||||||
|
|
||||||
|
1. :c:func:`glm_translated_to`
|
||||||
|
#. :c:func:`glm_translated`
|
||||||
|
#. :c:func:`glm_translated_x`
|
||||||
|
#. :c:func:`glm_translated_y`
|
||||||
|
#. :c:func:`glm_translated_z`
|
||||||
|
#. :c:func:`glm_rotated_x`
|
||||||
|
#. :c:func:`glm_rotated_y`
|
||||||
|
#. :c:func:`glm_rotated_z`
|
||||||
|
#. :c:func:`glm_rotated`
|
||||||
|
#. :c:func:`glm_rotated_at`
|
||||||
|
#. :c:func:`glm_spinned`
|
||||||
|
|
||||||
Functions documentation
|
Functions documentation
|
||||||
~~~~~~~~~~~~~~~~~~~~~~~
|
~~~~~~~~~~~~~~~~~~~~~~~
|
||||||
|
|
||||||
.. c:function:: void glm_translate_to(mat4 m, vec3 v, mat4 dest)
|
.. toctree::
|
||||||
|
:maxdepth: 1
|
||||||
|
:caption: Affine categories:
|
||||||
|
|
||||||
translate existing transform matrix by *v* vector and store result in dest
|
affine-common
|
||||||
|
affine-pre
|
||||||
Parameters:
|
affine-post
|
||||||
| *[in]* **m** affine transfrom
|
|
||||||
| *[in]* **v** translate vector [x, y, z]
|
|
||||||
| *[out]* **dest** translated matrix
|
|
||||||
|
|
||||||
.. c:function:: void glm_translate(mat4 m, vec3 v)
|
|
||||||
|
|
||||||
translate existing transform matrix by *v* vector
|
|
||||||
and stores result in same matrix
|
|
||||||
|
|
||||||
Parameters:
|
|
||||||
| *[in, out]* **m** affine transfrom
|
|
||||||
| *[in]* **v** translate vector [x, y, z]
|
|
||||||
|
|
||||||
.. c:function:: void glm_translate_x(mat4 m, float x)
|
|
||||||
|
|
||||||
translate existing transform matrix by x factor
|
|
||||||
|
|
||||||
Parameters:
|
|
||||||
| *[in, out]* **m** affine transfrom
|
|
||||||
| *[in]* **v** x factor
|
|
||||||
|
|
||||||
.. c:function:: void glm_translate_y(mat4 m, float y)
|
|
||||||
|
|
||||||
translate existing transform matrix by *y* factor
|
|
||||||
|
|
||||||
Parameters:
|
|
||||||
| *[in, out]* **m** affine transfrom
|
|
||||||
| *[in]* **v** y factor
|
|
||||||
|
|
||||||
.. c:function:: void glm_translate_z(mat4 m, float z)
|
|
||||||
|
|
||||||
translate existing transform matrix by *z* factor
|
|
||||||
|
|
||||||
Parameters:
|
|
||||||
| *[in, out]* **m** affine transfrom
|
|
||||||
| *[in]* **v** z factor
|
|
||||||
|
|
||||||
.. c:function:: void glm_translate_make(mat4 m, vec3 v)
|
|
||||||
|
|
||||||
creates NEW translate transform matrix by *v* vector.
|
|
||||||
|
|
||||||
Parameters:
|
|
||||||
| *[in, out]* **m** affine transfrom
|
|
||||||
| *[in]* **v** translate vector [x, y, z]
|
|
||||||
|
|
||||||
.. c:function:: void glm_scale_to(mat4 m, vec3 v, mat4 dest)
|
|
||||||
|
|
||||||
scale existing transform matrix by *v* vector and store result in dest
|
|
||||||
|
|
||||||
Parameters:
|
|
||||||
| *[in]* **m** affine transfrom
|
|
||||||
| *[in]* **v** scale vector [x, y, z]
|
|
||||||
| *[out]* **dest** scaled matrix
|
|
||||||
|
|
||||||
.. c:function:: void glm_scale_make(mat4 m, vec3 v)
|
|
||||||
|
|
||||||
creates NEW scale matrix by v vector
|
|
||||||
|
|
||||||
Parameters:
|
|
||||||
| *[out]* **m** affine transfrom
|
|
||||||
| *[in]* **v** scale vector [x, y, z]
|
|
||||||
|
|
||||||
.. c:function:: void glm_scale(mat4 m, vec3 v)
|
|
||||||
|
|
||||||
scales existing transform matrix by v vector
|
|
||||||
and stores result in same matrix
|
|
||||||
|
|
||||||
Parameters:
|
|
||||||
| *[in, out]* **m** affine transfrom
|
|
||||||
| *[in]* **v** scale vector [x, y, z]
|
|
||||||
|
|
||||||
.. c:function:: void glm_scale_uni(mat4 m, float s)
|
|
||||||
|
|
||||||
applies uniform scale to existing transform matrix v = [s, s, s]
|
|
||||||
and stores result in same matrix
|
|
||||||
|
|
||||||
Parameters:
|
|
||||||
| *[in, out]* **m** affine transfrom
|
|
||||||
| *[in]* **v** scale factor
|
|
||||||
|
|
||||||
.. c:function:: void glm_rotate_x(mat4 m, float angle, mat4 dest)
|
|
||||||
|
|
||||||
rotate existing transform matrix around X axis by angle
|
|
||||||
and store result in dest
|
|
||||||
|
|
||||||
Parameters:
|
|
||||||
| *[in]* **m** affine transfrom
|
|
||||||
| *[in]* **angle** angle (radians)
|
|
||||||
| *[out]* **dest** rotated matrix
|
|
||||||
|
|
||||||
.. c:function:: void glm_rotate_y(mat4 m, float angle, mat4 dest)
|
|
||||||
|
|
||||||
rotate existing transform matrix around Y axis by angle
|
|
||||||
and store result in dest
|
|
||||||
|
|
||||||
Parameters:
|
|
||||||
| *[in]* **m** affine transfrom
|
|
||||||
| *[in]* **angle** angle (radians)
|
|
||||||
| *[out]* **dest** rotated matrix
|
|
||||||
|
|
||||||
.. c:function:: void glm_rotate_z(mat4 m, float angle, mat4 dest)
|
|
||||||
|
|
||||||
rotate existing transform matrix around Z axis by angle
|
|
||||||
and store result in dest
|
|
||||||
|
|
||||||
Parameters:
|
|
||||||
| *[in]* **m** affine transfrom
|
|
||||||
| *[in]* **angle** angle (radians)
|
|
||||||
| *[out]* **dest** rotated matrix
|
|
||||||
|
|
||||||
.. c:function:: void glm_rotate_make(mat4 m, float angle, vec3 axis)
|
|
||||||
|
|
||||||
creates NEW rotation matrix by angle and axis,
|
|
||||||
axis will be normalized so you don't need to normalize it
|
|
||||||
|
|
||||||
Parameters:
|
|
||||||
| *[out]* **m** affine transfrom
|
|
||||||
| *[in]* **axis** angle (radians)
|
|
||||||
| *[in]* **axis** axis
|
|
||||||
|
|
||||||
.. c:function:: void glm_rotate(mat4 m, float angle, vec3 axis)
|
|
||||||
|
|
||||||
rotate existing transform matrix around Z axis by angle and axis
|
|
||||||
|
|
||||||
Parameters:
|
|
||||||
| *[in, out]* **m** affine transfrom
|
|
||||||
| *[in]* **angle** angle (radians)
|
|
||||||
| *[in]* **axis** axis
|
|
||||||
|
|
||||||
.. c:function:: void glm_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis)
|
|
||||||
|
|
||||||
rotate existing transform around given axis by angle at given pivot point (rotation center)
|
|
||||||
|
|
||||||
Parameters:
|
|
||||||
| *[in, out]* **m** affine transfrom
|
|
||||||
| *[in]* **pivot** pivot, anchor point, rotation center
|
|
||||||
| *[in]* **angle** angle (radians)
|
|
||||||
| *[in]* **axis** axis
|
|
||||||
|
|
||||||
.. c:function:: void glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis)
|
|
||||||
|
|
||||||
| creates NEW rotation matrix by angle and axis at given point
|
|
||||||
| this creates rotation matrix, it assumes you don't have a matrix
|
|
||||||
|
|
||||||
| this should work faster than glm_rotate_at because it reduces one glm_translate.
|
|
||||||
|
|
||||||
Parameters:
|
|
||||||
| *[in, out]* **m** affine transfrom
|
|
||||||
| *[in]* **pivot** pivot, anchor point, rotation center
|
|
||||||
| *[in]* **angle** angle (radians)
|
|
||||||
| *[in]* **axis** axis
|
|
||||||
|
|
||||||
.. c:function:: void glm_decompose_scalev(mat4 m, vec3 s)
|
|
||||||
|
|
||||||
decompose scale vector
|
|
||||||
|
|
||||||
Parameters:
|
|
||||||
| *[in]* **m** affine transform
|
|
||||||
| *[out]* **s** scale vector (Sx, Sy, Sz)
|
|
||||||
|
|
||||||
.. c:function:: bool glm_uniscaled(mat4 m)
|
|
||||||
|
|
||||||
returns true if matrix is uniform scaled.
|
|
||||||
This is helpful for creating normal matrix.
|
|
||||||
|
|
||||||
Parameters:
|
|
||||||
| *[in]* **m** matrix
|
|
||||||
|
|
||||||
.. c:function:: void glm_decompose_rs(mat4 m, mat4 r, vec3 s)
|
|
||||||
|
|
||||||
decompose rotation matrix (mat4) and scale vector [Sx, Sy, Sz]
|
|
||||||
DON'T pass projected matrix here
|
|
||||||
|
|
||||||
Parameters:
|
|
||||||
| *[in]* **m** affine transform
|
|
||||||
| *[out]* **r** rotation matrix
|
|
||||||
| *[out]* **s** scale matrix
|
|
||||||
|
|
||||||
.. c:function:: void glm_decompose(mat4 m, vec4 t, mat4 r, vec3 s)
|
|
||||||
|
|
||||||
decompose affine transform, TODO: extract shear factors.
|
|
||||||
DON'T pass projected matrix here
|
|
||||||
|
|
||||||
Parameters:
|
|
||||||
| *[in]* **m** affine transfrom
|
|
||||||
| *[out]* **t** translation vector
|
|
||||||
| *[out]* **r** rotation matrix (mat4)
|
|
||||||
| *[out]* **s** scaling vector [X, Y, Z]
|
|
||||||
|
|||||||
@@ -21,14 +21,14 @@ Functions:
|
|||||||
Functions documentation
|
Functions documentation
|
||||||
~~~~~~~~~~~~~~~~~~~~~~~
|
~~~~~~~~~~~~~~~~~~~~~~~
|
||||||
|
|
||||||
.. c:function:: void glm_unprojecti(vec3 pos, mat4 invMat, vec4 vp, vec3 dest)
|
.. c:function:: void glm_unprojecti(vec3 pos, mat4 invMat, vec4 vp, vec3 dest)
|
||||||
|
|
||||||
| maps the specified viewport coordinates into specified space [1]
|
| maps the specified viewport coordinates into specified space [1]
|
||||||
the matrix should contain projection matrix.
|
the matrix should contain projection matrix.
|
||||||
|
|
||||||
if you don't have ( and don't want to have ) an inverse matrix then use
|
if you don't have ( and don't want to have ) an inverse matrix then use
|
||||||
glm_unproject version. You may use existing inverse of matrix in somewhere
|
:c:func:`glm_unproject` version. You may use existing inverse of matrix in somewhere
|
||||||
else, this is why glm_unprojecti exists to save save inversion cost
|
else, this is why **glm_unprojecti** exists to save inversion cost
|
||||||
|
|
||||||
[1] space:
|
[1] space:
|
||||||
- if m = invProj: View Space
|
- if m = invProj: View Space
|
||||||
@@ -57,7 +57,7 @@ Functions documentation
|
|||||||
| maps the specified viewport coordinates into specified space [1]
|
| maps the specified viewport coordinates into specified space [1]
|
||||||
the matrix should contain projection matrix.
|
the matrix should contain projection matrix.
|
||||||
|
|
||||||
this is same as glm_unprojecti except this function get inverse matrix for
|
this is same as :c:func:`glm_unprojecti` except this function get inverse matrix for
|
||||||
you.
|
you.
|
||||||
|
|
||||||
[1] space:
|
[1] space:
|
||||||
@@ -80,7 +80,7 @@ Functions documentation
|
|||||||
| *[in]* **vp** viewport as [x, y, width, height]
|
| *[in]* **vp** viewport as [x, y, width, height]
|
||||||
| *[out]* **dest** unprojected coordinates
|
| *[out]* **dest** unprojected coordinates
|
||||||
|
|
||||||
.. c:function:: void glm_project(vec3 pos, mat4 m, vec4 vp, vec3 dest)
|
.. c:function:: void glm_project(vec3 pos, mat4 m, vec4 vp, vec3 dest)
|
||||||
|
|
||||||
| map object coordinates to window coordinates
|
| map object coordinates to window coordinates
|
||||||
|
|
||||||
@@ -91,12 +91,29 @@ Functions documentation
|
|||||||
glm_mat4_mul(proj, view, viewProj);
|
glm_mat4_mul(proj, view, viewProj);
|
||||||
glm_mat4_mul(viewProj, model, MVP);
|
glm_mat4_mul(viewProj, model, MVP);
|
||||||
|
|
||||||
this could be useful for gettng a bbox which fits with view frustum and
|
|
||||||
object bounding boxes. In this case you crop view frustum box with objects
|
|
||||||
box
|
|
||||||
|
|
||||||
Parameters:
|
Parameters:
|
||||||
| *[in]* **pos** object coordinates
|
| *[in]* **pos** object coordinates
|
||||||
| *[in]* **m** MVP matrix
|
| *[in]* **m** MVP matrix
|
||||||
| *[in]* **vp** viewport as [x, y, width, height]
|
| *[in]* **vp** viewport as [x, y, width, height]
|
||||||
| *[out]* **dest** projected coordinates
|
| *[out]* **dest** projected coordinates
|
||||||
|
|
||||||
|
.. c:function:: float glm_project_z(vec3 pos, mat4 m)
|
||||||
|
|
||||||
|
| map object's z coordinate to window coordinates
|
||||||
|
|
||||||
|
this is same as :c:func:`glm_project` except this function projects only Z coordinate
|
||||||
|
which reduces a few calculations and parameters.
|
||||||
|
|
||||||
|
Computing MVP:
|
||||||
|
|
||||||
|
.. code-block:: c
|
||||||
|
|
||||||
|
glm_mat4_mul(proj, view, viewProj);
|
||||||
|
glm_mat4_mul(viewProj, model, MVP);
|
||||||
|
|
||||||
|
Parameters:
|
||||||
|
| *[in]* **pos** object coordinates
|
||||||
|
| *[in]* **m** MVP matrix
|
||||||
|
|
||||||
|
Returns:
|
||||||
|
projected z coordinate
|
||||||
Reference in New Issue
Block a user