1namespace glm
2{
3 template<typename genType>
4 GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType identity()
5 {
6 return detail::init_gentype<genType, detail::genTypeTrait<genType>::GENTYPE>::identity();
7 }
8
9 template<typename T, qualifier Q>
10 GLM_FUNC_QUALIFIER mat<4, 4, T, Q> translate(mat<4, 4, T, Q> const& m, vec<3, T, Q> const& v)
11 {
12 mat<4, 4, T, Q> Result(m);
13 Result[3] = m[0] * v[0] + m[1] * v[1] + m[2] * v[2] + m[3];
14 return Result;
15 }
16
17 template<typename T, qualifier Q>
18 GLM_FUNC_QUALIFIER mat<4, 4, T, Q> rotate(mat<4, 4, T, Q> const& m, T angle, vec<3, T, Q> const& v)
19 {
20 T const a = angle;
21 T const c = cos(a);
22 T const s = sin(a);
23
24 vec<3, T, Q> axis(normalize(v));
25 vec<3, T, Q> temp((T(1) - c) * axis);
26
27 mat<4, 4, T, Q> Rotate;
28 Rotate[0][0] = c + temp[0] * axis[0];
29 Rotate[0][1] = temp[0] * axis[1] + s * axis[2];
30 Rotate[0][2] = temp[0] * axis[2] - s * axis[1];
31
32 Rotate[1][0] = temp[1] * axis[0] - s * axis[2];
33 Rotate[1][1] = c + temp[1] * axis[1];
34 Rotate[1][2] = temp[1] * axis[2] + s * axis[0];
35
36 Rotate[2][0] = temp[2] * axis[0] + s * axis[1];
37 Rotate[2][1] = temp[2] * axis[1] - s * axis[0];
38 Rotate[2][2] = c + temp[2] * axis[2];
39
40 mat<4, 4, T, Q> Result;
41 Result[0] = m[0] * Rotate[0][0] + m[1] * Rotate[0][1] + m[2] * Rotate[0][2];
42 Result[1] = m[0] * Rotate[1][0] + m[1] * Rotate[1][1] + m[2] * Rotate[1][2];
43 Result[2] = m[0] * Rotate[2][0] + m[1] * Rotate[2][1] + m[2] * Rotate[2][2];
44 Result[3] = m[3];
45 return Result;
46 }
47
48 template<typename T, qualifier Q>
49 GLM_FUNC_QUALIFIER mat<4, 4, T, Q> rotate_slow(mat<4, 4, T, Q> const& m, T angle, vec<3, T, Q> const& v)
50 {
51 T const a = angle;
52 T const c = cos(a);
53 T const s = sin(a);
54 mat<4, 4, T, Q> Result;
55
56 vec<3, T, Q> axis = normalize(v);
57
58 Result[0][0] = c + (static_cast<T>(1) - c) * axis.x * axis.x;
59 Result[0][1] = (static_cast<T>(1) - c) * axis.x * axis.y + s * axis.z;
60 Result[0][2] = (static_cast<T>(1) - c) * axis.x * axis.z - s * axis.y;
61 Result[0][3] = static_cast<T>(0);
62
63 Result[1][0] = (static_cast<T>(1) - c) * axis.y * axis.x - s * axis.z;
64 Result[1][1] = c + (static_cast<T>(1) - c) * axis.y * axis.y;
65 Result[1][2] = (static_cast<T>(1) - c) * axis.y * axis.z + s * axis.x;
66 Result[1][3] = static_cast<T>(0);
67
68 Result[2][0] = (static_cast<T>(1) - c) * axis.z * axis.x + s * axis.y;
69 Result[2][1] = (static_cast<T>(1) - c) * axis.z * axis.y - s * axis.x;
70 Result[2][2] = c + (static_cast<T>(1) - c) * axis.z * axis.z;
71 Result[2][3] = static_cast<T>(0);
72
73 Result[3] = vec<4, T, Q>(0, 0, 0, 1);
74 return m * Result;
75 }
76
77 template<typename T, qualifier Q>
78 GLM_FUNC_QUALIFIER mat<4, 4, T, Q> scale(mat<4, 4, T, Q> const& m, vec<3, T, Q> const& v)
79 {
80 mat<4, 4, T, Q> Result;
81 Result[0] = m[0] * v[0];
82 Result[1] = m[1] * v[1];
83 Result[2] = m[2] * v[2];
84 Result[3] = m[3];
85 return Result;
86 }
87
88 template<typename T, qualifier Q>
89 GLM_FUNC_QUALIFIER mat<4, 4, T, Q> scale_slow(mat<4, 4, T, Q> const& m, vec<3, T, Q> const& v)
90 {
91 mat<4, 4, T, Q> Result(T(1));
92 Result[0][0] = v.x;
93 Result[1][1] = v.y;
94 Result[2][2] = v.z;
95 return m * Result;
96 }
97
98 template<typename T, qualifier Q>
99 GLM_FUNC_QUALIFIER mat<4, 4, T, Q> lookAtRH(vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up)
100 {
101 vec<3, T, Q> const f(normalize(center - eye));
102 vec<3, T, Q> const s(normalize(cross(f, up)));
103 vec<3, T, Q> const u(cross(s, f));
104
105 mat<4, 4, T, Q> Result(1);
106 Result[0][0] = s.x;
107 Result[1][0] = s.y;
108 Result[2][0] = s.z;
109 Result[0][1] = u.x;
110 Result[1][1] = u.y;
111 Result[2][1] = u.z;
112 Result[0][2] =-f.x;
113 Result[1][2] =-f.y;
114 Result[2][2] =-f.z;
115 Result[3][0] =-dot(s, eye);
116 Result[3][1] =-dot(u, eye);
117 Result[3][2] = dot(f, eye);
118 return Result;
119 }
120
121 template<typename T, qualifier Q>
122 GLM_FUNC_QUALIFIER mat<4, 4, T, Q> lookAtLH(vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up)
123 {
124 vec<3, T, Q> const f(normalize(center - eye));
125 vec<3, T, Q> const s(normalize(cross(up, f)));
126 vec<3, T, Q> const u(cross(f, s));
127
128 mat<4, 4, T, Q> Result(1);
129 Result[0][0] = s.x;
130 Result[1][0] = s.y;
131 Result[2][0] = s.z;
132 Result[0][1] = u.x;
133 Result[1][1] = u.y;
134 Result[2][1] = u.z;
135 Result[0][2] = f.x;
136 Result[1][2] = f.y;
137 Result[2][2] = f.z;
138 Result[3][0] = -dot(s, eye);
139 Result[3][1] = -dot(u, eye);
140 Result[3][2] = -dot(f, eye);
141 return Result;
142 }
143
144 template<typename T, qualifier Q>
145 GLM_FUNC_QUALIFIER mat<4, 4, T, Q> lookAt(vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up)
146 {
147# if (GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT)
148 return lookAtLH(eye, center, up);
149# else
150 return lookAtRH(eye, center, up);
151# endif
152 }
153}//namespace glm
154