1.0.0 API documentation: matrix_decompose.hpp Source File

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matrix_decompose.hpp
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1
13 #pragma once
14
15 // Dependencies
16 #include "../mat4x4.hpp"
17 #include "../vec3.hpp"
18 #include "../vec4.hpp"
19 #include "../geometric.hpp"
20 #include "../gtc/quaternion.hpp"
21 #include "../gtc/matrix_transform.hpp"
22
23 #ifndef GLM_ENABLE_EXPERIMENTAL
24 # error "GLM: GLM_GTX_matrix_decompose 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."
25 #elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
26 # pragma message("GLM: GLM_GTX_matrix_decompose extension included")
27 #endif
28
29 namespace glm
30 {
33
36 template<typename T, qualifier Q>
37 GLM_FUNC_DECL bool decompose(
38 mat<4, 4, T, Q> const& modelMatrix,
39 vec<3, T, Q> & scale, qua<T, Q> & orientation, vec<3, T, Q> & translation, vec<3, T, Q> & skew, vec<4, T, Q> & perspective);
40
41 // Recomposes a model matrix from a previously-decomposed matrix
42 template <typename T, qualifier Q>
43 GLM_FUNC_DECL mat<4, 4, T, Q> recompose(
44 vec<3, T, Q> const& scale, qua<T, Q> const& orientation, vec<3, T, Q> const& translation,
45 vec<3, T, Q> const& skew, vec<4, T, Q> const& perspective);
46
48 }//namespace glm
49
50 #include "matrix_decompose.inl"
glm::scale
GLM_FUNC_DECL mat< 4, 4, T, Q > scale(mat< 4, 4, T, Q > const &m, vec< 3, T, Q > const &v)
Builds a scale 4 * 4 matrix created from 3 scalars.
glm::decompose
GLM_FUNC_DECL bool decompose(mat< 4, 4, T, Q > const &modelMatrix, vec< 3, T, Q > &scale, qua< T, Q > &orientation, vec< 3, T, Q > &translation, vec< 3, T, Q > &skew, vec< 4, T, Q > &perspective)
Decomposes a model matrix to translations, rotation and scale components.
glm::orientation
GLM_FUNC_DECL mat< 4, 4, T, Q > orientation(vec< 3, T, Q > const &Normal, vec< 3, T, Q > const &Up)
Build a rotation matrix from a normal and a up vector.
glm::perspective
GLM_FUNC_DECL mat< 4, 4, T, defaultp > perspective(T fovy, T aspect, T near, T far)
Creates a matrix for a symmetric perspective-view frustum based on the default handedness and default...