File: matrix_clip_space.sb

package info (click to toggle)
python-pyglm 2.8.2-2
  • links: PTS, VCS
  • area: main
  • in suites: forky, sid
  • size: 6,008 kB
  • sloc: cpp: 53,029; python: 3,683; makefile: 7
file content (253 lines) | stat: -rw-r--r-- 18,149 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
\c\This file was generated using a tool\c\
\h1\matrix_clip_space methods\h1\
The following methods are all part of the \b\matrix_clip_space methods\b\.
Defines functions that generate clip space transformation matrices.
\h2\Table of contents\h2\
\ul\
\-\\url #frustum-function\\b\frustum\b\ function\url\
\-\\url #frustumlh-function\\b\frustumLH\b\ function\url\
\-\\url #frustumlh_no-function\\b\frustumLH_NO\b\ function\url\
\-\\url #frustumlh_zo-function\\b\frustumLH_ZO\b\ function\url\
\-\\url #frustumno-function\\b\frustumNO\b\ function\url\
\-\\url #frustumrh-function\\b\frustumRH\b\ function\url\
\-\\url #frustumrh_no-function\\b\frustumRH_NO\b\ function\url\
\-\\url #frustumrh_zo-function\\b\frustumRH_ZO\b\ function\url\
\-\\url #frustumzo-function\\b\frustumZO\b\ function\url\
\-\\url #infiniteperspective-function\\b\infinitePerspective\b\ function\url\
\-\\url #infiniteperspectivelh-function\\b\infinitePerspectiveLH\b\ function\url\
\-\\url #infiniteperspectiverh-function\\b\infinitePerspectiveRH\b\ function\url\
\-\\url #ortho-function\\b\ortho\b\ function\url\
\-\\url #ortholh-function\\b\orthoLH\b\ function\url\
\-\\url #ortholh_no-function\\b\orthoLH_NO\b\ function\url\
\-\\url #ortholh_zo-function\\b\orthoLH_ZO\b\ function\url\
\-\\url #orthono-function\\b\orthoNO\b\ function\url\
\-\\url #orthorh-function\\b\orthoRH\b\ function\url\
\-\\url #orthorh_no-function\\b\orthoRH_NO\b\ function\url\
\-\\url #orthorh_zo-function\\b\orthoRH_ZO\b\ function\url\
\-\\url #orthozo-function\\b\orthoZO\b\ function\url\
\-\\url #perspective-function\\b\perspective\b\ function\url\
\-\\url #perspectivefov-function\\b\perspectiveFov\b\ function\url\
\-\\url #perspectivefovlh-function\\b\perspectiveFovLH\b\ function\url\
\-\\url #perspectivefovlh_no-function\\b\perspectiveFovLH_NO\b\ function\url\
\-\\url #perspectivefovlh_zo-function\\b\perspectiveFovLH_ZO\b\ function\url\
\-\\url #perspectivefovno-function\\b\perspectiveFovNO\b\ function\url\
\-\\url #perspectivefovrh-function\\b\perspectiveFovRH\b\ function\url\
\-\\url #perspectivefovrh_no-function\\b\perspectiveFovRH_NO\b\ function\url\
\-\\url #perspectivefovrh_zo-function\\b\perspectiveFovRH_ZO\b\ function\url\
\-\\url #perspectivefovzo-function\\b\perspectiveFovZO\b\ function\url\
\-\\url #perspectivelh-function\\b\perspectiveLH\b\ function\url\
\-\\url #perspectivelh_no-function\\b\perspectiveLH_NO\b\ function\url\
\-\\url #perspectivelh_zo-function\\b\perspectiveLH_ZO\b\ function\url\
\-\\url #perspectiveno-function\\b\perspectiveNO\b\ function\url\
\-\\url #perspectiverh-function\\b\perspectiveRH\b\ function\url\
\-\\url #perspectiverh_no-function\\b\perspectiveRH_NO\b\ function\url\
\-\\url #perspectiverh_zo-function\\b\perspectiveRH_ZO\b\ function\url\
\-\\url #perspectivezo-function\\b\perspectiveZO\b\ function\url\
\-\\url #tweakedinfiniteperspective-function\\b\tweakedInfinitePerspective\b\ function\url\
\ul\
\h3\frustum() function\h3\
\raw\#### <code>glm.<code>**frustum**(**left**: *float*, **right**: *float*, **bottom**: *float*, **top**: *float*, **near**: *float*, **far**: *float*) -\\> *fmat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\See frustumRH_NO.

\h3\frustumLH() function\h3\
\raw\#### <code>glm.<code>**frustumLH**(**left**: *float*, **right**: *float*, **bottom**: *float*, **top**: *float*, **near**: *float*, **far**: *float*) -\\> *fmat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\See frustumLH_NO.

\h3\frustumLH_NO() function\h3\
\raw\#### <code>glm.<code>**frustumLH_NO**(**left**: *float*, **right**: *float*, **bottom**: *float*, **top**: *float*, **near**: *float*, **far**: *float*) -\\> *fmat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\Creates a left handed frustum matrix. The near and far clip planes correspond to z
\raw\&emsp;&emsp;\raw\normalized device coordinates of \code\-1\code\ and \code\+1\code\ respectively.
\raw\&emsp;&emsp;\raw\(OpenGL clip volume definition)

\h3\frustumLH_ZO() function\h3\
\raw\#### <code>glm.<code>**frustumLH_ZO**(**left**: *float*, **right**: *float*, **bottom**: *float*, **top**: *float*, **near**: *float*, **far**: *float*) -\\> *fmat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\Creates a left handed frustum matrix. The near and far clip planes correspond to z
\raw\&emsp;&emsp;\raw\normalized device coordinates of \code\0\code\ and \code\+1\code\ respectively.
\raw\&emsp;&emsp;\raw\(Direct3D clip volume definition)

\h3\frustumNO() function\h3\
\raw\#### <code>glm.<code>**frustumNO**(**left**: *float*, **right**: *float*, **bottom**: *float*, **top**: *float*, **near**: *float*, **far**: *float*) -\\> *fmat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\See frustumRH_NO.

\h3\frustumRH() function\h3\
\raw\#### <code>glm.<code>**frustumRH**(**left**: *float*, **right**: *float*, **bottom**: *float*, **top**: *float*, **near**: *float*, **far**: *float*) -\\> *fmat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\See frustumRH_NO.

\h3\frustumRH_NO() function\h3\
\raw\#### <code>glm.<code>**frustumRH_NO**(**left**: *float*, **right**: *float*, **bottom**: *float*, **top**: *float*, **near**: *float*, **far**: *float*) -\\> *fmat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\Creates a right handed frustum matrix. The near and far clip planes correspond to z
\raw\&emsp;&emsp;\raw\normalized device coordinates of \code\-1\code\ and \code\+1\code\ respectively.
\raw\&emsp;&emsp;\raw\(OpenGL clip volume definition)

\h3\frustumRH_ZO() function\h3\
\raw\#### <code>glm.<code>**frustumRH_ZO**(**left**: *float*, **right**: *float*, **bottom**: *float*, **top**: *float*, **near**: *float*, **far**: *float*) -\\> *fmat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\Creates a right handed frustum matrix. The near and far clip planes correspond to z
\raw\&emsp;&emsp;\raw\normalized device coordinates of \code\0\code\ and \code\+1\code\ respectively.
\raw\&emsp;&emsp;\raw\(Direct3D clip volume definition)

\h3\frustumZO() function\h3\
\raw\#### <code>glm.<code>**frustumZO**(**left**: *float*, **right**: *float*, **bottom**: *float*, **top**: *float*, **near**: *float*, **far**: *float*) -\\> *fmat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\See frustumRH_ZO.

\h3\infinitePerspective() function\h3\
\raw\#### <code>glm.<code>**infinitePerspective**(**fovy**: *float*, **aspect**: *float*, **near**: *float*) -\\> *fmat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\See infinitePerspectiveRH.

\h3\infinitePerspectiveLH() function\h3\
\raw\#### <code>glm.<code>**infinitePerspectiveLH**(**fovy**: *float*, **aspect**: *float*, **near**: *float*) -\\> *fmat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\Creates a matrix for a left handed, symmetric perspective-view frustum with far plane at
\raw\&emsp;&emsp;\raw\infinite.

\h3\infinitePerspectiveRH() function\h3\
\raw\#### <code>glm.<code>**infinitePerspectiveRH**(**fovy**: *float*, **aspect**: *float*, **near**: *float*) -\\> *fmat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\Creates a matrix for a right handed, symmetric perspective-view frustum with far plane at
\raw\&emsp;&emsp;\raw\infinite.

\h3\ortho() function\h3\
\raw\#### <code>glm.<code>**ortho**(**left**: *float*, **right**: *float*, **bottom**: *float*, **top**: *float*) -\\> *fmat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\Creates a matrix for projecting two-dimensional coordinates onto the screen.

\raw\#### <code>glm.<code>**ortho**(**left**: *float*, **right**: *float*, **bottom**: *float*, **top**: *float*, **zNear**: *float*, **zFar**: *float*) -\\> *fmat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\See orthoRH_NO.

\h3\orthoLH() function\h3\
\raw\#### <code>glm.<code>**orthoLH**(**left**: *float*, **right**: *float*, **bottom**: *float*, **top**: *float*, **zNear**: *float*, **zFar**: *float*) -\\> *fmat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\See orthoLH_NO.

\h3\orthoLH_NO() function\h3\
\raw\#### <code>glm.<code>**orthoLH_NO**(**left**: *float*, **right**: *float*, **bottom**: *float*, **top**: *float*, **zNear**: *float*, **zFar**: *float*) -\\> *fmat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\Creates a matrix for an orthographic parallel viewing volume using left-handed
\raw\&emsp;&emsp;\raw\coordinates. The nearand far clip planes correspond to z normalized device coordinates of
\raw\&emsp;&emsp;\raw\\code\-1\code\ and \code\+1\code\ respectively.
\raw\&emsp;&emsp;\raw\(OpenGL clip volume definition)

\h3\orthoLH_ZO() function\h3\
\raw\#### <code>glm.<code>**orthoLH_ZO**(**left**: *float*, **right**: *float*, **bottom**: *float*, **top**: *float*, **zNear**: *float*, **zFar**: *float*) -\\> *fmat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\Creates a matrix for an orthographic parallel viewing volume, using left-handed
\raw\&emsp;&emsp;\raw\coordinates. The nearand far clip planes correspond to z normalized device
\raw\&emsp;&emsp;\raw\coordinates of \code\0\code\ and \code\+1\code\ respectively.
\raw\&emsp;&emsp;\raw\(Direct3D clip volume definition)

\h3\orthoNO() function\h3\
\raw\#### <code>glm.<code>**orthoNO**(**left**: *float*, **right**: *float*, **bottom**: *float*, **top**: *float*, **zNear**: *float*, **zFar**: *float*) -\\> *fmat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\See orthoRH_NO.

\h3\orthoRH() function\h3\
\raw\#### <code>glm.<code>**orthoRH**(**left**: *float*, **right**: *float*, **bottom**: *float*, **top**: *float*, **zNear**: *float*, **zFar**: *float*) -\\> *fmat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\See orthoRH_NO.

\h3\orthoRH_NO() function\h3\
\raw\#### <code>glm.<code>**orthoRH_NO**(**left**: *float*, **right**: *float*, **bottom**: *float*, **top**: *float*, **zNear**: *float*, **zFar**: *float*) -\\> *fmat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\Creates a matrix for an orthographic parallel viewing volume using right-handed
\raw\&emsp;&emsp;\raw\coordinates. The nearand far clip planes correspond to z normalized device coordinates of
\raw\&emsp;&emsp;\raw\\code\-1\code\ and \code\+1\code\ respectively.
\raw\&emsp;&emsp;\raw\(OpenGL clip volume definition)

\h3\orthoRH_ZO() function\h3\
\raw\#### <code>glm.<code>**orthoRH_ZO**(**left**: *float*, **right**: *float*, **bottom**: *float*, **top**: *float*, **zNear**: *float*, **zFar**: *float*) -\\> *fmat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\Creates a matrix for an orthographic parallel viewing volume, using right-handed
\raw\&emsp;&emsp;\raw\coordinates. The nearand far clip planes correspond to z normalized device
\raw\&emsp;&emsp;\raw\coordinates of \code\0\code\ and \code\+1\code\ respectively.
\raw\&emsp;&emsp;\raw\(Direct3D clip volume definition)

\h3\orthoZO() function\h3\
\raw\#### <code>glm.<code>**orthoZO**(**left**: *float*, **right**: *float*, **bottom**: *float*, **top**: *float*, **zNear**: *float*, **zFar**: *float*) -\\> *fmat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\See orthoRH_ZO.

\h3\perspective() function\h3\
\raw\#### <code>glm.<code>**perspective**(**fovy**: *float*, **aspect**: *float*, **near**: *float*, **far**: *float*) -\\> *fmat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\See perspectiveRH_NO.

\h3\perspectiveFov() function\h3\
\raw\#### <code>glm.<code>**perspectiveFov**(**fov**: *float*, **width**: *float*, **height**: *float*, **near**: *float*, **far**: *float*) -\\> *fmat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\See perspectiveFovRH_NO.

\h3\perspectiveFovLH() function\h3\
\raw\#### <code>glm.<code>**perspectiveFovLH**(**fov**: *float*, **width**: *float*, **height**: *float*, **near**: *float*, **far**: *float*) -\\> *fmat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\See perspectiveFovLH_NO.

\h3\perspectiveFovLH_NO() function\h3\
\raw\#### <code>glm.<code>**perspectiveFovLH_NO**(**fov**: *float*, **width**: *float*, **height**: *float*, **near**: *float*, **far**: *float*) -\\> *fmat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\Builds a perspective projection matrix based on a field of view using left-handed
\raw\&emsp;&emsp;\raw\coordinates. The nearand far clip planes correspond to z normalized device coordinates of
\raw\&emsp;&emsp;\raw\\code\-1\code\ and \code\+1\code\ respectively. (OpenGL clip volume definition)

\h3\perspectiveFovLH_ZO() function\h3\
\raw\#### <code>glm.<code>**perspectiveFovLH_ZO**(**fov**: *float*, **width**: *float*, **height**: *float*, **near**: *float*, **far**: *float*) -\\> *fmat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\Builds a perspective projection matrix based on a field of view using left-handed
\raw\&emsp;&emsp;\raw\coordinates. The nearand far clip planes correspond to z normalized device coordinates of
\raw\&emsp;&emsp;\raw\\code\0\code\ and \code\+1\code\ respectively. (Direct3D clip volume definition)

\h3\perspectiveFovNO() function\h3\
\raw\#### <code>glm.<code>**perspectiveFovNO**(**fov**: *float*, **width**: *float*, **height**: *float*, **near**: *float*, **far**: *float*) -\\> *fmat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\See perspectiveFovRH_NO.

\h3\perspectiveFovRH() function\h3\
\raw\#### <code>glm.<code>**perspectiveFovRH**(**fov**: *float*, **width**: *float*, **height**: *float*, **near**: *float*, **far**: *float*) -\\> *fmat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\See perspectiveFovRH_NO.

\h3\perspectiveFovRH_NO() function\h3\
\raw\#### <code>glm.<code>**perspectiveFovRH_NO**(**fov**: *float*, **width**: *float*, **height**: *float*, **near**: *float*, **far**: *float*) -\\> *fmat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\Builds a perspective projection matrix based on a field of view using right-handed
\raw\&emsp;&emsp;\raw\coordinates. The nearand far clip planes correspond to z normalized device coordinates of
\raw\&emsp;&emsp;\raw\\code\-1\code\ and \code\+1\code\ respectively. (OpenGL clip volume definition)

\h3\perspectiveFovRH_ZO() function\h3\
\raw\#### <code>glm.<code>**perspectiveFovRH_ZO**(**fov**: *float*, **width**: *float*, **height**: *float*, **near**: *float*, **far**: *float*) -\\> *fmat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\Builds a perspective projection matrix based on a field of view using right-handed
\raw\&emsp;&emsp;\raw\coordinates. The nearand far clip planes correspond to z normalized device coordinates of
\raw\&emsp;&emsp;\raw\\code\0\code\ and \code\+1\code\ respectively. (Direct3D clip volume definition)

\h3\perspectiveFovZO() function\h3\
\raw\#### <code>glm.<code>**perspectiveFovZO**(**fov**: *float*, **width**: *float*, **height**: *float*, **near**: *float*, **far**: *float*) -\\> *fmat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\See perspectiveFovRH_ZO.

\h3\perspectiveLH() function\h3\
\raw\#### <code>glm.<code>**perspectiveLH**(**fovy**: *float*, **aspect**: *float*, **near**: *float*, **far**: *float*) -\\> *fmat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\See perspectiveLH_NO.

\h3\perspectiveLH_NO() function\h3\
\raw\#### <code>glm.<code>**perspectiveLH_NO**(**fovy**: *float*, **aspect**: *float*, **near**: *float*, **far**: *float*) -\\> *fmat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\Creates a matrix for a left handed, symetric perspective-view frustum. The near and far
\raw\&emsp;&emsp;\raw\clip planes correspond to z normalized device coordinates of \code\-1\code\ and \code\+1\code\ respectively.
\raw\&emsp;&emsp;\raw\(OpenGL clip volume definition)

\h3\perspectiveLH_ZO() function\h3\
\raw\#### <code>glm.<code>**perspectiveLH_ZO**(**fovy**: *float*, **aspect**: *float*, **near**: *float*, **far**: *float*) -\\> *fmat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\Creates a matrix for a left handed, symetric perspective-view frustum. The near and far
\raw\&emsp;&emsp;\raw\clip planes correspond to z normalized device coordinates of \code\0\code\ and \code\+1\code\ respectively.
\raw\&emsp;&emsp;\raw\(Direct3D clip volume definition)

\h3\perspectiveNO() function\h3\
\raw\#### <code>glm.<code>**perspectiveNO**(**fovy**: *float*, **aspect**: *float*, **near**: *float*, **far**: *float*) -\\> *fmat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\See perspectiveRH_NO.

\h3\perspectiveRH() function\h3\
\raw\#### <code>glm.<code>**perspectiveRH**(**fovy**: *float*, **aspect**: *float*, **near**: *float*, **far**: *float*) -\\> *fmat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\See perspectiveRH_NO.

\h3\perspectiveRH_NO() function\h3\
\raw\#### <code>glm.<code>**perspectiveRH_NO**(**fovy**: *float*, **aspect**: *float*, **near**: *float*, **far**: *float*) -\\> *fmat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\Creates a matrix for a right handed, symetric perspective-view frustum. The near and far
\raw\&emsp;&emsp;\raw\clip planes correspond to z normalized device coordinates of \code\-1\code\ and \code\+1\code\ respectively.
\raw\&emsp;&emsp;\raw\(OpenGL clip volume definition)

\h3\perspectiveRH_ZO() function\h3\
\raw\#### <code>glm.<code>**perspectiveRH_ZO**(**fovy**: *float*, **aspect**: *float*, **near**: *float*, **far**: *float*) -\\> *fmat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\Creates a matrix for a right handed, symetric perspective-view frustum. The near and far
\raw\&emsp;&emsp;\raw\clip planes correspond to z normalized device coordinates of \code\0\code\ and \code\+1\code\ respectively.
\raw\&emsp;&emsp;\raw\(Direct3D clip volume definition)

\h3\perspectiveZO() function\h3\
\raw\#### <code>glm.<code>**perspectiveZO**(**fovy**: *float*, **aspect**: *float*, **near**: *float*, **far**: *float*) -\\> *fmat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\See perspectiveRH_ZO.

\h3\tweakedInfinitePerspective() function\h3\
\raw\#### <code>glm.<code>**tweakedInfinitePerspective**(**fovy**: *float*, **aspect**: *float*, **near**: *float*) -\\> *fmat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for
\raw\&emsp;&emsp;\raw\graphics hardware that doesn't support depth clamping.

\raw\#### <code>glm.<code>**tweakedInfinitePerspective**(**fovy**: *float*, **aspect**: *float*, **near**: *float*, **epsilon**: *float*) -\\> *fmat4x4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for
\raw\&emsp;&emsp;\raw\graphics hardware that doesn't support depth clamping.