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[//]: # (generated using SlashBack 0.2.0)
# matrix\_projection methods
The following methods are all part of the **matrix\_projection methods**\.
Functions that generate common projection transformation matrices\.
## Table of contents
* [**pickMatrix** function](#pickmatrix-function)
* [**project** function](#project-function)
* [**projectNO** function](#projectno-function)
* [**projectZO** function](#projectzo-function)
* [**unProject** function](#unproject-function)
* [**unProjectNO** function](#unprojectno-function)
* [**unProjectZO** function](#unprojectzo-function)
### pickMatrix\(\) function
#### <code>glm.<code>**pickMatrix**(**center**: *vec2*, **delta**: *vec2*, **viewport**: *vec4*) -\> *mat4*</code></code>
  Define a picking region\.
### project\(\) function
#### <code>glm.<code>**project**(**obj**: *vec3*, **model**: *mat4*, **proj**: *mat4*, **viewport**: *vec4*) -\> *vec3*</code></code>
  See projectNO\(\)\.
### projectNO\(\) function
#### <code>glm.<code>**projectNO**(**obj**: *vec3*, **model**: *mat4*, **proj**: *mat4*, **viewport**: *vec4*) -\> *vec3*</code></code>
  Map the specified object coordinates ``` (obj.x, obj.y, obj.z) ``` into window coordinates\.
  The near and far clip planes correspond to z normalized device coordinates of ``` -1 ``` and ``` +1 ```
  respectively\. \(OpenGL clip volume definition\)
### projectZO\(\) function
#### <code>glm.<code>**projectZO**(**obj**: *vec3*, **model**: *mat4*, **proj**: *mat4*, **viewport**: *vec4*) -\> *vec3*</code></code>
  Map the specified object coordinates ``` (obj.x, obj.y, obj.z) ``` into window coordinates\.
  The nearand far clip planes correspond to z normalized device coordinates of ``` 0 ``` and ``` +1 ```
  respectively\. \(Direct3D clip volume definition\)
### unProject\(\) function
#### <code>glm.<code>**unProject**(**win**: *vec3*, **model**: *mat4*, **proj**: *mat4*, **viewport**: *vec4*) -\> *vec3*</code></code>
  See unProjectNO\(\)\.
### unProjectNO\(\) function
#### <code>glm.<code>**unProjectNO**(**win**: *vec3*, **model**: *mat4*, **proj**: *mat4*, **viewport**: *vec4*) -\> *vec3*</code></code>
  Map the specified window coordinates ``` (win.x, win.y, win.z) ``` into object coordinates\.
  The nearand far clip planes correspond to z normalized device coordinates of ``` -1 ``` and ``` +1 ```
  respectively\. \(OpenGL clip volume definition\)
### unProjectZO\(\) function
#### <code>glm.<code>**unProjectZO**(**win**: *vec3*, **model**: *mat4*, **proj**: *mat4*, **viewport**: *vec4*) -\> *vec3*</code></code>
  Map the specified window coordinates ``` (win.x, win.y, win.z) ``` into object coordinates\.
  The nearand far clip planes correspond to z normalized device coordinates of ``` 0 ``` and ``` +1 ```
  respectively\. \(Direct3D clip volume definition\)
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