File: matrix_projection.sb

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\c\This file was generated using a tool\c\
\h1\matrix_projection methods\h1\
The following methods are all part of the \b\matrix_projection methods\b\.
Functions that generate common projection transformation matrices.
\h2\Table of contents\h2\
\ul\
\-\\url #pickmatrix-function\\b\pickMatrix\b\ function\url\
\-\\url #project-function\\b\project\b\ function\url\
\-\\url #projectno-function\\b\projectNO\b\ function\url\
\-\\url #projectzo-function\\b\projectZO\b\ function\url\
\-\\url #unproject-function\\b\unProject\b\ function\url\
\-\\url #unprojectno-function\\b\unProjectNO\b\ function\url\
\-\\url #unprojectzo-function\\b\unProjectZO\b\ function\url\
\ul\
\h3\pickMatrix() function\h3\
\raw\#### <code>glm.<code>**pickMatrix**(**center**: *vec2*, **delta**: *vec2*, **viewport**: *vec4*) -\\> *mat4*</code></code>\raw\
\raw\&emsp;&emsp;\raw\Define a picking region.

\h3\project() function\h3\
\raw\#### <code>glm.<code>**project**(**obj**: *vec3*, **model**: *mat4*, **proj**: *mat4*, **viewport**: *vec4*) -\\> *vec3*</code></code>\raw\
\raw\&emsp;&emsp;\raw\See projectNO().

\h3\projectNO() function\h3\
\raw\#### <code>glm.<code>**projectNO**(**obj**: *vec3*, **model**: *mat4*, **proj**: *mat4*, **viewport**: *vec4*) -\\> *vec3*</code></code>\raw\
\raw\&emsp;&emsp;\raw\Map the specified object coordinates \code\(obj.x, obj.y, obj.z)\code\ into window coordinates.
\raw\&emsp;&emsp;\raw\The near and far clip planes correspond to z normalized device coordinates of \code\-1\code\ and \code\+1\code\
\raw\&emsp;&emsp;\raw\respectively. (OpenGL clip volume definition)

\h3\projectZO() function\h3\
\raw\#### <code>glm.<code>**projectZO**(**obj**: *vec3*, **model**: *mat4*, **proj**: *mat4*, **viewport**: *vec4*) -\\> *vec3*</code></code>\raw\
\raw\&emsp;&emsp;\raw\Map the specified object coordinates \code\(obj.x, obj.y, obj.z)\code\ into window coordinates.
\raw\&emsp;&emsp;\raw\The nearand far clip planes correspond to z normalized device coordinates of \code\0\code\ and \code\+1\code\
\raw\&emsp;&emsp;\raw\respectively. (Direct3D clip volume definition)

\h3\unProject() function\h3\
\raw\#### <code>glm.<code>**unProject**(**win**: *vec3*, **model**: *mat4*, **proj**: *mat4*, **viewport**: *vec4*) -\\> *vec3*</code></code>\raw\
\raw\&emsp;&emsp;\raw\See unProjectNO().

\h3\unProjectNO() function\h3\
\raw\#### <code>glm.<code>**unProjectNO**(**win**: *vec3*, **model**: *mat4*, **proj**: *mat4*, **viewport**: *vec4*) -\\> *vec3*</code></code>\raw\
\raw\&emsp;&emsp;\raw\Map the specified window coordinates \code\(win.x, win.y, win.z)\code\ into object coordinates.
\raw\&emsp;&emsp;\raw\The nearand far clip planes correspond to z normalized device coordinates of \code\-1\code\ and \code\+1\code\
\raw\&emsp;&emsp;\raw\respectively. (OpenGL clip volume definition)

\h3\unProjectZO() function\h3\
\raw\#### <code>glm.<code>**unProjectZO**(**win**: *vec3*, **model**: *mat4*, **proj**: *mat4*, **viewport**: *vec4*) -\\> *vec3*</code></code>\raw\
\raw\&emsp;&emsp;\raw\Map the specified window coordinates \code\(win.x, win.y, win.z)\code\ into object coordinates.
\raw\&emsp;&emsp;\raw\The nearand far clip planes correspond to z normalized device coordinates of \code\0\code\ and \code\+1\code\
\raw\&emsp;&emsp;\raw\respectively. (Direct3D clip volume definition)