matrix_decompose.hpp
Go to the documentation of this file.
#pragma once
// Dependencies
#include "../mat4x4.hpp"
#include "../vec3.hpp"
#include "../vec4.hpp"
#include "../geometric.hpp"
#include "../gtc/quaternion.hpp"
#include "../gtc/matrix_transform.hpp"
#ifndef GLM_ENABLE_EXPERIMENTAL
# 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."
#elif GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
# pragma message("GLM: GLM_GTX_matrix_decompose extension included")
#endif
namespace glm
{
template<typename T, qualifier Q>
GLM_FUNC_DISCARD_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);
// Recomposes a model matrix from a previously-decomposed matrix
template <typename T, qualifier Q>
GLM_FUNC_DISCARD_DECL mat<4, 4, T, Q> recompose(
vec<3, T, Q> const& scale, qua<T, Q> const& orientation, vec<3, T, Q> const& translation,
vec<3, T, Q> const& skew, vec<4, T, Q> const& perspective);
}//namespace glm
#include "matrix_decompose.inl"
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...
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::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::decompose
GLM_FUNC_DISCARD_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.