matrix_transform_2d.hpp
Go to the documentation of this file.
#pragma once
// Dependency:
#include "../mat3x3.hpp"
#include "../vec2.hpp"
#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
# ifndef GLM_ENABLE_EXPERIMENTAL
# pragma message("GLM: GLM_GTX_matrix_transform_2d 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.")
# else
# pragma message("GLM: GLM_GTX_matrix_transform_2d extension included")
# endif
#endif
namespace glm
{
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER mat<3, 3, T, Q> translate(
mat<3, 3, T, Q> const& m,
vec<2, T, Q> const& v);
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER mat<3, 3, T, Q> rotate(
mat<3, 3, T, Q> const& m,
T angle);
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER mat<3, 3, T, Q> scale(
mat<3, 3, T, Q> const& m,
vec<2, T, Q> const& v);
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER mat<3, 3, T, Q> shearX(
mat<3, 3, T, Q> const& m,
T y);
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER mat<3, 3, T, Q> shearY(
mat<3, 3, T, Q> const& m,
T x);
}//namespace glm
#include "matrix_transform_2d.inl"
glm::angle
GLM_FUNC_DECL T angle(qua< T, Q > const &x)
Returns the quaternion rotation angle.
glm::translate
GLM_FUNC_QUALIFIER mat< 3, 3, T, Q > translate(mat< 3, 3, T, Q > const &m, vec< 2, T, Q > const &v)
Builds a translation 3 * 3 matrix created from a vector of 2 components.
glm::rotate
GLM_FUNC_QUALIFIER mat< 3, 3, T, Q > rotate(mat< 3, 3, T, Q > const &m, T angle)
Builds a rotation 3 * 3 matrix created from an angle.
glm::shearY
GLM_FUNC_QUALIFIER mat< 3, 3, T, Q > shearY(mat< 3, 3, T, Q > const &m, T x)
Builds a vertical (parallel to the y axis) shear 3 * 3 matrix.
glm::scale
GLM_FUNC_QUALIFIER mat< 3, 3, T, Q > scale(mat< 3, 3, T, Q > const &m, vec< 2, T, Q > const &v)
Builds a scale 3 * 3 matrix created from a vector of 2 components.
glm::shearX
GLM_FUNC_QUALIFIER mat< 3, 3, T, Q > shearX(mat< 3, 3, T, Q > const &m, T y)
Builds an horizontal (parallel to the x axis) shear 3 * 3 matrix.
glm
Definition: common.hpp:20