/* * Copyright (c), Recep Aslantas. * * MIT License (MIT), http://opensource.org/licenses/MIT * Full license can be found in the LICENSE file */ /* Functions: CGLM_INLINE void glm_lookat_rh_no(vec3 eye, vec3 center, vec3 up, mat4 dest) CGLM_INLINE void glm_look_rh_no(vec3 eye, vec3 dir, vec3 up, mat4 dest) CGLM_INLINE void glm_look_anyup_rh_no(vec3 eye, vec3 dir, mat4 dest) */ #ifndef cglm_view_rh_no_h #define cglm_view_rh_no_h #include "../common.h" #include "view_rh.h" /*! * @brief set up view matrix with right handed coordinate system. * * NOTE: The UP vector must not be parallel to the line of sight from * the eye point to the reference point * * @param[in] eye eye vector * @param[in] center center vector * @param[in] up up vector * @param[out] dest result matrix */ CGLM_INLINE void glm_lookat_rh_no(vec3 eye, vec3 center, vec3 up, mat4 dest) { glm_lookat_rh(eye, center, up, dest); } /*! * @brief set up view matrix with right handed coordinate system. * * convenient wrapper for lookat: if you only have direction not target self * then this might be useful. Because you need to get target from direction. * * NOTE: The UP vector must not be parallel to the line of sight from * the eye point to the reference point * * @param[in] eye eye vector * @param[in] dir direction vector * @param[in] up up vector * @param[out] dest result matrix */ CGLM_INLINE void glm_look_rh_no(vec3 eye, vec3 dir, vec3 up, mat4 dest) { glm_look_rh(eye, dir, up, dest); } /*! * @brief set up view matrix with right handed coordinate system. * * convenient wrapper for look: if you only have direction and if you don't * care what UP vector is then this might be useful to create view matrix * * @param[in] eye eye vector * @param[in] dir direction vector * @param[out] dest result matrix */ CGLM_INLINE void glm_look_anyup_rh_no(vec3 eye, vec3 dir, mat4 dest) { glm_look_anyup_rh(eye, dir, dest); } #endif /*cglm_view_rh_no_h*/