game-engine/include/cglm/struct/clipspace/view_lh_no.h

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2024-04-11 05:05:03 +00:00
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
/*
Functions:
CGLM_INLINE mat4s glms_lookat_lh_no(vec3s eye, vec3s center, vec3s up)
CGLM_INLINE mat4s glms_look_lh_no(vec3s eye, vec3s dir, vec3s up)
CGLM_INLINE mat4s glms_look_anyup_lh_no(vec3s eye, vec3s dir)
*/
#ifndef cglms_view_lh_no_h
#define cglms_view_lh_no_h
#include "../../common.h"
#include "../../types-struct.h"
#include "../../plane.h"
#include "../../cam.h"
/*!
* @brief set up view matrix
* with a left-hand coordinate system and a
* clip-space of [-1, 1].
*
* 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
* @returns result matrix
*/
CGLM_INLINE
mat4s
glms_lookat_lh_no(vec3s eye, vec3s center, vec3s up) {
mat4s dest;
glm_lookat_lh_no(eye.raw, center.raw, up.raw, dest.raw);
return dest;
}
/*!
* @brief set up view matrix
* with a left-hand coordinate system and a
* clip-space of [-1, 1].
*
* 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
* @returns result matrix
*/
CGLM_INLINE
mat4s
glms_look_lh_no(vec3s eye, vec3s dir, vec3s up) {
mat4s dest;
glm_look_lh_no(eye.raw, dir.raw, up.raw, dest.raw);
return dest;
}
/*!
* @brief set up view matrix
* with a left-hand coordinate system and a
* clip-space of [-1, 1].
*
* 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
* @returns result matrix
*/
CGLM_INLINE
mat4s
glms_look_anyup_lh_no(vec3s eye, vec3s dir) {
mat4s dest;
glm_look_anyup_lh_no(eye.raw, dir.raw, dest.raw);
return dest;
}
#endif /* cglms_view_lh_no_h */