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