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diff --git a/glm-master/glm/ext/matrix_transform.inl b/glm-master/glm/ext/matrix_transform.inl
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-namespace glm
-{
- template<typename genType>
- GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType identity()
- {
- return detail::init_gentype<genType, detail::genTypeTrait<genType>::GENTYPE>::identity();
- }
-
- template<typename T, qualifier Q>
- GLM_FUNC_QUALIFIER mat<4, 4, T, Q> translate(mat<4, 4, T, Q> const& m, vec<3, T, Q> const& v)
- {
- mat<4, 4, T, Q> Result(m);
- Result[3] = m[0] * v[0] + m[1] * v[1] + m[2] * v[2] + m[3];
- return Result;
- }
-
- template<typename T, qualifier Q>
- GLM_FUNC_QUALIFIER mat<4, 4, T, Q> rotate(mat<4, 4, T, Q> const& m, T angle, vec<3, T, Q> const& v)
- {
- T const a = angle;
- T const c = cos(a);
- T const s = sin(a);
-
- vec<3, T, Q> axis(normalize(v));
- vec<3, T, Q> temp((T(1) - c) * axis);
-
- mat<4, 4, T, Q> Rotate;
- Rotate[0][0] = c + temp[0] * axis[0];
- Rotate[0][1] = temp[0] * axis[1] + s * axis[2];
- Rotate[0][2] = temp[0] * axis[2] - s * axis[1];
-
- Rotate[1][0] = temp[1] * axis[0] - s * axis[2];
- Rotate[1][1] = c + temp[1] * axis[1];
- Rotate[1][2] = temp[1] * axis[2] + s * axis[0];
-
- Rotate[2][0] = temp[2] * axis[0] + s * axis[1];
- Rotate[2][1] = temp[2] * axis[1] - s * axis[0];
- Rotate[2][2] = c + temp[2] * axis[2];
-
- mat<4, 4, T, Q> Result;
- Result[0] = m[0] * Rotate[0][0] + m[1] * Rotate[0][1] + m[2] * Rotate[0][2];
- Result[1] = m[0] * Rotate[1][0] + m[1] * Rotate[1][1] + m[2] * Rotate[1][2];
- Result[2] = m[0] * Rotate[2][0] + m[1] * Rotate[2][1] + m[2] * Rotate[2][2];
- Result[3] = m[3];
- return Result;
- }
-
- template<typename T, qualifier Q>
- GLM_FUNC_QUALIFIER mat<4, 4, T, Q> rotate_slow(mat<4, 4, T, Q> const& m, T angle, vec<3, T, Q> const& v)
- {
- T const a = angle;
- T const c = cos(a);
- T const s = sin(a);
- mat<4, 4, T, Q> Result;
-
- vec<3, T, Q> axis = normalize(v);
-
- Result[0][0] = c + (static_cast<T>(1) - c) * axis.x * axis.x;
- Result[0][1] = (static_cast<T>(1) - c) * axis.x * axis.y + s * axis.z;
- Result[0][2] = (static_cast<T>(1) - c) * axis.x * axis.z - s * axis.y;
- Result[0][3] = static_cast<T>(0);
-
- Result[1][0] = (static_cast<T>(1) - c) * axis.y * axis.x - s * axis.z;
- Result[1][1] = c + (static_cast<T>(1) - c) * axis.y * axis.y;
- Result[1][2] = (static_cast<T>(1) - c) * axis.y * axis.z + s * axis.x;
- Result[1][3] = static_cast<T>(0);
-
- Result[2][0] = (static_cast<T>(1) - c) * axis.z * axis.x + s * axis.y;
- Result[2][1] = (static_cast<T>(1) - c) * axis.z * axis.y - s * axis.x;
- Result[2][2] = c + (static_cast<T>(1) - c) * axis.z * axis.z;
- Result[2][3] = static_cast<T>(0);
-
- Result[3] = vec<4, T, Q>(0, 0, 0, 1);
- return m * Result;
- }
-
- template<typename T, qualifier Q>
- GLM_FUNC_QUALIFIER mat<4, 4, T, Q> scale(mat<4, 4, T, Q> const& m, vec<3, T, Q> const& v)
- {
- mat<4, 4, T, Q> Result;
- Result[0] = m[0] * v[0];
- Result[1] = m[1] * v[1];
- Result[2] = m[2] * v[2];
- Result[3] = m[3];
- return Result;
- }
-
- template<typename T, qualifier Q>
- GLM_FUNC_QUALIFIER mat<4, 4, T, Q> scale_slow(mat<4, 4, T, Q> const& m, vec<3, T, Q> const& v)
- {
- mat<4, 4, T, Q> Result(T(1));
- Result[0][0] = v.x;
- Result[1][1] = v.y;
- Result[2][2] = v.z;
- return m * Result;
- }
-
- template <typename T, qualifier Q>
- GLM_FUNC_QUALIFIER mat<4, 4, T, Q> shear(mat<4, 4, T, Q> const &m, vec<3, T, Q> const& p, vec<2, T, Q> const &l_x, vec<2, T, Q> const &l_y, vec<2, T, Q> const &l_z)
- {
- T const lambda_xy = l_x[0];
- T const lambda_xz = l_x[1];
- T const lambda_yx = l_y[0];
- T const lambda_yz = l_y[1];
- T const lambda_zx = l_z[0];
- T const lambda_zy = l_z[1];
-
- vec<3, T, Q> point_lambda = vec<3, T, Q>(
- (lambda_xy + lambda_xz), (lambda_yx + lambda_yz), (lambda_zx + lambda_zy)
- );
-
- mat<4, 4, T, Q> Shear = mat<4, 4, T, Q>(
- 1 , lambda_yx , lambda_zx , 0,
- lambda_xy , 1 , lambda_zy , 0,
- lambda_xz , lambda_yz , 1 , 0,
- -point_lambda[0] * p[0], -point_lambda[1] * p[1], -point_lambda[2] * p[2], 1
- );
-
- mat<4, 4, T, Q> Result;
- Result[0] = Shear[0] * m[0][0] + Shear[1] * m[0][1] + Shear[2] * m[0][2] + Shear[3] * m[0][3];
- Result[1] = Shear[0] * m[1][0] + Shear[1] * m[1][1] + Shear[2] * m[1][2] + Shear[3] * m[1][3];
- Result[2] = Shear[0] * m[2][0] + Shear[1] * m[2][1] + Shear[2] * m[2][2] + Shear[3] * m[2][3];
- Result[3] = Shear[0] * m[3][0] + Shear[1] * m[3][1] + Shear[2] * m[3][2] + Shear[3] * m[3][3];
- return Result;
- }
-
- template <typename T, qualifier Q>
- GLM_FUNC_QUALIFIER mat<4, 4, T, Q> shear_slow(mat<4, 4, T, Q> const &m, vec<3, T, Q> const& p, vec<2, T, Q> const &l_x, vec<2, T, Q> const &l_y, vec<2, T, Q> const &l_z)
- {
- T const lambda_xy = static_cast<T>(l_x[0]);
- T const lambda_xz = static_cast<T>(l_x[1]);
- T const lambda_yx = static_cast<T>(l_y[0]);
- T const lambda_yz = static_cast<T>(l_y[1]);
- T const lambda_zx = static_cast<T>(l_z[0]);
- T const lambda_zy = static_cast<T>(l_z[1]);
-
- vec<3, T, Q> point_lambda = vec<3, T, Q>(
- static_cast<T>(lambda_xy + lambda_xz),
- static_cast<T>(lambda_yx + lambda_yz),
- static_cast<T>(lambda_zx + lambda_zy)
- );
-
- mat<4, 4, T, Q> Shear = mat<4, 4, T, Q>(
- 1 , lambda_yx , lambda_zx , 0,
- lambda_xy , 1 , lambda_zy , 0,
- lambda_xz , lambda_yz , 1 , 0,
- -point_lambda[0] * p[0], -point_lambda[1] * p[1], -point_lambda[2] * p[2], 1
- );
- return m * Shear;
- }
-
- template<typename T, qualifier Q>
- GLM_FUNC_QUALIFIER mat<4, 4, T, Q> lookAtRH(vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up)
- {
- vec<3, T, Q> const f(normalize(center - eye));
- vec<3, T, Q> const s(normalize(cross(f, up)));
- vec<3, T, Q> const u(cross(s, f));
-
- mat<4, 4, T, Q> Result(1);
- Result[0][0] = s.x;
- Result[1][0] = s.y;
- Result[2][0] = s.z;
- Result[0][1] = u.x;
- Result[1][1] = u.y;
- Result[2][1] = u.z;
- Result[0][2] =-f.x;
- Result[1][2] =-f.y;
- Result[2][2] =-f.z;
- Result[3][0] =-dot(s, eye);
- Result[3][1] =-dot(u, eye);
- Result[3][2] = dot(f, eye);
- return Result;
- }
-
- template<typename T, qualifier Q>
- GLM_FUNC_QUALIFIER mat<4, 4, T, Q> lookAtLH(vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up)
- {
- vec<3, T, Q> const f(normalize(center - eye));
- vec<3, T, Q> const s(normalize(cross(up, f)));
- vec<3, T, Q> const u(cross(f, s));
-
- mat<4, 4, T, Q> Result(1);
- Result[0][0] = s.x;
- Result[1][0] = s.y;
- Result[2][0] = s.z;
- Result[0][1] = u.x;
- Result[1][1] = u.y;
- Result[2][1] = u.z;
- Result[0][2] = f.x;
- Result[1][2] = f.y;
- Result[2][2] = f.z;
- Result[3][0] = -dot(s, eye);
- Result[3][1] = -dot(u, eye);
- Result[3][2] = -dot(f, eye);
- return Result;
- }
-
- template<typename T, qualifier Q>
- GLM_FUNC_QUALIFIER mat<4, 4, T, Q> lookAt(vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up)
- {
-# if (GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT)
- return lookAtLH(eye, center, up);
-# else
- return lookAtRH(eye, center, up);
-# endif
- }
-}//namespace glm