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diff --git a/include/cglm/struct/clipspace/view_rh_zo.h b/include/cglm/struct/clipspace/view_rh_zo.h
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+/*
+ * 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_rh_zo(vec3s eye, vec3s center, vec3s up)
+ CGLM_INLINE mat4s glms_look_rh_zo(vec3s eye, vec3s dir, vec3s up)
+ CGLM_INLINE mat4s glms_look_anyup_rh_zo(vec3s eye, vec3s dir)
+ */
+
+#ifndef cglms_view_rh_zo_h
+#define cglms_view_rh_zo_h
+
+#include "../../common.h"
+#include "../../types-struct.h"
+#include "../../plane.h"
+#include "../../cam.h"
+#include "../../clipspace/view_rh_zo.h"
+
+/*!
+ * @brief set up view matrix
+ * with a right-hand coordinate system and a
+ * clip-space of [0, 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_rh_zo(vec3s eye, vec3s center, vec3s up) {
+ mat4s dest;
+ glm_lookat_rh_zo(eye.raw, center.raw, up.raw, dest.raw);
+ return dest;
+}
+
+/*!
+ * @brief set up view matrix
+ * with a right-hand coordinate system and a
+ * clip-space of [0, 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_rh_zo(vec3s eye, vec3s dir, vec3s up) {
+ mat4s dest;
+ glm_look_rh_zo(eye.raw, dir.raw, up.raw, dest.raw);
+ return dest;
+}
+
+/*!
+ * @brief set up view matrix
+ * with a right-hand coordinate system and a
+ * clip-space of [0, 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_rh_zo(vec3s eye, vec3s dir) {
+ mat4s dest;
+ glm_look_anyup_rh_zo(eye.raw, dir.raw, dest.raw);
+ return dest;
+}
+
+#endif /* cglms_view_rh_zo_h */