Change project structure;
Added new c# binding;
This commit is contained in:
74
native/external/cglm/clipspace/view_lh_zo.h
vendored
Normal file
74
native/external/cglm/clipspace/view_lh_zo.h
vendored
Normal file
@@ -0,0 +1,74 @@
|
||||
/*
|
||||
* 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_lh_zo(vec3 eye, vec3 center, vec3 up, mat4 dest)
|
||||
CGLM_INLINE void glm_look_lh_zo(vec3 eye, vec3 dir, vec3 up, mat4 dest)
|
||||
CGLM_INLINE void glm_look_anyup_lh_zo(vec3 eye, vec3 dir, mat4 dest)
|
||||
*/
|
||||
|
||||
#ifndef cglm_view_lh_zo_h
|
||||
#define cglm_view_lh_zo_h
|
||||
|
||||
#include "../common.h"
|
||||
#include "view_lh.h"
|
||||
|
||||
/*!
|
||||
* @brief set up view matrix with left 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_lh_zo(vec3 eye, vec3 center, vec3 up, mat4 dest) {
|
||||
glm_lookat_lh(eye, center, up, dest);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief set up view matrix with left 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_lh_zo(vec3 eye, vec3 dir, vec3 up, mat4 dest) {
|
||||
glm_look_lh(eye, dir, up, dest);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief set up view matrix with left 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_lh_zo(vec3 eye, vec3 dir, mat4 dest) {
|
||||
glm_look_anyup_lh(eye, dir, dest);
|
||||
}
|
||||
|
||||
#endif /*cglm_view_lh_zo_h*/
|
||||
Reference in New Issue
Block a user