nalgebra/nalgebra-glm/src/ext/matrix_clip_space.rs

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use crate::aliases::TMat4;
use na::{Real};
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//pub fn frustum<N: Real>(left: N, right: N, bottom: N, top: N, near: N, far: N) -> TMat4<N> {
// unimplemented!()
//}
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//pub fn frustum_lh<N: Real>(left: N, right: N, bottom: N, top: N, near: N, far: N) -> TMat4<N> {
// unimplemented!()
//}
//
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//pub fn frustum_lr_no<N: Real>(left: N, right: N, bottom: N, top: N, near: N, far: N) -> TMat4<N> {
// unimplemented!()
//}
//
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//pub fn frustum_lh_zo<N: Real>(left: N, right: N, bottom: N, top: N, near: N, far: N) -> TMat4<N> {
// unimplemented!()
//}
//
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//pub fn frustum_no<N: Real>(left: N, right: N, bottom: N, top: N, near: N, far: N) -> TMat4<N> {
// unimplemented!()
//}
//
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//pub fn frustum_rh<N: Real>(left: N, right: N, bottom: N, top: N, near: N, far: N) -> TMat4<N> {
// unimplemented!()
//}
//
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//pub fn frustum_rh_no<N: Real>(left: N, right: N, bottom: N, top: N, near: N, far: N) -> TMat4<N> {
// unimplemented!()
//}
//
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//pub fn frustum_rh_zo<N: Real>(left: N, right: N, bottom: N, top: N, near: N, far: N) -> TMat4<N> {
// unimplemented!()
//}
//
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//pub fn frustum_zo<N: Real>(left: N, right: N, bottom: N, top: N, near: N, far: N) -> TMat4<N> {
// unimplemented!()
//}
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//pub fn infinite_perspective<N: Real>(fovy: N, aspect: N, near: N) -> TMat4<N> {
// unimplemented!()
//}
//
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//pub fn infinite_perspective_lh<N: Real>(fovy: N, aspect: N, near: N) -> TMat4<N> {
// unimplemented!()
//}
//
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//pub fn infinite_perspective_rh<N: Real>(fovy: N, aspect: N, near: N) -> TMat4<N> {
// unimplemented!()
//}
//
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//pub fn infinite_ortho<N: Real>(left: N, right: N, bottom: N, top: N) -> TMat4<N> {
// unimplemented!()
//}
/// Creates a matrix for a right hand orthographic-view frustum with a depth range of -1 to 1
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///
/// # Parameters
///
/// * `left` - Coordinate for left bound of matrix
/// * `right` - Coordinate for right bound of matrix
/// * `bottom` - Coordinate for bottom bound of matrix
/// * `top` - Coordinate for top bound of matrix
/// * `znear` - Distance from the viewer to the near clipping plane
/// * `zfar` - Distance from the viewer to the far clipping plane
///
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pub fn ortho<N: Real>(left: N, right: N, bottom: N, top: N, znear: N, zfar: N) -> TMat4<N> {
ortho_rh_no(left, right, bottom, top, znear, zfar)
}
/// Creates a left hand matrix for a orthographic-view frustum with a depth range of -1 to 1
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///
/// # Parameters
///
/// * `left` - Coordinate for left bound of matrix
/// * `right` - Coordinate for right bound of matrix
/// * `bottom` - Coordinate for bottom bound of matrix
/// * `top` - Coordinate for top bound of matrix
/// * `znear` - Distance from the viewer to the near clipping plane
/// * `zfar` - Distance from the viewer to the far clipping plane
///
pub fn ortho_lh<N: Real>(left: N, right: N, bottom: N, top: N, znear: N, zfar: N) -> TMat4<N> {
ortho_lh_no(left, right, bottom, top, znear, zfar)
}
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/// Creates a left hand matrix for a orthographic-view frustum with a depth range of -1 to 1
///
/// # Parameters
///
/// * `left` - Coordinate for left bound of matrix
/// * `right` - Coordinate for right bound of matrix
/// * `bottom` - Coordinate for bottom bound of matrix
/// * `top` - Coordinate for top bound of matrix
/// * `znear` - Distance from the viewer to the near clipping plane
/// * `zfar` - Distance from the viewer to the far clipping plane
///
pub fn ortho_lh_no<N: Real>(left: N, right: N, bottom: N, top: N, znear: N, zfar: N) -> TMat4<N> {
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let two : N = crate::convert(2.0);
let mut mat : TMat4<N> = TMat4::<N>::identity();
mat[(0, 0)] = two / (right - left);
mat[(0, 3)] = -(right + left) / (right - left);
mat[(1, 1)] = two / (top-bottom);
mat[(1, 3)] = -(top + bottom) / (top - bottom);
mat[(2, 2)] = two / (zfar - znear);
mat[(2, 3)] = -(zfar + znear) / (zfar - znear);
mat
}
/// Creates a matrix for a left hand orthographic-view frustum with a depth range of 0 to 1
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///
/// # Parameters
///
/// * `left` - Coordinate for left bound of matrix
/// * `right` - Coordinate for right bound of matrix
/// * `bottom` - Coordinate for bottom bound of matrix
/// * `top` - Coordinate for top bound of matrix
/// * `znear` - Distance from the viewer to the near clipping plane
/// * `zfar` - Distance from the viewer to the far clipping plane
///
pub fn ortho_lh_zo<N: Real>(left: N, right: N, bottom: N, top: N, znear: N, zfar: N) -> TMat4<N> {
let one : N = N::one();
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let two : N = crate::convert(2.0);
let mut mat : TMat4<N> = TMat4::<N>::identity();
mat[(0, 0)] = two / (right - left);
mat[(0, 3)] = - (right + left) / (right - left);
mat[(1, 1)] = two / (top - bottom);
mat[(1, 3)] = - (top + bottom) / (top - bottom);
mat[(2, 2)] = one / (zfar - znear);
mat[(2, 3)] = - znear / (zfar - znear);
mat
}
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/// Creates a matrix for a right hand orthographic-view frustum with a depth range of -1 to 1
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///
/// # Parameters
///
/// * `left` - Coordinate for left bound of matrix
/// * `right` - Coordinate for right bound of matrix
/// * `bottom` - Coordinate for bottom bound of matrix
/// * `top` - Coordinate for top bound of matrix
/// * `znear` - Distance from the viewer to the near clipping plane
/// * `zfar` - Distance from the viewer to the far clipping plane
///
pub fn ortho_no<N: Real>(left: N, right: N, bottom: N, top: N, znear: N, zfar: N) -> TMat4<N> {
ortho_rh_no(left, right, bottom, top, znear, zfar)
}
/// Creates a matrix for a right hand orthographic-view frustum with a depth range of -1 to 1
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///
/// # Parameters
///
/// * `left` - Coordinate for left bound of matrix
/// * `right` - Coordinate for right bound of matrix
/// * `bottom` - Coordinate for bottom bound of matrix
/// * `top` - Coordinate for top bound of matrix
/// * `znear` - Distance from the viewer to the near clipping plane
/// * `zfar` - Distance from the viewer to the far clipping plane
///
pub fn ortho_rh<N: Real>(left: N, right: N, bottom: N, top: N, znear: N, zfar: N) -> TMat4<N> {
ortho_rh_no(left, right, bottom, top, znear, zfar)
}
/// Creates a matrix for a right hand orthographic-view frustum with a depth range of -1 to 1
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///
/// # Parameters
///
/// * `left` - Coordinate for left bound of matrix
/// * `right` - Coordinate for right bound of matrix
/// * `bottom` - Coordinate for bottom bound of matrix
/// * `top` - Coordinate for top bound of matrix
/// * `znear` - Distance from the viewer to the near clipping plane
/// * `zfar` - Distance from the viewer to the far clipping plane
///
pub fn ortho_rh_no<N: Real>(left: N, right: N, bottom: N, top: N, znear: N, zfar: N) -> TMat4<N> {
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let two : N = crate::convert(2.0);
let mut mat : TMat4<N> = TMat4::<N>::identity();
mat[(0, 0)] = two / (right - left);
mat[(0, 3)] = - (right + left) / (right - left);
mat[(1, 1)] = two/(top-bottom);
mat[(1, 3)] = - (top + bottom) / (top - bottom);
mat[(2, 2)] = - two / (zfar - znear);
mat[(2, 3)] = - (zfar + znear) / (zfar - znear);
mat
}
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/// Creates a right hand matrix for a orthographic-view frustum with a depth range of 0 to 1
///
/// # Parameters
///
/// * `left` - Coordinate for left bound of matrix
/// * `right` - Coordinate for right bound of matrix
/// * `bottom` - Coordinate for bottom bound of matrix
/// * `top` - Coordinate for top bound of matrix
/// * `znear` - Distance from the viewer to the near clipping plane
/// * `zfar` - Distance from the viewer to the far clipping plane
///
pub fn ortho_rh_zo<N: Real>(left: N, right: N, bottom: N, top: N, znear: N, zfar: N) -> TMat4<N> {
let one : N = N::one();
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let two : N = crate::convert(2.0);
let mut mat : TMat4<N> = TMat4::<N>::identity();
mat[(0, 0)] = two / (right - left);
mat[(0, 3)] = - (right + left) / (right - left);
mat[(1, 1)] = two/(top-bottom);
mat[(1, 3)] = - (top + bottom) / (top - bottom);
mat[(2, 2)] = - one / (zfar - znear);
mat[(2, 3)] = - znear / (zfar - znear);
mat
}
/// Creates a right hand matrix for a orthographic-view frustum with a depth range of 0 to 1
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///
/// # Parameters
///
/// * `left` - Coordinate for left bound of matrix
/// * `right` - Coordinate for right bound of matrix
/// * `bottom` - Coordinate for bottom bound of matrix
/// * `top` - Coordinate for top bound of matrix
/// * `znear` - Distance from the viewer to the near clipping plane
/// * `zfar` - Distance from the viewer to the far clipping plane
///
pub fn ortho_zo<N: Real>(left: N, right: N, bottom: N, top: N, znear: N, zfar: N) -> TMat4<N> {
ortho_rh_zo(left, right, bottom, top, znear, zfar)
}
/// Creates a matrix for a right hand perspective-view frustum with a depth range of -1 to 1
///
/// # Parameters
///
/// * `fov` - Field of view, in radians
/// * `width` - Width of the viewport
/// * `height` - Height of the viewport
/// * `near` - Distance from the viewer to the near clipping plane
/// * `far` - Distance from the viewer to the far clipping plane
///
pub fn perspective_fov<N: Real>(fov: N, width: N, height: N, near: N, far: N) -> TMat4<N> {
perspective_fov_rh_no(fov, width, height, near, far)
}
/// Creates a matrix for a left hand perspective-view frustum with a depth range of -1 to 1
///
/// # Parameters
///
/// * `fov` - Field of view, in radians
/// * `width` - Width of the viewport
/// * `height` - Height of the viewport
/// * `near` - Distance from the viewer to the near clipping plane
/// * `far` - Distance from the viewer to the far clipping plane
///
pub fn perspective_fov_lh<N: Real>(fov: N, width: N, height: N, near: N, far: N) -> TMat4<N> {
perspective_fov_lh_no(fov, width, height, near, far)
}
/// Creates a matrix for a left hand perspective-view frustum with a depth range of -1 to 1
///
/// # Parameters
///
/// * `fov` - Field of view, in radians
/// * `width` - Width of the viewport
/// * `height` - Height of the viewport
/// * `near` - Distance from the viewer to the near clipping plane
/// * `far` - Distance from the viewer to the far clipping plane
///
pub fn perspective_fov_lh_no<N: Real>(fov: N, width: N, height: N, near: N, far: N) -> TMat4<N> {
assert!(
width > N::zero(),
"The width must be greater than zero"
);
assert!(
height > N::zero(),
"The height must be greater than zero."
);
assert!(
fov > N::zero(),
"The fov must be greater than zero"
);
let mut mat = TMat4::zeros();
let rad = fov;
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let h = (rad * crate::convert(0.5)).cos() / (rad * crate::convert(0.5)).sin();
let w = h * height / width;
mat[(0, 0)] = w;
mat[(1, 1)] = h;
mat[(2, 2)] = (far + near) / (far - near);
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mat[(2, 3)] = - (far * near * crate::convert(2.0)) / (far - near);
mat[(3, 2)] = N::one();
mat
}
/// Creates a matrix for a left hand perspective-view frustum with a depth range of 0 to 1
///
/// # Parameters
///
/// * `fov` - Field of view, in radians
/// * `width` - Width of the viewport
/// * `height` - Height of the viewport
/// * `near` - Distance from the viewer to the near clipping plane
/// * `far` - Distance from the viewer to the far clipping plane
///
pub fn perspective_fov_lh_zo<N: Real>(fov: N, width: N, height: N, near: N, far: N) -> TMat4<N> {
assert!(
width > N::zero(),
"The width must be greater than zero"
);
assert!(
height > N::zero(),
"The height must be greater than zero."
);
assert!(
fov > N::zero(),
"The fov must be greater than zero"
);
let mut mat = TMat4::zeros();
let rad = fov;
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let h = (rad * crate::convert(0.5)).cos() / (rad * crate::convert(0.5)).sin();
let w = h * height / width;
mat[(0, 0)] = w;
mat[(1, 1)] = h;
mat[(2, 2)] = far / (far - near);
mat[(2, 3)] = -(far * near) / (far - near);
mat[(3, 2)] = N::one();
mat
}
/// Creates a matrix for a right hand perspective-view frustum with a depth range of -1 to 1
///
/// # Parameters
///
/// * `fov` - Field of view, in radians
/// * `width` - Width of the viewport
/// * `height` - Height of the viewport
/// * `near` - Distance from the viewer to the near clipping plane
/// * `far` - Distance from the viewer to the far clipping plane
///
pub fn perspective_fov_no<N: Real>(fov: N, width: N, height: N, near: N, far: N) -> TMat4<N> {
perspective_fov_rh_no(fov, width, height, near, far)
}
/// Creates a matrix for a right hand perspective-view frustum with a depth range of -1 to 1
///
/// # Parameters
///
/// * `fov` - Field of view, in radians
/// * `width` - Width of the viewport
/// * `height` - Height of the viewport
/// * `near` - Distance from the viewer to the near clipping plane
/// * `far` - Distance from the viewer to the far clipping plane
///
pub fn perspective_fov_rh<N: Real>(fov: N, width: N, height: N, near: N, far: N) -> TMat4<N> {
perspective_fov_rh_no(fov, width, height, near, far)
}
/// Creates a matrix for a right hand perspective-view frustum with a depth range of -1 to 1
///
/// # Parameters
///
/// * `fov` - Field of view, in radians
/// * `width` - Width of the viewport
/// * `height` - Height of the viewport
/// * `near` - Distance from the viewer to the near clipping plane
/// * `far` - Distance from the viewer to the far clipping plane
///
pub fn perspective_fov_rh_no<N: Real>(fov: N, width: N, height: N, near: N, far: N) -> TMat4<N> {
assert!(
width > N::zero(),
"The width must be greater than zero"
);
assert!(
height > N::zero(),
"The height must be greater than zero."
);
assert!(
fov > N::zero(),
"The fov must be greater than zero"
);
let mut mat = TMat4::zeros();
let rad = fov;
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let h = (rad * crate::convert(0.5)).cos() / (rad * crate::convert(0.5)).sin();
let w = h * height / width;
mat[(0, 0)] = w;
mat[(1, 1)] = h;
mat[(2, 2)] = - (far + near) / (far - near);
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mat[(2, 3)] = - (far * near * crate::convert(2.0)) / (far - near);
mat[(3, 2)] = -N::one();
mat
}
/// Creates a matrix for a right hand perspective-view frustum with a depth range of 0 to 1
///
/// # Parameters
///
/// * `fov` - Field of view, in radians
/// * `width` - Width of the viewport
/// * `height` - Height of the viewport
/// * `near` - Distance from the viewer to the near clipping plane
/// * `far` - Distance from the viewer to the far clipping plane
///
pub fn perspective_fov_rh_zo<N: Real>(fov: N, width: N, height: N, near: N, far: N) -> TMat4<N> {
assert!(
width > N::zero(),
"The width must be greater than zero"
);
assert!(
height > N::zero(),
"The height must be greater than zero."
);
assert!(
fov > N::zero(),
"The fov must be greater than zero"
);
let mut mat = TMat4::zeros();
let rad = fov;
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let h = (rad * crate::convert(0.5)).cos() / (rad * crate::convert(0.5)).sin();
let w = h * height / width;
mat[(0, 0)] = w;
mat[(1, 1)] = h;
mat[(2, 2)] = far / (near - far);
mat[(2, 3)] = -(far * near) / (far - near);
mat[(3, 2)] = -N::one();
mat
}
/// Creates a matrix for a right hand perspective-view frustum with a depth range of 0 to 1
///
/// # Parameters
///
/// * `fov` - Field of view, in radians
/// * `width` - Width of the viewport
/// * `height` - Height of the viewport
/// * `near` - Distance from the viewer to the near clipping plane
/// * `far` - Distance from the viewer to the far clipping plane
///
pub fn perspective_fov_zo<N: Real>(fov: N, width: N, height: N, near: N, far: N) -> TMat4<N> {
perspective_fov_rh_zo(fov, width, height, near, far)
}
/// Creates a matrix for a right hand perspective-view frustum with a depth range of -1 to 1
///
/// # Parameters
///
/// * `fovy` - Field of view, in radians
/// * `aspect` - Ratio of viewport width to height (width/height)
/// * `near` - Distance from the viewer to the near clipping plane
/// * `far` - Distance from the viewer to the far clipping plane
///
/// # Important note
/// The `aspect` and `fovy` argument are interchanged compared to the original GLM API.
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pub fn perspective<N: Real>(aspect: N, fovy: N, near: N, far: N) -> TMat4<N> {
// TODO: Breaking change - revert back to proper glm conventions?
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//
// Prior to changes to support configuring the behaviour of this function it was simply
// a wrapper around Perspective3::new(). The argument order for that function is different
// than the glm convention, but reordering the arguments would've caused pointlessly
// un-optimal code to be generated so they were rearranged so the function would just call
// straight through.
//
// Now this call to Perspective3::new() is no longer made so the functions can have their
// arguments reordered to the glm convention. Unfortunately this is a breaking change so
// can't be cleanly integrated into the existing library version without breaking other
// people's code. Reordering to glm isn't a huge deal but if it is done it will have to be
// in a major API breaking update.
//
perspective_rh_no(aspect, fovy, near, far)
}
/// Creates a matrix for a left hand perspective-view frustum with a depth range of -1 to 1
///
/// # Parameters
///
/// * `fovy` - Field of view, in radians
/// * `aspect` - Ratio of viewport width to height (width/height)
/// * `near` - Distance from the viewer to the near clipping plane
/// * `far` - Distance from the viewer to the far clipping plane
///
/// # Important note
/// The `aspect` and `fovy` argument are interchanged compared to the original GLM API.
pub fn perspective_lh<N: Real>(aspect: N, fovy: N, near: N, far: N) -> TMat4<N> {
perspective_lh_no(aspect, fovy, near, far)
}
/// Creates a matrix for a left hand perspective-view frustum with a depth range of -1 to 1
///
/// # Parameters
///
/// * `fovy` - Field of view, in radians
/// * `aspect` - Ratio of viewport width to height (width/height)
/// * `near` - Distance from the viewer to the near clipping plane
/// * `far` - Distance from the viewer to the far clipping plane
///
/// # Important note
/// The `aspect` and `fovy` argument are interchanged compared to the original GLM API.
pub fn perspective_lh_no<N: Real>(aspect: N, fovy: N, near: N, far: N) -> TMat4<N> {
assert!(
!relative_eq!(far - near, N::zero()),
"The near-plane and far-plane must not be superimposed."
);
assert!(
!relative_eq!(aspect, N::zero()),
"The apsect ratio must not be zero."
);
let one = N::one();
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let two: N = crate::convert( 2.0);
let mut mat : TMat4<N> = TMat4::zeros();
let tan_half_fovy = (fovy / two).tan();
mat[(0, 0)] = one / (aspect * tan_half_fovy);
mat[(1, 1)] = one / tan_half_fovy;
mat[(2, 2)] = (far + near) / (far - near);
mat[(2, 3)] = -(two * far * near) / (far - near);
mat[(3, 2)] = one;
mat
}
/// Creates a matrix for a left hand perspective-view frustum with a depth range of 0 to 1
///
/// # Parameters
///
/// * `fovy` - Field of view, in radians
/// * `aspect` - Ratio of viewport width to height (width/height)
/// * `near` - Distance from the viewer to the near clipping plane
/// * `far` - Distance from the viewer to the far clipping plane
///
/// # Important note
/// The `aspect` and `fovy` argument are interchanged compared to the original GLM API.
pub fn perspective_lh_zo<N: Real>(aspect: N, fovy: N, near: N, far: N) -> TMat4<N> {
assert!(
!relative_eq!(far - near, N::zero()),
"The near-plane and far-plane must not be superimposed."
);
assert!(
!relative_eq!(aspect, N::zero()),
"The apsect ratio must not be zero."
);
let one = N::one();
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let two: N = crate::convert( 2.0);
let mut mat: TMat4<N> = TMat4::zeros();
let tan_half_fovy = (fovy / two).tan();
mat[(0, 0)] = one / (aspect * tan_half_fovy);
mat[(1, 1)] = one / tan_half_fovy;
mat[(2, 2)] = far / (far - near);
mat[(2, 3)] = -(far * near) / (far - near);
mat[(3, 2)] = one;
mat
}
/// Creates a matrix for a right hand perspective-view frustum with a depth range of -1 to 1
///
/// # Parameters
///
/// * `fovy` - Field of view, in radians
/// * `aspect` - Ratio of viewport width to height (width/height)
/// * `near` - Distance from the viewer to the near clipping plane
/// * `far` - Distance from the viewer to the far clipping plane
///
/// # Important note
/// The `aspect` and `fovy` argument are interchanged compared to the original GLM API.
pub fn perspective_no<N: Real>(aspect: N, fovy: N, near: N, far: N) -> TMat4<N> {
perspective_rh_no(aspect, fovy, near, far)
}
/// Creates a matrix for a right hand perspective-view frustum with a depth range of -1 to 1
///
/// # Parameters
///
/// * `fovy` - Field of view, in radians
/// * `aspect` - Ratio of viewport width to height (width/height)
/// * `near` - Distance from the viewer to the near clipping plane
/// * `far` - Distance from the viewer to the far clipping plane
///
/// # Important note
/// The `aspect` and `fovy` argument are interchanged compared to the original GLM API.
pub fn perspective_rh<N: Real>(aspect: N, fovy: N, near: N, far: N) -> TMat4<N> {
perspective_rh_no(aspect, fovy, near, far)
}
/// Creates a matrix for a right hand perspective-view frustum with a depth range of -1 to 1
///
/// # Parameters
///
/// * `fovy` - Field of view, in radians
/// * `aspect` - Ratio of viewport width to height (width/height)
/// * `near` - Distance from the viewer to the near clipping plane
/// * `far` - Distance from the viewer to the far clipping plane
///
/// # Important note
/// The `aspect` and `fovy` argument are interchanged compared to the original GLM API.
pub fn perspective_rh_no<N: Real>(aspect: N, fovy: N, near: N, far: N) -> TMat4<N> {
assert!(
!relative_eq!(far - near, N::zero()),
"The near-plane and far-plane must not be superimposed."
);
assert!(
!relative_eq!(aspect, N::zero()),
"The apsect ratio must not be zero."
);
let negone = -N::one();
let one = N::one();
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let two: N = crate::convert( 2.0);
let mut mat = TMat4::zeros();
let tan_half_fovy = (fovy / two).tan();
mat[(0, 0)] = one / (aspect * tan_half_fovy);
mat[(1, 1)] = one / tan_half_fovy;
mat[(2, 2)] = - (far + near) / (far - near);
mat[(2, 3)] = -(two * far * near) / (far - near);
mat[(3, 2)] = negone;
mat
}
/// Creates a matrix for a right hand perspective-view frustum with a depth range of 0 to 1
///
/// # Parameters
///
/// * `fovy` - Field of view, in radians
/// * `aspect` - Ratio of viewport width to height (width/height)
/// * `near` - Distance from the viewer to the near clipping plane
/// * `far` - Distance from the viewer to the far clipping plane
///
/// # Important note
/// The `aspect` and `fovy` argument are interchanged compared to the original GLM API.
pub fn perspective_rh_zo<N: Real>(aspect: N, fovy: N, near: N, far: N) -> TMat4<N> {
assert!(
!relative_eq!(far - near, N::zero()),
"The near-plane and far-plane must not be superimposed."
);
assert!(
!relative_eq!(aspect, N::zero()),
"The apsect ratio must not be zero."
);
let negone = -N::one();
let one = N::one();
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let two = crate::convert( 2.0);
let mut mat = TMat4::zeros();
let tan_half_fovy = (fovy / two).tan();
mat[(0, 0)] = one / (aspect * tan_half_fovy);
mat[(1, 1)] = one / tan_half_fovy;
mat[(2, 2)] = far / (near - far);
mat[(2, 3)] = -(far * near) / (far - near);
mat[(3, 2)] = negone;
mat
}
/// Creates a matrix for a right hand perspective-view frustum with a depth range of 0 to 1
///
/// # Parameters
///
/// * `fovy` - Field of view, in radians
/// * `aspect` - Ratio of viewport width to height (width/height)
/// * `near` - Distance from the viewer to the near clipping plane
/// * `far` - Distance from the viewer to the far clipping plane
///
/// # Important note
/// The `aspect` and `fovy` argument are interchanged compared to the original GLM API.
pub fn perspective_zo<N: Real>(aspect: N, fovy: N, near: N, far: N) -> TMat4<N> {
perspective_rh_zo(aspect, fovy, near, far)
}
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//pub fn tweaked_infinite_perspective<N: Real>(fovy: N, aspect: N, near: N) -> TMat4<N> {
// unimplemented!()
//}
//
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//pub fn tweaked_infinite_perspective_ep<N: Real>(fovy: N, aspect: N, near: N, ep: N) -> TMat4<N> {
// unimplemented!()
//}