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- .. default-domain:: C
- 3D Affine Transforms (post)
- ================================================================================
- Post transform functions are similar to pre transform functions except order of application is reversed.
- Post transform functions are applied after the object is transformed with given (model matrix) transform.
- Table of contents (click to go):
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Functions:
- 1. :c:func:`glm_translated_to`
- #. :c:func:`glm_translated`
- #. :c:func:`glm_translated_x`
- #. :c:func:`glm_translated_y`
- #. :c:func:`glm_translated_z`
- #. :c:func:`glm_rotated_x`
- #. :c:func:`glm_rotated_y`
- #. :c:func:`glm_rotated_z`
- #. :c:func:`glm_rotated`
- #. :c:func:`glm_rotated_at`
- #. :c:func:`glm_spinned`
- Functions documentation
- ~~~~~~~~~~~~~~~~~~~~~~~
- .. c:function:: void glm_translated_to(mat4 m, vec3 v, mat4 dest)
- translate existing transform matrix by *v* vector and store result in dest
- Parameters:
- | *[in]* **m** affine transform
- | *[in]* **v** translate vector [x, y, z]
- | *[out]* **dest** translated matrix
- .. c:function:: void glm_translated(mat4 m, vec3 v)
- translate existing transform matrix by *v* vector
- and stores result in same matrix
- Parameters:
- | *[in, out]* **m** affine transform
- | *[in]* **v** translate vector [x, y, z]
- .. c:function:: void glm_translated_x(mat4 m, float x)
- translate existing transform matrix by x factor
- Parameters:
- | *[in, out]* **m** affine transform
- | *[in]* **v** x factor
- .. c:function:: void glm_translated_y(mat4 m, float y)
- translate existing transform matrix by *y* factor
- Parameters:
- | *[in, out]* **m** affine transform
- | *[in]* **v** y factor
- .. c:function:: void glm_translated_z(mat4 m, float z)
- translate existing transform matrix by *z* factor
- Parameters:
- | *[in, out]* **m** affine transform
- | *[in]* **v** z factor
- .. c:function:: void glm_rotated_x(mat4 m, float angle, mat4 dest)
- rotate existing transform matrix around X axis by angle
- and store result in dest
- Parameters:
- | *[in]* **m** affine transform
- | *[in]* **angle** angle (radians)
- | *[out]* **dest** rotated matrix
- .. c:function:: void glm_rotated_y(mat4 m, float angle, mat4 dest)
- rotate existing transform matrix around Y axis by angle
- and store result in dest
- Parameters:
- | *[in]* **m** affine transform
- | *[in]* **angle** angle (radians)
- | *[out]* **dest** rotated matrix
- .. c:function:: void glm_rotated_z(mat4 m, float angle, mat4 dest)
- rotate existing transform matrix around Z axis by angle
- and store result in dest
- Parameters:
- | *[in]* **m** affine transform
- | *[in]* **angle** angle (radians)
- | *[out]* **dest** rotated matrix
- .. c:function:: void glm_rotated(mat4 m, float angle, vec3 axis)
- rotate existing transform matrix around Z axis by angle and axis
- Parameters:
- | *[in, out]* **m** affine transform
- | *[in]* **angle** angle (radians)
- | *[in]* **axis** axis
- .. c:function:: void glm_rotated_at(mat4 m, vec3 pivot, float angle, vec3 axis)
- rotate existing transform around given axis by angle at given pivot point (rotation center)
- Parameters:
- | *[in, out]* **m** affine transform
- | *[in]* **pivot** pivot, anchor point, rotation center
- | *[in]* **angle** angle (radians)
- | *[in]* **axis** axis
- .. c:function:: void glm_spinned(mat4 m, float angle, vec3 axis)
- | rotate existing transform matrix around given axis by angle around self (doesn't affected by position)
- Parameters:
- | *[in, out]* **m** affine transform
- | *[in]* **angle** angle (radians)
- | *[in]* **axis** axis
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