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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 void glm_lookat_rh(vec3 eye, vec3 center, vec3 up, mat4 dest)
- CGLM_INLINE void glm_look_rh(vec3 eye, vec3 dir, vec3 up, mat4 dest)
- CGLM_INLINE void glm_look_anyup_rh(vec3 eye, vec3 dir, mat4 dest)
- */
- #ifndef cglm_view_rh_h
- #define cglm_view_rh_h
- #include "../common.h"
- #include "../plane.h"
- /*!
- * @brief set up view matrix with right 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_rh(vec3 eye, vec3 center, vec3 up, mat4 dest) {
- CGLM_ALIGN(8) vec3 f, u, s;
- glm_vec3_sub(center, eye, f);
- glm_vec3_normalize(f);
- glm_vec3_crossn(f, up, s);
- glm_vec3_cross(s, f, u);
- dest[0][0] = s[0];
- dest[0][1] = u[0];
- dest[0][2] =-f[0];
- dest[1][0] = s[1];
- dest[1][1] = u[1];
- dest[1][2] =-f[1];
- dest[2][0] = s[2];
- dest[2][1] = u[2];
- dest[2][2] =-f[2];
- dest[3][0] =-glm_vec3_dot(s, eye);
- dest[3][1] =-glm_vec3_dot(u, eye);
- dest[3][2] = glm_vec3_dot(f, eye);
- dest[0][3] = dest[1][3] = dest[2][3] = 0.0f;
- dest[3][3] = 1.0f;
- }
- /*!
- * @brief set up view matrix with right 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_rh(vec3 eye, vec3 dir, vec3 up, mat4 dest) {
- CGLM_ALIGN(8) vec3 target;
- glm_vec3_add(eye, dir, target);
- glm_lookat_rh(eye, target, up, dest);
- }
- /*!
- * @brief set up view matrix with right 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_rh(vec3 eye, vec3 dir, mat4 dest) {
- CGLM_ALIGN(8) vec3 up;
- glm_vec3_ortho(dir, up);
- glm_look_rh(eye, dir, up, dest);
- }
- #endif /*cglm_view_rh_h*/
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