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use na::{Real, Orthographic3, Perspective3}; use aliases::TMat4; //pub fn frustum<N: Real>(left: N, right: N, bottom: N, top: N, near: N, far: N) -> TMat4<N> { // unimplemented!() //} //pub fn frustum_lh<N: Real>(left: N, right: N, bottom: N, top: N, near: N, far: N) -> TMat4<N> { // unimplemented!() //} // //pub fn frustum_lr_no<N: Real>(left: N, right: N, bottom: N, top: N, near: N, far: N) -> TMat4<N> { // unimplemented!() //} // //pub fn frustum_lh_zo<N: Real>(left: N, right: N, bottom: N, top: N, near: N, far: N) -> TMat4<N> { // unimplemented!() //} // //pub fn frustum_no<N: Real>(left: N, right: N, bottom: N, top: N, near: N, far: N) -> TMat4<N> { // unimplemented!() //} // //pub fn frustum_rh<N: Real>(left: N, right: N, bottom: N, top: N, near: N, far: N) -> TMat4<N> { // unimplemented!() //} // //pub fn frustum_rh_no<N: Real>(left: N, right: N, bottom: N, top: N, near: N, far: N) -> TMat4<N> { // unimplemented!() //} // //pub fn frustum_rh_zo<N: Real>(left: N, right: N, bottom: N, top: N, near: N, far: N) -> TMat4<N> { // unimplemented!() //} // //pub fn frustum_zo<N: Real>(left: N, right: N, bottom: N, top: N, near: N, far: N) -> TMat4<N> { // unimplemented!() //} //pub fn infinite_perspective<N: Real>(fovy: N, aspect: N, near: N) -> TMat4<N> { // unimplemented!() //} // //pub fn infinite_perspective_lh<N: Real>(fovy: N, aspect: N, near: N) -> TMat4<N> { // unimplemented!() //} // //pub fn infinite_perspective_rh<N: Real>(fovy: N, aspect: N, near: N) -> TMat4<N> { // unimplemented!() //} // //pub fn infinite_ortho<N: Real>(left: N, right: N, bottom: N, top: N) -> TMat4<N> { // unimplemented!() //} /// Creates a matrix for an orthographic parallel viewing volume, using the right handedness and OpenGL near and far clip planes definition. pub fn ortho<N: Real>(left: N, right: N, bottom: N, top: N, znear: N, zfar: N) -> TMat4<N> { Orthographic3::new(left, right, bottom, top, znear, zfar).unwrap() } //pub fn ortho_lh<N: Real>(left: N, right: N, bottom: N, top: N, znear: N, zfar: N) -> TMat4<N> { // unimplemented!() //} // //pub fn ortho_lh_no<N: Real>(left: N, right: N, bottom: N, top: N, znear: N, zfar: N) -> TMat4<N> { // unimplemented!() //} // //pub fn ortho_lh_zo<N: Real>(left: N, right: N, bottom: N, top: N, znear: N, zfar: N) -> TMat4<N> { // unimplemented!() //} // //pub fn ortho_no<N: Real>(left: N, right: N, bottom: N, top: N, znear: N, zfar: N) -> TMat4<N> { // unimplemented!() //} // //pub fn ortho_rh<N: Real>(left: N, right: N, bottom: N, top: N, znear: N, zfar: N) -> TMat4<N> { // unimplemented!() //} // //pub fn ortho_rh_no<N: Real>(left: N, right: N, bottom: N, top: N, znear: N, zfar: N) -> TMat4<N> { // unimplemented!() //} // //pub fn ortho_rh_zo<N: Real>(left: N, right: N, bottom: N, top: N, znear: N, zfar: N) -> TMat4<N> { // unimplemented!() //} // //pub fn ortho_zo<N: Real>(left: N, right: N, bottom: N, top: N, znear: N, zfar: N) -> TMat4<N> { // unimplemented!() //} /// Creates a matrix for a perspective-view frustum based on the right handedness and OpenGL near and far clip planes definition. /// /// # Important note /// The `aspect` and `fovy` argument are interchanged compared to the original GLM API. pub fn perspective<N: Real>(aspect: N, fovy: N, near: N, far: N) -> TMat4<N> { Perspective3::new(aspect, fovy, near, far).unwrap() } //pub fn perspective_fov<N: Real>(fov: N, width: N, height: N, near: N, far: N) -> TMat4<N> { // unimplemented!() //} // //pub fn perspective_fov_lh<N: Real>(fov: N, width: N, height: N, near: N, far: N) -> TMat4<N> { // unimplemented!() //} // //pub fn perspective_fov_lh_no<N: Real>(fov: N, width: N, height: N, near: N, far: N) -> TMat4<N> { // unimplemented!() //} // //pub fn perspective_fov_lh_zo<N: Real>(fov: N, width: N, height: N, near: N, far: N) -> TMat4<N> { // unimplemented!() //} // //pub fn perspective_fov_no<N: Real>(fov: N, width: N, height: N, near: N, far: N) -> TMat4<N> { // unimplemented!() //} // //pub fn perspective_fov_rh<N: Real>(fov: N, width: N, height: N, near: N, far: N) -> TMat4<N> { // unimplemented!() //} // //pub fn perspective_fov_rh_no<N: Real>(fov: N, width: N, height: N, near: N, far: N) -> TMat4<N> { // unimplemented!() //} // //pub fn perspective_fov_rh_zo<N: Real>(fov: N, width: N, height: N, near: N, far: N) -> TMat4<N> { // unimplemented!() //} // //pub fn perspective_fov_zo<N: Real>(fov: N, width: N, height: N, near: N, far: N) -> TMat4<N> { // unimplemented!() //} // //pub fn perspective_lh<N: Real>(fovy: N, aspect: N, near: N, far: N) -> TMat4<N> { // unimplemented!() //} // //pub fn perspective_lh_no<N: Real>(fovy: N, aspect: N, near: N, far: N) -> TMat4<N> { // unimplemented!() //} // //pub fn perspective_lh_zo<N: Real>(fovy: N, aspect: N, near: N, far: N) -> TMat4<N> { // unimplemented!() //} // //pub fn perspective_no<N: Real>(fovy: N, aspect: N, near: N, far: N) -> TMat4<N> { // unimplemented!() //} // //pub fn perspective_rh<N: Real>(fovy: N, aspect: N, near: N, far: N) -> TMat4<N> { // unimplemented!() //} // //pub fn perspective_rh_no<N: Real>(fovy: N, aspect: N, near: N, far: N) -> TMat4<N> { // unimplemented!() //} // //pub fn perspective_rh_zo<N: Real>(fovy: N, aspect: N, near: N, far: N) -> TMat4<N> { // unimplemented!() //} // //pub fn perspective_zo<N: Real>(fovy: N, aspect: N, near: N, far: N) -> TMat4<N> { // unimplemented!() //} // //pub fn tweaked_infinite_perspective<N: Real>(fovy: N, aspect: N, near: N) -> TMat4<N> { // unimplemented!() //} // //pub fn tweaked_infinite_perspective_ep<N: Real>(fovy: N, aspect: N, near: N, ep: N) -> TMat4<N> { // unimplemented!() //}