mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-30 20:13:22 +08:00
Updated GLM version w/ now standard radians as angles.
This commit is contained in:
@@ -1,7 +1,7 @@
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///////////////////////////////////////////////////////////////////////////////////
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/// OpenGL Mathematics (glm.g-truc.net)
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///
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/// Copyright (c) 2005 - 2013 G-Truc Creation (www.g-truc.net)
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/// Copyright (c) 2005 - 2015 G-Truc Creation (www.g-truc.net)
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/// Permission is hereby granted, free of charge, to any person obtaining a copy
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/// of this software and associated documentation files (the "Software"), to deal
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/// in the Software without restriction, including without limitation the rights
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@@ -12,6 +12,10 @@
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/// The above copyright notice and this permission notice shall be included in
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/// all copies or substantial portions of the Software.
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///
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/// Restrictions:
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/// By making use of the Software for military purposes, you choose to make
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/// a Bunny unhappy.
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///
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/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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@@ -43,13 +47,16 @@
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/// <glm/gtc/matrix_transform.hpp> need to be included to use these functionalities.
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///////////////////////////////////////////////////////////////////////////////////
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#ifndef GLM_GTC_matrix_transform
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#define GLM_GTC_matrix_transform GLM_VERSION
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#pragma once
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// Dependency:
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#include "../glm.hpp"
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// Dependencies
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#include "../mat4x4.hpp"
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#include "../vec2.hpp"
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#include "../vec3.hpp"
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#include "../vec4.hpp"
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#include "../gtc/constants.hpp"
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#if(defined(GLM_MESSAGES) && !defined(glm_ext))
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#if(defined(GLM_MESSAGES) && !defined(GLM_EXT_INCLUDED))
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# pragma message("GLM: GLM_GTC_matrix_transform extension included")
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#endif
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@@ -74,31 +81,27 @@ namespace glm
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/// // m[3][0] == 1.0f, m[3][1] == 1.0f, m[3][2] == 1.0f, m[3][3] == 1.0f
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/// @endcode
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/// @see gtc_matrix_transform
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/// @see gtx_transform
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/// @see - translate(T x, T y, T z)
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/// @see - translate(detail::tmat4x4<T> const & m, T x, T y, T z)
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/// @see - translate(detail::tvec3<T> const & v)
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template <typename T>
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detail::tmat4x4<T> translate(
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detail::tmat4x4<T> const & m,
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detail::tvec3<T> const & v);
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/// @see - translate(tmat4x4<T, P> const & m, T x, T y, T z)
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/// @see - translate(tvec3<T, P> const & v)
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template <typename T, precision P>
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GLM_FUNC_DECL tmat4x4<T, P> translate(
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tmat4x4<T, P> const & m,
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tvec3<T, P> const & v);
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/// Builds a rotation 4 * 4 matrix created from an axis vector and an angle.
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///
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/// @param m Input matrix multiplied by this rotation matrix.
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/// @param angle Rotation angle expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise.
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/// @param axis Rotation axis, recommanded to be normalized.
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/// @param angle Rotation angle expressed in radians.
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/// @param axis Rotation axis, recommended to be normalized.
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/// @tparam T Value type used to build the matrix. Supported: half, float or double.
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/// @see gtc_matrix_transform
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/// @see gtx_transform
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/// @see - rotate(T angle, T x, T y, T z)
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/// @see - rotate(detail::tmat4x4<T> const & m, T angle, T x, T y, T z)
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/// @see - rotate(T angle, detail::tvec3<T> const & v)
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template <typename T>
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detail::tmat4x4<T> rotate(
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detail::tmat4x4<T> const & m,
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T const & angle,
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detail::tvec3<T> const & axis);
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/// @see - rotate(tmat4x4<T, P> const & m, T angle, T x, T y, T z)
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/// @see - rotate(T angle, tvec3<T, P> const & v)
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template <typename T, precision P>
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GLM_FUNC_DECL tmat4x4<T, P> rotate(
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tmat4x4<T, P> const & m,
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T angle,
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tvec3<T, P> const & axis);
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/// Builds a scale 4 * 4 matrix created from 3 scalars.
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///
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@@ -106,14 +109,12 @@ namespace glm
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/// @param v Ratio of scaling for each axis.
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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/// @see gtx_transform
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/// @see - scale(T x, T y, T z) scale(T const & x, T const & y, T const & z)
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/// @see - scale(detail::tmat4x4<T> const & m, T x, T y, T z)
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/// @see - scale(detail::tvec3<T> const & v)
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template <typename T>
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detail::tmat4x4<T> scale(
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detail::tmat4x4<T> const & m,
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detail::tvec3<T> const & v);
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/// @see - scale(tmat4x4<T, P> const & m, T x, T y, T z)
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/// @see - scale(tvec3<T, P> const & v)
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template <typename T, precision P>
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GLM_FUNC_DECL tmat4x4<T, P> scale(
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tmat4x4<T, P> const & m,
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tvec3<T, P> const & v);
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/// Creates a matrix for an orthographic parallel viewing volume.
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///
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@@ -126,14 +127,14 @@ namespace glm
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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/// @see - glm::ortho(T const & left, T const & right, T const & bottom, T const & top)
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template <typename T>
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detail::tmat4x4<T> ortho(
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T const & left,
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T const & right,
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T const & bottom,
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T const & top,
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T const & zNear,
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T const & zFar);
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template <typename T>
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GLM_FUNC_DECL tmat4x4<T, defaultp> ortho(
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T left,
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T right,
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T bottom,
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T top,
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T zNear,
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T zFar);
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/// Creates a matrix for projecting two-dimensional coordinates onto the screen.
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///
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@@ -143,13 +144,13 @@ namespace glm
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/// @param top
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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/// @see - glm::ortho(T const & left, T const & right, T const & bottom, T const & top, T const & zNear, T const & zFar)
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template <typename T>
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detail::tmat4x4<T> ortho(
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T const & left,
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T const & right,
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T const & bottom,
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T const & top);
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/// @see - glm::ortho(T const & left, T const & right, T const & bottom, T const & top, T const & zNear, T const & zFar)
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template <typename T>
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GLM_FUNC_DECL tmat4x4<T, defaultp> ortho(
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T left,
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T right,
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T bottom,
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T top);
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/// Creates a frustum matrix.
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///
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@@ -161,131 +162,233 @@ namespace glm
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/// @param far
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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template <typename T>
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detail::tmat4x4<T> frustum(
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T const & left,
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T const & right,
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T const & bottom,
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T const & top,
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T const & near,
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T const & far);
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template <typename T>
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GLM_FUNC_DECL tmat4x4<T, defaultp> frustum(
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T left,
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T right,
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T bottom,
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T top,
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T near,
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T far);
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/// Creates a matrix for a symetric perspective-view frustum.
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/// Creates a matrix for a symetric perspective-view frustum based on the default handedness.
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///
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/// @param fovy Expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise.
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/// @param aspect
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/// @param near
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/// @param far
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/// @param fovy Specifies the field of view angle in the y direction. Expressed in radians.
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/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
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/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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template <typename T>
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detail::tmat4x4<T> perspective(
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T const & fovy,
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T const & aspect,
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T const & near,
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T const & far);
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template <typename T>
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GLM_FUNC_DECL tmat4x4<T, defaultp> perspective(
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T fovy,
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T aspect,
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T near,
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T far);
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/// Builds a perspective projection matrix based on a field of view.
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/// Creates a matrix for a right handed, symetric perspective-view frustum.
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///
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/// @param fov Expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise.
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
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/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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template <typename T>
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GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveRH(
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T fovy,
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T aspect,
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T near,
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T far);
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/// Creates a matrix for a left handed, symetric perspective-view frustum.
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///
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
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/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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template <typename T>
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GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveLH(
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T fovy,
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T aspect,
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T near,
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T far);
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/// Builds a perspective projection matrix based on a field of view and the default handedness.
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///
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/// @param fov Expressed in radians.
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/// @param width
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/// @param height
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/// @param near
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/// @param far
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/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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template <typename valType>
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detail::tmat4x4<valType> perspectiveFov(
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valType const & fov,
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valType const & width,
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valType const & height,
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valType const & near,
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valType const & far);
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template <typename T>
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GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveFov(
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T fov,
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T width,
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T height,
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T near,
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T far);
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/// Builds a right handed perspective projection matrix based on a field of view.
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///
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/// @param fov Expressed in radians.
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/// @param width
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/// @param height
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/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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template <typename T>
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GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveFovRH(
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T fov,
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T width,
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T height,
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T near,
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T far);
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/// Builds a left handed perspective projection matrix based on a field of view.
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///
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/// @param fov Expressed in radians.
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/// @param width
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/// @param height
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/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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template <typename T>
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GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveFovLH(
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T fov,
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T width,
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T height,
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T near,
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T far);
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/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite.
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///
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/// @param fovy Expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise.
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/// @param aspect
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/// @param near
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
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/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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template <typename T>
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detail::tmat4x4<T> infinitePerspective(
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template <typename T>
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GLM_FUNC_DECL tmat4x4<T, defaultp> infinitePerspective(
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T fovy, T aspect, T near);
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/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping.
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///
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/// @param fovy Expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise.
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/// @param aspect
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/// @param near
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
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/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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template <typename T>
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detail::tmat4x4<T> tweakedInfinitePerspective(
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template <typename T>
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GLM_FUNC_DECL tmat4x4<T, defaultp> tweakedInfinitePerspective(
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T fovy, T aspect, T near);
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/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping.
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///
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
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/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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/// @param ep
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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template <typename T>
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GLM_FUNC_DECL tmat4x4<T, defaultp> tweakedInfinitePerspective(
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T fovy, T aspect, T near, T ep);
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/// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates.
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///
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/// @param obj
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/// @param model
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/// @param proj
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/// @param viewport
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/// @param obj Specify the object coordinates.
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/// @param model Specifies the current modelview matrix
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/// @param proj Specifies the current projection matrix
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||||
/// @param viewport Specifies the current viewport
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/// @return Return the computed window coordinates.
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/// @tparam T Native type used for the computation. Currently supported: half (not recommanded), float or double.
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/// @tparam U Currently supported: Floating-point types and integer types.
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/// @see gtc_matrix_transform
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template <typename T, typename U>
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detail::tvec3<T> project(
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detail::tvec3<T> const & obj,
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detail::tmat4x4<T> const & model,
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detail::tmat4x4<T> const & proj,
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detail::tvec4<U> const & viewport);
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template <typename T, typename U, precision P>
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GLM_FUNC_DECL tvec3<T, P> project(
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tvec3<T, P> const & obj,
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tmat4x4<T, P> const & model,
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tmat4x4<T, P> const & proj,
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tvec4<U, P> const & viewport);
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/// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.
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///
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/// @param win
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||||
/// @param model
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||||
/// @param proj
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/// @param viewport
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||||
///
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||||
/// @param win Specify the window coordinates to be mapped.
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||||
/// @param model Specifies the modelview matrix
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||||
/// @param proj Specifies the projection matrix
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/// @param viewport Specifies the viewport
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||||
/// @return Returns the computed object coordinates.
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||||
/// @tparam T Native type used for the computation. Currently supported: half (not recommanded), float or double.
|
||||
/// @tparam U Currently supported: Floating-point types and integer types.
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/// @see gtc_matrix_transform
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template <typename T, typename U>
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||||
detail::tvec3<T> unProject(
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detail::tvec3<T> const & win,
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||||
detail::tmat4x4<T> const & model,
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||||
detail::tmat4x4<T> const & proj,
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||||
detail::tvec4<U> const & viewport);
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||||
template <typename T, typename U, precision P>
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GLM_FUNC_DECL tvec3<T, P> unProject(
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||||
tvec3<T, P> const & win,
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||||
tmat4x4<T, P> const & model,
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||||
tmat4x4<T, P> const & proj,
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||||
tvec4<U, P> const & viewport);
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||||
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||||
/// Define a picking region
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||||
///
|
||||
/// @param center
|
||||
/// @param delta
|
||||
///
|
||||
/// @param center
|
||||
/// @param delta
|
||||
/// @param viewport
|
||||
/// @tparam T Native type used for the computation. Currently supported: half (not recommanded), float or double.
|
||||
/// @tparam U Currently supported: Floating-point types and integer types.
|
||||
/// @see gtc_matrix_transform
|
||||
template <typename T, typename U>
|
||||
detail::tmat4x4<T> pickMatrix(
|
||||
detail::tvec2<T> const & center,
|
||||
detail::tvec2<T> const & delta,
|
||||
detail::tvec4<U> const & viewport);
|
||||
template <typename T, precision P, typename U>
|
||||
GLM_FUNC_DECL tmat4x4<T, P> pickMatrix(
|
||||
tvec2<T, P> const & center,
|
||||
tvec2<T, P> const & delta,
|
||||
tvec4<U, P> const & viewport);
|
||||
|
||||
/// Build a look at view matrix.
|
||||
///
|
||||
/// Build a look at view matrix based on the default handedness.
|
||||
///
|
||||
/// @param eye Position of the camera
|
||||
/// @param center Position where the camera is looking at
|
||||
/// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)
|
||||
/// @see gtc_matrix_transform
|
||||
/// @see - frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal) frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal)
|
||||
template <typename T>
|
||||
detail::tmat4x4<T> lookAt(
|
||||
detail::tvec3<T> const & eye,
|
||||
detail::tvec3<T> const & center,
|
||||
detail::tvec3<T> const & up);
|
||||
template <typename T, precision P>
|
||||
GLM_FUNC_DECL tmat4x4<T, P> lookAt(
|
||||
tvec3<T, P> const & eye,
|
||||
tvec3<T, P> const & center,
|
||||
tvec3<T, P> const & up);
|
||||
|
||||
/// Build a right handed look at view matrix.
|
||||
///
|
||||
/// @param eye Position of the camera
|
||||
/// @param center Position where the camera is looking at
|
||||
/// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)
|
||||
/// @see gtc_matrix_transform
|
||||
/// @see - frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal) frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal)
|
||||
template <typename T, precision P>
|
||||
GLM_FUNC_DECL tmat4x4<T, P> lookAtRH(
|
||||
tvec3<T, P> const & eye,
|
||||
tvec3<T, P> const & center,
|
||||
tvec3<T, P> const & up);
|
||||
|
||||
/// Build a left handed look at view matrix.
|
||||
///
|
||||
/// @param eye Position of the camera
|
||||
/// @param center Position where the camera is looking at
|
||||
/// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)
|
||||
/// @see gtc_matrix_transform
|
||||
/// @see - frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal) frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal)
|
||||
template <typename T, precision P>
|
||||
GLM_FUNC_DECL tmat4x4<T, P> lookAtLH(
|
||||
tvec3<T, P> const & eye,
|
||||
tvec3<T, P> const & center,
|
||||
tvec3<T, P> const & up);
|
||||
|
||||
/// @}
|
||||
}//namespace glm
|
||||
|
||||
#include "matrix_transform.inl"
|
||||
|
||||
#endif//GLM_GTC_matrix_transform
|
||||
|
||||
Reference in New Issue
Block a user