Updated GLM version w/ now standard radians as angles.

This commit is contained in:
J. de Vries
2016-05-11 20:04:52 +02:00
parent 336df22af5
commit a4c2bb2498
321 changed files with 42426 additions and 35972 deletions

View File

@@ -1,7 +1,7 @@
///////////////////////////////////////////////////////////////////////////////////
/// OpenGL Mathematics (glm.g-truc.net)
///
/// Copyright (c) 2005 - 2013 G-Truc Creation (www.g-truc.net)
/// Copyright (c) 2005 - 2015 G-Truc Creation (www.g-truc.net)
/// Permission is hereby granted, free of charge, to any person obtaining a copy
/// of this software and associated documentation files (the "Software"), to deal
/// in the Software without restriction, including without limitation the rights
@@ -12,6 +12,10 @@
/// The above copyright notice and this permission notice shall be included in
/// all copies or substantial portions of the Software.
///
/// Restrictions:
/// By making use of the Software for military purposes, you choose to make
/// a Bunny unhappy.
///
/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
@@ -26,41 +30,40 @@
/// @author Christophe Riccio
///////////////////////////////////////////////////////////////////////////////////
#include "../geometric.hpp"
#include "../trigonometric.hpp"
#include "../matrix.hpp"
namespace glm
{
template <typename T>
GLM_FUNC_QUALIFIER detail::tmat4x4<T> translate
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat4x4<T, P> translate
(
detail::tmat4x4<T> const & m,
detail::tvec3<T> const & v
tmat4x4<T, P> const & m,
tvec3<T, P> const & v
)
{
detail::tmat4x4<T> Result(m);
tmat4x4<T, P> Result(m);
Result[3] = m[0] * v[0] + m[1] * v[1] + m[2] * v[2] + m[3];
return Result;
}
template <typename T>
GLM_FUNC_QUALIFIER detail::tmat4x4<T> rotate
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat4x4<T, P> rotate
(
detail::tmat4x4<T> const & m,
T const & angle,
detail::tvec3<T> const & v
tmat4x4<T, P> const & m,
T angle,
tvec3<T, P> const & v
)
{
#ifdef GLM_FORCE_RADIANS
T a = angle;
#else
T a = radians(angle);
#endif
T c = cos(a);
T s = sin(a);
T const a = angle;
T const c = cos(a);
T const s = sin(a);
detail::tvec3<T> axis = normalize(v);
tvec3<T, P> axis(normalize(v));
tvec3<T, P> temp((T(1) - c) * axis);
detail::tvec3<T> temp = (T(1) - c) * axis;
detail::tmat4x4<T> Rotate(detail::tmat4x4<T>::null);
tmat4x4<T, P> Rotate(uninitialize);
Rotate[0][0] = c + temp[0] * axis[0];
Rotate[0][1] = 0 + temp[0] * axis[1] + s * axis[2];
Rotate[0][2] = 0 + temp[0] * axis[2] - s * axis[1];
@@ -73,67 +76,28 @@ namespace glm
Rotate[2][1] = 0 + temp[2] * axis[1] - s * axis[0];
Rotate[2][2] = c + temp[2] * axis[2];
detail::tmat4x4<T> Result(detail::tmat4x4<T>::null);
tmat4x4<T, P> Result(uninitialize);
Result[0] = m[0] * Rotate[0][0] + m[1] * Rotate[0][1] + m[2] * Rotate[0][2];
Result[1] = m[0] * Rotate[1][0] + m[1] * Rotate[1][1] + m[2] * Rotate[1][2];
Result[2] = m[0] * Rotate[2][0] + m[1] * Rotate[2][1] + m[2] * Rotate[2][2];
Result[3] = m[3];
return Result;
}
template <typename T>
GLM_FUNC_QUALIFIER detail::tmat4x4<T> scale
(
detail::tmat4x4<T> const & m,
detail::tvec3<T> const & v
)
{
detail::tmat4x4<T> Result(detail::tmat4x4<T>::null);
Result[0] = m[0] * v[0];
Result[1] = m[1] * v[1];
Result[2] = m[2] * v[2];
Result[3] = m[3];
return Result;
}
template <typename T>
GLM_FUNC_QUALIFIER detail::tmat4x4<T> translate_slow
(
detail::tmat4x4<T> const & m,
detail::tvec3<T> const & v
)
{
detail::tmat4x4<T> Result(T(1));
Result[3] = detail::tvec4<T>(v, T(1));
return m * Result;
//detail::tmat4x4<valType> Result(m);
Result[3] = m[0] * v[0] + m[1] * v[1] + m[2] * v[2] + m[3];
//Result[3][0] = m[0][0] * v[0] + m[1][0] * v[1] + m[2][0] * v[2] + m[3][0];
//Result[3][1] = m[0][1] * v[0] + m[1][1] * v[1] + m[2][1] * v[2] + m[3][1];
//Result[3][2] = m[0][2] * v[0] + m[1][2] * v[1] + m[2][2] * v[2] + m[3][2];
//Result[3][3] = m[0][3] * v[0] + m[1][3] * v[1] + m[2][3] * v[2] + m[3][3];
//return Result;
}
template <typename T>
GLM_FUNC_QUALIFIER detail::tmat4x4<T> rotate_slow
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat4x4<T, P> rotate_slow
(
detail::tmat4x4<T> const & m,
T const & angle,
detail::tvec3<T> const & v
tmat4x4<T, P> const & m,
T angle,
tvec3<T, P> const & v
)
{
#ifdef GLM_FORCE_RADIANS
T const a = angle;
#else
T const a = radians(angle);
#endif
T c = cos(a);
T s = sin(a);
detail::tmat4x4<T> Result;
T const c = cos(a);
T const s = sin(a);
tmat4x4<T, P> Result;
detail::tvec3<T> axis = normalize(v);
tvec3<T, P> axis = normalize(v);
Result[0][0] = c + (1 - c) * axis.x * axis.x;
Result[0][1] = (1 - c) * axis.x * axis.y + s * axis.z;
@@ -150,159 +114,246 @@ namespace glm
Result[2][2] = c + (1 - c) * axis.z * axis.z;
Result[2][3] = 0;
Result[3] = detail::tvec4<T>(0, 0, 0, 1);
Result[3] = tvec4<T, P>(0, 0, 0, 1);
return m * Result;
}
template <typename T>
GLM_FUNC_QUALIFIER detail::tmat4x4<T> scale_slow
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat4x4<T, P> scale
(
detail::tmat4x4<T> const & m,
detail::tvec3<T> const & v
tmat4x4<T, P> const & m,
tvec3<T, P> const & v
)
{
detail::tmat4x4<T> Result(T(1));
tmat4x4<T, P> Result(uninitialize);
Result[0] = m[0] * v[0];
Result[1] = m[1] * v[1];
Result[2] = m[2] * v[2];
Result[3] = m[3];
return Result;
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat4x4<T, P> scale_slow
(
tmat4x4<T, P> const & m,
tvec3<T, P> const & v
)
{
tmat4x4<T, P> Result(T(1));
Result[0][0] = v.x;
Result[1][1] = v.y;
Result[2][2] = v.z;
return m * Result;
}
template <typename valType>
GLM_FUNC_QUALIFIER detail::tmat4x4<valType> ortho
template <typename T>
GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> ortho
(
valType const & left,
valType const & right,
valType const & bottom,
valType const & top,
valType const & zNear,
valType const & zFar
T left,
T right,
T bottom,
T top,
T zNear,
T zFar
)
{
detail::tmat4x4<valType> Result(1);
Result[0][0] = valType(2) / (right - left);
Result[1][1] = valType(2) / (top - bottom);
Result[2][2] = - valType(2) / (zFar - zNear);
tmat4x4<T, defaultp> Result(1);
Result[0][0] = static_cast<T>(2) / (right - left);
Result[1][1] = static_cast<T>(2) / (top - bottom);
Result[2][2] = - static_cast<T>(2) / (zFar - zNear);
Result[3][0] = - (right + left) / (right - left);
Result[3][1] = - (top + bottom) / (top - bottom);
Result[3][2] = - (zFar + zNear) / (zFar - zNear);
return Result;
}
template <typename valType>
GLM_FUNC_QUALIFIER detail::tmat4x4<valType> ortho(
valType const & left,
valType const & right,
valType const & bottom,
valType const & top)
template <typename T>
GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> ortho
(
T left,
T right,
T bottom,
T top
)
{
detail::tmat4x4<valType> Result(1);
Result[0][0] = valType(2) / (right - left);
Result[1][1] = valType(2) / (top - bottom);
Result[2][2] = - valType(1);
tmat4x4<T, defaultp> Result(1);
Result[0][0] = static_cast<T>(2) / (right - left);
Result[1][1] = static_cast<T>(2) / (top - bottom);
Result[2][2] = - static_cast<T>(1);
Result[3][0] = - (right + left) / (right - left);
Result[3][1] = - (top + bottom) / (top - bottom);
return Result;
}
template <typename valType>
GLM_FUNC_QUALIFIER detail::tmat4x4<valType> frustum
template <typename T>
GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> frustum
(
valType const & left,
valType const & right,
valType const & bottom,
valType const & top,
valType const & nearVal,
valType const & farVal
T left,
T right,
T bottom,
T top,
T nearVal,
T farVal
)
{
detail::tmat4x4<valType> Result(0);
Result[0][0] = (valType(2) * nearVal) / (right - left);
Result[1][1] = (valType(2) * nearVal) / (top - bottom);
tmat4x4<T, defaultp> Result(0);
Result[0][0] = (static_cast<T>(2) * nearVal) / (right - left);
Result[1][1] = (static_cast<T>(2) * nearVal) / (top - bottom);
Result[2][0] = (right + left) / (right - left);
Result[2][1] = (top + bottom) / (top - bottom);
Result[2][2] = -(farVal + nearVal) / (farVal - nearVal);
Result[2][3] = valType(-1);
Result[3][2] = -(valType(2) * farVal * nearVal) / (farVal - nearVal);
Result[2][3] = static_cast<T>(-1);
Result[3][2] = -(static_cast<T>(2) * farVal * nearVal) / (farVal - nearVal);
return Result;
}
template <typename valType>
GLM_FUNC_QUALIFIER detail::tmat4x4<valType> perspective
template <typename T>
GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> perspective
(
valType const & fovy,
valType const & aspect,
valType const & zNear,
valType const & zFar
T fovy,
T aspect,
T zNear,
T zFar
)
{
#ifdef GLM_FORCE_RADIANS
valType const rad = fovy;
#else
valType const rad = glm::radians(fovy);
#endif
valType range = tan(rad / valType(2)) * zNear;
valType left = -range * aspect;
valType right = range * aspect;
valType bottom = -range;
valType top = range;
#ifdef GLM_LEFT_HANDED
return perspectiveLH(fovy, aspect, zNear, zFar);
#else
return perspectiveRH(fovy, aspect, zNear, zFar);
#endif
}
detail::tmat4x4<valType> Result(valType(0));
Result[0][0] = (valType(2) * zNear) / (right - left);
Result[1][1] = (valType(2) * zNear) / (top - bottom);
template <typename T>
GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> perspectiveRH
(
T fovy,
T aspect,
T zNear,
T zFar
)
{
assert(abs(aspect - std::numeric_limits<T>::epsilon()) > static_cast<T>(0));
T const tanHalfFovy = tan(fovy / static_cast<T>(2));
tmat4x4<T, defaultp> Result(static_cast<T>(0));
Result[0][0] = static_cast<T>(1) / (aspect * tanHalfFovy);
Result[1][1] = static_cast<T>(1) / (tanHalfFovy);
Result[2][2] = - (zFar + zNear) / (zFar - zNear);
Result[2][3] = - valType(1);
Result[3][2] = - (valType(2) * zFar * zNear) / (zFar - zNear);
Result[2][3] = - static_cast<T>(1);
Result[3][2] = - (static_cast<T>(2) * zFar * zNear) / (zFar - zNear);
return Result;
}
template <typename valType>
GLM_FUNC_QUALIFIER detail::tmat4x4<valType> perspectiveFov
(
valType const & fov,
valType const & width,
valType const & height,
valType const & zNear,
valType const & zFar
)
template <typename T>
GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> perspectiveLH
(
T fovy,
T aspect,
T zNear,
T zFar
)
{
#ifdef GLM_FORCE_RADIANS
valType rad = fov;
#else
valType rad = glm::radians(fov);
#endif
valType h = glm::cos(valType(0.5) * rad) / glm::sin(valType(0.5) * rad);
valType w = h * height / width; ///todo max(width , Height) / min(width , Height)?
assert(abs(aspect - std::numeric_limits<T>::epsilon()) > static_cast<T>(0));
detail::tmat4x4<valType> Result(valType(0));
Result[0][0] = w;
Result[1][1] = h;
Result[2][2] = - (zFar + zNear) / (zFar - zNear);
Result[2][3] = - valType(1);
Result[3][2] = - (valType(2) * zFar * zNear) / (zFar - zNear);
T const tanHalfFovy = tan(fovy / static_cast<T>(2));
tmat4x4<T, defaultp> Result(static_cast<T>(0));
Result[0][0] = static_cast<T>(1) / (aspect * tanHalfFovy);
Result[1][1] = static_cast<T>(1) / (tanHalfFovy);
Result[2][2] = (zFar + zNear) / (zFar - zNear);
Result[2][3] = static_cast<T>(1);
Result[3][2] = -(static_cast<T>(2) * zFar * zNear) / (zFar - zNear);
return Result;
}
template <typename T>
GLM_FUNC_QUALIFIER detail::tmat4x4<T> infinitePerspective
template <typename T>
GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> perspectiveFov
(
T fovy,
T aspect,
T fov,
T width,
T height,
T zNear,
T zFar
)
{
#ifdef GLM_LEFT_HANDED
return perspectiveFovLH(fov, width, height, zNear, zFar);
#else
return perspectiveFovRH(fov, width, height, zNear, zFar);
#endif
}
template <typename T>
GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> perspectiveFovRH
(
T fov,
T width,
T height,
T zNear,
T zFar
)
{
assert(width > static_cast<T>(0));
assert(height > static_cast<T>(0));
assert(fov > static_cast<T>(0));
T const rad = fov;
T const h = glm::cos(static_cast<T>(0.5) * rad) / glm::sin(static_cast<T>(0.5) * rad);
T const w = h * height / width; ///todo max(width , Height) / min(width , Height)?
tmat4x4<T, defaultp> Result(static_cast<T>(0));
Result[0][0] = w;
Result[1][1] = h;
Result[2][2] = - (zFar + zNear) / (zFar - zNear);
Result[2][3] = - static_cast<T>(1);
Result[3][2] = - (static_cast<T>(2) * zFar * zNear) / (zFar - zNear);
return Result;
}
template <typename T>
GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> perspectiveFovLH
(
T fov,
T width,
T height,
T zNear,
T zFar
)
{
assert(width > static_cast<T>(0));
assert(height > static_cast<T>(0));
assert(fov > static_cast<T>(0));
T const rad = fov;
T const h = glm::cos(static_cast<T>(0.5) * rad) / glm::sin(static_cast<T>(0.5) * rad);
T const w = h * height / width; ///todo max(width , Height) / min(width , Height)?
tmat4x4<T, defaultp> Result(static_cast<T>(0));
Result[0][0] = w;
Result[1][1] = h;
Result[2][2] = (zFar + zNear) / (zFar - zNear);
Result[2][3] = static_cast<T>(1);
Result[3][2] = - (static_cast<T>(2) * zFar * zNear) / (zFar - zNear);
return Result;
}
template <typename T>
GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> infinitePerspective
(
T fovy,
T aspect,
T zNear
)
{
#ifdef GLM_FORCE_RADIANS
T const range = tan(fovy / T(2)) * zNear;
#else
T const range = tan(radians(fovy / T(2))) * zNear;
#endif
T left = -range * aspect;
T right = range * aspect;
T bottom = -range;
T top = range;
T const range = tan(fovy / T(2)) * zNear;
T const left = -range * aspect;
T const right = range * aspect;
T const bottom = -range;
T const top = range;
detail::tmat4x4<T> Result(T(0));
tmat4x4<T, defaultp> Result(T(0));
Result[0][0] = (T(2) * zNear) / (right - left);
Result[1][1] = (T(2) * zNear) / (top - bottom);
Result[2][2] = - T(1);
@@ -311,43 +362,52 @@ namespace glm
return Result;
}
template <typename T>
GLM_FUNC_QUALIFIER detail::tmat4x4<T> tweakedInfinitePerspective
// Infinite projection matrix: http://www.terathon.com/gdc07_lengyel.pdf
template <typename T>
GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> tweakedInfinitePerspective
(
T fovy,
T aspect,
T zNear
T fovy,
T aspect,
T zNear,
T ep
)
{
#ifdef GLM_FORCE_RADIANS
T range = tan(fovy / T(2)) * zNear;
#else
T range = tan(radians(fovy / T(2))) * zNear;
#endif
T left = -range * aspect;
T right = range * aspect;
T bottom = -range;
T top = range;
T const range = tan(fovy / T(2)) * zNear;
T const left = -range * aspect;
T const right = range * aspect;
T const bottom = -range;
T const top = range;
detail::tmat4x4<T> Result(T(0));
Result[0][0] = (T(2) * zNear) / (right - left);
Result[1][1] = (T(2) * zNear) / (top - bottom);
Result[2][2] = T(0.0001) - T(1);
Result[2][3] = T(-1);
Result[3][2] = - (T(0.0001) - T(2)) * zNear;
tmat4x4<T, defaultp> Result(T(0));
Result[0][0] = (static_cast<T>(2) * zNear) / (right - left);
Result[1][1] = (static_cast<T>(2) * zNear) / (top - bottom);
Result[2][2] = ep - static_cast<T>(1);
Result[2][3] = static_cast<T>(-1);
Result[3][2] = (ep - static_cast<T>(2)) * zNear;
return Result;
}
template <typename T, typename U>
GLM_FUNC_QUALIFIER detail::tvec3<T> project
template <typename T>
GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> tweakedInfinitePerspective
(
detail::tvec3<T> const & obj,
detail::tmat4x4<T> const & model,
detail::tmat4x4<T> const & proj,
detail::tvec4<U> const & viewport
T fovy,
T aspect,
T zNear
)
{
detail::tvec4<T> tmp = detail::tvec4<T>(obj, T(1));
return tweakedInfinitePerspective(fovy, aspect, zNear, epsilon<T>());
}
template <typename T, typename U, precision P>
GLM_FUNC_QUALIFIER tvec3<T, P> project
(
tvec3<T, P> const & obj,
tmat4x4<T, P> const & model,
tmat4x4<T, P> const & proj,
tvec4<U, P> const & viewport
)
{
tvec4<T, P> tmp = tvec4<T, P>(obj, T(1));
tmp = model * tmp;
tmp = proj * tmp;
@@ -356,69 +416,83 @@ namespace glm
tmp[0] = tmp[0] * T(viewport[2]) + T(viewport[0]);
tmp[1] = tmp[1] * T(viewport[3]) + T(viewport[1]);
return detail::tvec3<T>(tmp);
return tvec3<T, P>(tmp);
}
template <typename T, typename U>
GLM_FUNC_QUALIFIER detail::tvec3<T> unProject
template <typename T, typename U, precision P>
GLM_FUNC_QUALIFIER tvec3<T, P> unProject
(
detail::tvec3<T> const & win,
detail::tmat4x4<T> const & model,
detail::tmat4x4<T> const & proj,
detail::tvec4<U> const & viewport
tvec3<T, P> const & win,
tmat4x4<T, P> const & model,
tmat4x4<T, P> const & proj,
tvec4<U, P> const & viewport
)
{
detail::tmat4x4<T> inverse = glm::inverse(proj * model);
tmat4x4<T, P> Inverse = inverse(proj * model);
detail::tvec4<T> tmp = detail::tvec4<T>(win, T(1));
tvec4<T, P> tmp = tvec4<T, P>(win, T(1));
tmp.x = (tmp.x - T(viewport[0])) / T(viewport[2]);
tmp.y = (tmp.y - T(viewport[1])) / T(viewport[3]);
tmp = tmp * T(2) - T(1);
detail::tvec4<T> obj = inverse * tmp;
tvec4<T, P> obj = Inverse * tmp;
obj /= obj.w;
return detail::tvec3<T>(obj);
return tvec3<T, P>(obj);
}
template <typename T, typename U>
detail::tmat4x4<T> pickMatrix
template <typename T, precision P, typename U>
GLM_FUNC_QUALIFIER tmat4x4<T, P> pickMatrix
(
detail::tvec2<T> const & center,
detail::tvec2<T> const & delta,
detail::tvec4<U> const & viewport
tvec2<T, P> const & center,
tvec2<T, P> const & delta,
tvec4<U, P> const & viewport
)
{
assert(delta.x > T(0) && delta.y > T(0));
detail::tmat4x4<T> Result(1.0f);
tmat4x4<T, P> Result(1.0f);
if(!(delta.x > T(0) && delta.y > T(0)))
if(!(delta.x > T(0) && delta.y > T(0)))
return Result; // Error
detail::tvec3<T> Temp(
tvec3<T, P> Temp(
(T(viewport[2]) - T(2) * (center.x - T(viewport[0]))) / delta.x,
(T(viewport[3]) - T(2) * (center.y - T(viewport[1]))) / delta.y,
T(0));
// Translate and scale the picked region to the entire window
Result = translate(Result, Temp);
return scale(Result, detail::tvec3<T>(T(viewport[2]) / delta.x, T(viewport[3]) / delta.y, T(1)));
return scale(Result, tvec3<T, P>(T(viewport[2]) / delta.x, T(viewport[3]) / delta.y, T(1)));
}
template <typename T>
GLM_FUNC_QUALIFIER detail::tmat4x4<T> lookAt
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat4x4<T, P> lookAt
(
detail::tvec3<T> const & eye,
detail::tvec3<T> const & center,
detail::tvec3<T> const & up
tvec3<T, P> const & eye,
tvec3<T, P> const & center,
tvec3<T, P> const & up
)
{
detail::tvec3<T> f = normalize(center - eye);
detail::tvec3<T> u = normalize(up);
detail::tvec3<T> s = normalize(cross(f, u));
u = cross(s, f);
#ifdef GLM_LEFT_HANDED
return lookAtLH(eye, center, up);
#else
return lookAtRH(eye, center, up);
#endif
}
detail::tmat4x4<T> Result(1);
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat4x4<T, P> lookAtRH
(
tvec3<T, P> const & eye,
tvec3<T, P> const & center,
tvec3<T, P> const & up
)
{
tvec3<T, P> const f(normalize(center - eye));
tvec3<T, P> const s(normalize(cross(f, up)));
tvec3<T, P> const u(cross(s, f));
tmat4x4<T, P> Result(1);
Result[0][0] = s.x;
Result[1][0] = s.y;
Result[2][0] = s.z;
@@ -433,4 +507,32 @@ namespace glm
Result[3][2] = dot(f, eye);
return Result;
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat4x4<T, P> lookAtLH
(
tvec3<T, P> const & eye,
tvec3<T, P> const & center,
tvec3<T, P> const & up
)
{
tvec3<T, P> const f(normalize(center - eye));
tvec3<T, P> const s(normalize(cross(up, f)));
tvec3<T, P> const u(cross(f, s));
tmat4x4<T, P> Result(1);
Result[0][0] = s.x;
Result[1][0] = s.y;
Result[2][0] = s.z;
Result[0][1] = u.x;
Result[1][1] = u.y;
Result[2][1] = u.z;
Result[0][2] = f.x;
Result[1][2] = f.y;
Result[2][2] = f.z;
Result[3][0] = -dot(s, eye);
Result[3][1] = -dot(u, eye);
Result[3][2] = -dot(f, eye);
return Result;
}
}//namespace glm