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- /// @ref gtx_rotate_vector
- /// @file glm/gtx/rotate_vector.hpp
- ///
- /// @see core (dependence)
- /// @see gtx_transform (dependence)
- ///
- /// @defgroup gtx_rotate_vector GLM_GTX_rotate_vector
- /// @ingroup gtx
- ///
- /// Include <glm/gtx/rotate_vector.hpp> to use the features of this extension.
- ///
- /// Function to directly rotate a vector
- #pragma once
- // Dependency:
- #include "../gtx/transform.hpp"
- #include "../gtc/epsilon.hpp"
- #include "../ext/vector_relational.hpp"
- #include "../glm.hpp"
- #ifndef GLM_ENABLE_EXPERIMENTAL
- # error "GLM: GLM_GTX_rotate_vector is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
- #endif
- #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
- # pragma message("GLM: GLM_GTX_rotate_vector extension included")
- #endif
- namespace glm
- {
- /// @addtogroup gtx_rotate_vector
- /// @{
- /// Returns Spherical interpolation between two vectors
- ///
- /// @param x A first vector
- /// @param y A second vector
- /// @param a Interpolation factor. The interpolation is defined beyond the range [0, 1].
- ///
- /// @see gtx_rotate_vector
- template<typename T, qualifier Q>
- GLM_FUNC_DECL vec<3, T, Q> slerp(
- vec<3, T, Q> const& x,
- vec<3, T, Q> const& y,
- T const& a);
- //! Rotate a two dimensional vector.
- //! From GLM_GTX_rotate_vector extension.
- template<typename T, qualifier Q>
- GLM_FUNC_DECL vec<2, T, Q> rotate(
- vec<2, T, Q> const& v,
- T const& angle);
- //! Rotate a three dimensional vector around an axis.
- //! From GLM_GTX_rotate_vector extension.
- template<typename T, qualifier Q>
- GLM_FUNC_DECL vec<3, T, Q> rotate(
- vec<3, T, Q> const& v,
- T const& angle,
- vec<3, T, Q> const& normal);
- //! Rotate a four dimensional vector around an axis.
- //! From GLM_GTX_rotate_vector extension.
- template<typename T, qualifier Q>
- GLM_FUNC_DECL vec<4, T, Q> rotate(
- vec<4, T, Q> const& v,
- T const& angle,
- vec<3, T, Q> const& normal);
- //! Rotate a three dimensional vector around the X axis.
- //! From GLM_GTX_rotate_vector extension.
- template<typename T, qualifier Q>
- GLM_FUNC_DECL vec<3, T, Q> rotateX(
- vec<3, T, Q> const& v,
- T const& angle);
- //! Rotate a three dimensional vector around the Y axis.
- //! From GLM_GTX_rotate_vector extension.
- template<typename T, qualifier Q>
- GLM_FUNC_DECL vec<3, T, Q> rotateY(
- vec<3, T, Q> const& v,
- T const& angle);
- //! Rotate a three dimensional vector around the Z axis.
- //! From GLM_GTX_rotate_vector extension.
- template<typename T, qualifier Q>
- GLM_FUNC_DECL vec<3, T, Q> rotateZ(
- vec<3, T, Q> const& v,
- T const& angle);
- //! Rotate a four dimensional vector around the X axis.
- //! From GLM_GTX_rotate_vector extension.
- template<typename T, qualifier Q>
- GLM_FUNC_DECL vec<4, T, Q> rotateX(
- vec<4, T, Q> const& v,
- T const& angle);
- //! Rotate a four dimensional vector around the Y axis.
- //! From GLM_GTX_rotate_vector extension.
- template<typename T, qualifier Q>
- GLM_FUNC_DECL vec<4, T, Q> rotateY(
- vec<4, T, Q> const& v,
- T const& angle);
- //! Rotate a four dimensional vector around the Z axis.
- //! From GLM_GTX_rotate_vector extension.
- template<typename T, qualifier Q>
- GLM_FUNC_DECL vec<4, T, Q> rotateZ(
- vec<4, T, Q> const& v,
- T const& angle);
- //! Build a rotation matrix from a normal and a up vector.
- //! From GLM_GTX_rotate_vector extension.
- template<typename T, qualifier Q>
- GLM_FUNC_DECL mat<4, 4, T, Q> orientation(
- vec<3, T, Q> const& Normal,
- vec<3, T, Q> const& Up);
- /// @}
- }//namespace glm
- #include "rotate_vector.inl"
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