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133 lines
4.4 KiB
C++
133 lines
4.4 KiB
C++
///////////////////////////////////////////////////////////////////////////////////
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/// OpenGL Mathematics (glm.g-truc.net)
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///
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/// Copyright (c) 2005 - 2014 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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/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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/// copies of the Software, and to permit persons to whom the Software is
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/// furnished to do so, subject to the following conditions:
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///
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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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/// 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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/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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/// THE SOFTWARE.
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///
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/// @ref gtx_rotate_vector
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/// @file glm/gtx/rotate_vector.hpp
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/// @date 2006-11-02 / 2011-06-07
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/// @author Christophe Riccio
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///
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/// @see core (dependence)
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/// @see gtx_transform (dependence)
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///
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/// @defgroup gtx_rotate_vector GLM_GTX_rotate_vector
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/// @ingroup gtx
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///
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/// @brief Function to directly rotate a vector
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///
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/// <glm/gtx/rotate_vector.hpp> need to be included to use these functionalities.
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///////////////////////////////////////////////////////////////////////////////////
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#ifndef GLM_GTX_rotate_vector
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#define GLM_GTX_rotate_vector
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// Dependency:
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#include "../glm.hpp"
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#include "../gtx/transform.hpp"
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#if(defined(GLM_MESSAGES) && !defined(GLM_EXT_INCLUDED))
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# pragma message("GLM: GLM_GTX_rotate_vector extension included")
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#endif
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namespace glm
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{
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/// @addtogroup gtx_rotate_vector
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/// @{
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//! Rotate a two dimensional vector.
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//! From GLM_GTX_rotate_vector extension.
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template <typename T, precision P>
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detail::tvec2<T, P> rotate(
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detail::tvec2<T, P> const & v,
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T const & angle);
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//! Rotate a three dimensional vector around an axis.
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//! From GLM_GTX_rotate_vector extension.
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template <typename T, precision P>
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detail::tvec3<T, P> rotate(
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detail::tvec3<T, P> const & v,
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T const & angle,
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detail::tvec3<T, P> const & normal);
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//! Rotate a four dimensional vector around an axis.
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//! From GLM_GTX_rotate_vector extension.
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template <typename T, precision P>
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detail::tvec4<T, P> rotate(
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detail::tvec4<T, P> const & v,
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T const & angle,
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detail::tvec3<T, P> const & normal);
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//! Rotate a three dimensional vector around the X axis.
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//! From GLM_GTX_rotate_vector extension.
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template <typename T, precision P>
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detail::tvec3<T, P> rotateX(
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detail::tvec3<T, P> const & v,
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T const & angle);
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//! Rotate a three dimensional vector around the Y axis.
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//! From GLM_GTX_rotate_vector extension.
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template <typename T, precision P>
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detail::tvec3<T, P> rotateY(
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detail::tvec3<T, P> const & v,
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T const & angle);
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//! Rotate a three dimensional vector around the Z axis.
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//! From GLM_GTX_rotate_vector extension.
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template <typename T, precision P>
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detail::tvec3<T, P> rotateZ(
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detail::tvec3<T, P> const & v,
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T const & angle);
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//! Rotate a four dimentionnals vector around the X axis.
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//! From GLM_GTX_rotate_vector extension.
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template <typename T, precision P>
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detail::tvec4<T, P> rotateX(
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detail::tvec4<T, P> const & v,
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T const & angle);
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//! Rotate a four dimensional vector around the X axis.
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//! From GLM_GTX_rotate_vector extension.
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template <typename T, precision P>
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detail::tvec4<T, P> rotateY(
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detail::tvec4<T, P> const & v,
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T const & angle);
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//! Rotate a four dimensional vector around the X axis.
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//! From GLM_GTX_rotate_vector extension.
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template <typename T, precision P>
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detail::tvec4<T, P> rotateZ(
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detail::tvec4<T, P> const & v,
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T const & angle);
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//! Build a rotation matrix from a normal and a up vector.
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//! From GLM_GTX_rotate_vector extension.
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template <typename T, precision P>
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detail::tmat4x4<T, P> orientation(
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detail::tvec3<T, P> const & Normal,
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detail::tvec3<T, P> const & Up);
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/// @}
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}//namespace glm
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#include "rotate_vector.inl"
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#endif//GLM_GTX_rotate_vector
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