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118 lines
3.2 KiB
C++
118 lines
3.2 KiB
C++
/// @ref gtx_rotate_vector
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/// @file glm/gtx/rotate_vector.hpp
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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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#pragma once
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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 GLM_MESSAGES == GLM_MESSAGES_ENABLED && !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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/// Returns Spherical interpolation between two vectors
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///
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/// @param x A first vector
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/// @param y A second vector
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/// @param a Interpolation factor. The interpolation is defined beyond the range [0, 1].
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///
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/// @see gtx_rotate_vector
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template <typename T, precision P>
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GLM_FUNC_DECL tvec3<T, P> slerp(
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tvec3<T, P> const & x,
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tvec3<T, P> const & y,
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T const & a);
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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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GLM_FUNC_DECL tvec2<T, P> rotate(
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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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GLM_FUNC_DECL tvec3<T, P> rotate(
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tvec3<T, P> const & v,
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T const & angle,
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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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GLM_FUNC_DECL tvec4<T, P> rotate(
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tvec4<T, P> const & v,
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T const & angle,
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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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GLM_FUNC_DECL tvec3<T, P> rotateX(
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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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GLM_FUNC_DECL tvec3<T, P> rotateY(
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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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GLM_FUNC_DECL tvec3<T, P> rotateZ(
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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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GLM_FUNC_DECL tvec4<T, P> rotateX(
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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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GLM_FUNC_DECL tvec4<T, P> rotateY(
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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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GLM_FUNC_DECL tvec4<T, P> rotateZ(
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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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GLM_FUNC_DECL tmat4x4<T, P> orientation(
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tvec3<T, P> const & Normal,
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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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