124 lines
3.5 KiB
C++
124 lines
3.5 KiB
C++
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/// @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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/// Include <glm/gtx/rotate_vector.hpp> to use the features of this extension.
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///
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/// Function to directly rotate a vector
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#pragma once
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// Dependency:
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#include "../gtx/transform.hpp"
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#include "../gtc/epsilon.hpp"
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#include "../ext/vector_relational.hpp"
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#include "../glm.hpp"
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#ifndef GLM_ENABLE_EXPERIMENTAL
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# 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."
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#endif
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#if GLM_MESSAGES == GLM_ENABLE && !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, qualifier Q>
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GLM_FUNC_DECL vec<3, T, Q> slerp(
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vec<3, T, Q> const& x,
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vec<3, T, Q> 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, qualifier Q>
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GLM_FUNC_DECL vec<2, T, Q> rotate(
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vec<2, T, Q> 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, qualifier Q>
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GLM_FUNC_DECL vec<3, T, Q> rotate(
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vec<3, T, Q> const& v,
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T const& angle,
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vec<3, T, Q> 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, qualifier Q>
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GLM_FUNC_DECL vec<4, T, Q> rotate(
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vec<4, T, Q> const& v,
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T const& angle,
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vec<3, T, Q> 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, qualifier Q>
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GLM_FUNC_DECL vec<3, T, Q> rotateX(
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vec<3, T, Q> 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, qualifier Q>
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GLM_FUNC_DECL vec<3, T, Q> rotateY(
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vec<3, T, Q> 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, qualifier Q>
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GLM_FUNC_DECL vec<3, T, Q> rotateZ(
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vec<3, T, Q> 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, qualifier Q>
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GLM_FUNC_DECL vec<4, T, Q> rotateX(
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vec<4, T, Q> const& v,
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T const& angle);
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//! Rotate a four dimensional vector around the Y axis.
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//! From GLM_GTX_rotate_vector extension.
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template<typename T, qualifier Q>
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GLM_FUNC_DECL vec<4, T, Q> rotateY(
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vec<4, T, Q> const& v,
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T const& angle);
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//! Rotate a four dimensional vector around the Z axis.
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//! From GLM_GTX_rotate_vector extension.
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template<typename T, qualifier Q>
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GLM_FUNC_DECL vec<4, T, Q> rotateZ(
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vec<4, T, Q> 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, qualifier Q>
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GLM_FUNC_DECL mat<4, 4, T, Q> orientation(
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vec<3, T, Q> const& Normal,
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vec<3, T, Q> const& Up);
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/// @}
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}//namespace glm
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#include "rotate_vector.inl"
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