GRK_game_scene/dependencies/glm/gtx/rotate_vector.inl

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2023-01-21 20:37:04 +01:00
/// @ref gtx_rotate_vector
/// @file glm/gtx/rotate_vector.inl
namespace glm
{
template <typename T, precision P>
GLM_FUNC_QUALIFIER tvec3<T, P> slerp
(
tvec3<T, P> const & x,
tvec3<T, P> const & y,
T const & a
)
{
// get cosine of angle between vectors (-1 -> 1)
T CosAlpha = dot(x, y);
// get angle (0 -> pi)
T Alpha = acos(CosAlpha);
// get sine of angle between vectors (0 -> 1)
T SinAlpha = sin(Alpha);
// this breaks down when SinAlpha = 0, i.e. Alpha = 0 or pi
T t1 = sin((static_cast<T>(1) - a) * Alpha) / SinAlpha;
T t2 = sin(a * Alpha) / SinAlpha;
// interpolate src vectors
return x * t1 + y * t2;
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tvec2<T, P> rotate
(
tvec2<T, P> const & v,
T const & angle
)
{
tvec2<T, P> Result;
T const Cos(cos(angle));
T const Sin(sin(angle));
Result.x = v.x * Cos - v.y * Sin;
Result.y = v.x * Sin + v.y * Cos;
return Result;
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tvec3<T, P> rotate
(
tvec3<T, P> const & v,
T const & angle,
tvec3<T, P> const & normal
)
{
return tmat3x3<T, P>(glm::rotate(angle, normal)) * v;
}
/*
template <typename T, precision P>
GLM_FUNC_QUALIFIER tvec3<T, P> rotateGTX(
const tvec3<T, P>& x,
T angle,
const tvec3<T, P>& normal)
{
const T Cos = cos(radians(angle));
const T Sin = sin(radians(angle));
return x * Cos + ((x * normal) * (T(1) - Cos)) * normal + cross(x, normal) * Sin;
}
*/
template <typename T, precision P>
GLM_FUNC_QUALIFIER tvec4<T, P> rotate
(
tvec4<T, P> const & v,
T const & angle,
tvec3<T, P> const & normal
)
{
return rotate(angle, normal) * v;
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tvec3<T, P> rotateX
(
tvec3<T, P> const & v,
T const & angle
)
{
tvec3<T, P> Result(v);
T const Cos(cos(angle));
T const Sin(sin(angle));
Result.y = v.y * Cos - v.z * Sin;
Result.z = v.y * Sin + v.z * Cos;
return Result;
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tvec3<T, P> rotateY
(
tvec3<T, P> const & v,
T const & angle
)
{
tvec3<T, P> Result = v;
T const Cos(cos(angle));
T const Sin(sin(angle));
Result.x = v.x * Cos + v.z * Sin;
Result.z = -v.x * Sin + v.z * Cos;
return Result;
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tvec3<T, P> rotateZ
(
tvec3<T, P> const & v,
T const & angle
)
{
tvec3<T, P> Result = v;
T const Cos(cos(angle));
T const Sin(sin(angle));
Result.x = v.x * Cos - v.y * Sin;
Result.y = v.x * Sin + v.y * Cos;
return Result;
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tvec4<T, P> rotateX
(
tvec4<T, P> const & v,
T const & angle
)
{
tvec4<T, P> Result = v;
T const Cos(cos(angle));
T const Sin(sin(angle));
Result.y = v.y * Cos - v.z * Sin;
Result.z = v.y * Sin + v.z * Cos;
return Result;
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tvec4<T, P> rotateY
(
tvec4<T, P> const & v,
T const & angle
)
{
tvec4<T, P> Result = v;
T const Cos(cos(angle));
T const Sin(sin(angle));
Result.x = v.x * Cos + v.z * Sin;
Result.z = -v.x * Sin + v.z * Cos;
return Result;
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tvec4<T, P> rotateZ
(
tvec4<T, P> const & v,
T const & angle
)
{
tvec4<T, P> Result = v;
T const Cos(cos(angle));
T const Sin(sin(angle));
Result.x = v.x * Cos - v.y * Sin;
Result.y = v.x * Sin + v.y * Cos;
return Result;
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat4x4<T, P> orientation
(
tvec3<T, P> const & Normal,
tvec3<T, P> const & Up
)
{
if(all(equal(Normal, Up)))
return tmat4x4<T, P>(T(1));
tvec3<T, P> RotationAxis = cross(Up, Normal);
T Angle = acos(dot(Normal, Up));
return rotate(Angle, RotationAxis);
}
}//namespace glm