rotate_vector.hpp
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#pragma once
// Dependency:
#include "../glm.hpp"
#include "../gtx/transform.hpp"
#ifndef GLM_ENABLE_EXPERIMENTAL
# error "GLM: GLM_GTX_rotate_vector is an experimetal 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_MESSAGES_ENABLED && !defined(GLM_EXT_INCLUDED)
# pragma message("GLM: GLM_GTX_rotate_vector extension included")
#endif
namespace glm
{
template <typename T, precision P>
GLM_FUNC_DECL tvec3<T, P> slerp(
tvec3<T, P> const & x,
tvec3<T, P> const & y,
T const & a);
template <typename T, precision P>
GLM_FUNC_DECL tvec2<T, P> rotate(
tvec2<T, P> const & v,
T const & angle);
template <typename T, precision P>
GLM_FUNC_DECL tvec3<T, P> rotate(
tvec3<T, P> const & v,
T const & angle,
tvec3<T, P> const & normal);
template <typename T, precision P>
GLM_FUNC_DECL tvec4<T, P> rotate(
tvec4<T, P> const & v,
T const & angle,
tvec3<T, P> const & normal);
template <typename T, precision P>
GLM_FUNC_DECL tvec3<T, P> rotateX(
tvec3<T, P> const & v,
T const & angle);
template <typename T, precision P>
GLM_FUNC_DECL tvec3<T, P> rotateY(
tvec3<T, P> const & v,
T const & angle);
template <typename T, precision P>
GLM_FUNC_DECL tvec3<T, P> rotateZ(
tvec3<T, P> const & v,
T const & angle);
template <typename T, precision P>
GLM_FUNC_DECL tvec4<T, P> rotateX(
tvec4<T, P> const & v,
T const & angle);
template <typename T, precision P>
GLM_FUNC_DECL tvec4<T, P> rotateY(
tvec4<T, P> const & v,
T const & angle);
template <typename T, precision P>
GLM_FUNC_DECL tvec4<T, P> rotateZ(
tvec4<T, P> const & v,
T const & angle);
template <typename T, precision P>
GLM_FUNC_DECL tmat4x4<T, P> orientation(
tvec3<T, P> const & Normal,
tvec3<T, P> const & Up);
}//namespace glm
#include "rotate_vector.inl"
glm::orientation
GLM_FUNC_DECL tmat4x4< T, P > orientation(tvec3< T, P > const &Normal, tvec3< T, P > const &Up)
Build a rotation matrix from a normal and a up vector.
glm::rotate
GLM_FUNC_DECL tvec4< T, P > rotate(tvec4< T, P > const &v, T const &angle, tvec3< T, P > const &normal)
Rotate a four dimensional vector around an axis.
glm::rotateZ
GLM_FUNC_DECL tvec4< T, P > rotateZ(tvec4< T, P > const &v, T const &angle)
Rotate a four dimensional vector around the X axis.
glm::rotateY
GLM_FUNC_DECL tvec4< T, P > rotateY(tvec4< T, P > const &v, T const &angle)
Rotate a four dimensional vector around the X axis.
glm::slerp
GLM_FUNC_DECL tvec3< T, P > slerp(tvec3< T, P > const &x, tvec3< T, P > const &y, T const &a)
Returns Spherical interpolation between two vectors.
glm
Definition: _noise.hpp:11
glm::angle
GLM_FUNC_DECL T angle(tquat< T, P > const &x)
Returns the quaternion rotation angle.
glm::rotateX
GLM_FUNC_DECL tvec4< T, P > rotateX(tvec4< T, P > const &v, T const &angle)
Rotate a four dimentionnals vector around the X axis.