rotate_vector.hpp
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#pragma once
// Dependency:
#include "../gtx/transform.hpp"
#include "../gtc/epsilon.hpp"
#include "../ext/vector_relational.hpp"
#include "../glm.hpp"
#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
# ifndef GLM_ENABLE_EXPERIMENTAL
# pragma message("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.")
# else
# pragma message("GLM: GLM_GTX_rotate_vector extension included")
# endif
#endif
namespace glm
{
template<typename T, qualifier Q>
GLM_FUNC_DECL vec<3, T, Q> slerp(
vec<3, T, Q> const& x,
vec<3, T, Q> const& y,
T const& a);
template<typename T, qualifier Q>
GLM_FUNC_DECL vec<2, T, Q> rotate(
vec<2, T, Q> const& v,
T const& angle);
template<typename T, qualifier Q>
GLM_FUNC_DECL vec<3, T, Q> rotate(
vec<3, T, Q> const& v,
T const& angle,
vec<3, T, Q> const& normal);
template<typename T, qualifier Q>
GLM_FUNC_DECL vec<4, T, Q> rotate(
vec<4, T, Q> const& v,
T const& angle,
vec<3, T, Q> const& normal);
template<typename T, qualifier Q>
GLM_FUNC_DECL vec<3, T, Q> rotateX(
vec<3, T, Q> const& v,
T const& angle);
template<typename T, qualifier Q>
GLM_FUNC_DECL vec<3, T, Q> rotateY(
vec<3, T, Q> const& v,
T const& angle);
template<typename T, qualifier Q>
GLM_FUNC_DECL vec<3, T, Q> rotateZ(
vec<3, T, Q> const& v,
T const& angle);
template<typename T, qualifier Q>
GLM_FUNC_DECL vec<4, T, Q> rotateX(
vec<4, T, Q> const& v,
T const& angle);
template<typename T, qualifier Q>
GLM_FUNC_DECL vec<4, T, Q> rotateY(
vec<4, T, Q> const& v,
T const& angle);
template<typename T, qualifier Q>
GLM_FUNC_DECL vec<4, T, Q> rotateZ(
vec<4, T, Q> const& v,
T const& angle);
template<typename T, qualifier Q>
GLM_FUNC_DECL mat<4, 4, T, Q> orientation(
vec<3, T, Q> const& Normal,
vec<3, T, Q> const& Up);
}//namespace glm
#include "rotate_vector.inl"
glm::angle
GLM_FUNC_DECL T angle(qua< T, Q > const &x)
Returns the quaternion rotation angle.
glm::rotateZ
GLM_FUNC_DECL vec< 4, T, Q > rotateZ(vec< 4, T, Q > const &v, T const &angle)
Rotate a four dimensional vector around the Z axis.
glm::rotateY
GLM_FUNC_DECL vec< 4, T, Q > rotateY(vec< 4, T, Q > const &v, T const &angle)
Rotate a four dimensional vector around the Y axis.
glm::rotateX
GLM_FUNC_DECL vec< 4, T, Q > rotateX(vec< 4, T, Q > const &v, T const &angle)
Rotate a four dimensional vector around the X axis.
glm::slerp
GLM_FUNC_DECL vec< 3, T, Q > slerp(vec< 3, T, Q > const &x, vec< 3, T, Q > const &y, T const &a)
Returns Spherical interpolation between two vectors.
glm::orientation
GLM_FUNC_DECL mat< 4, 4, T, Q > orientation(vec< 3, T, Q > const &Normal, vec< 3, T, Q > const &Up)
Build a rotation matrix from a normal and a up vector.
glm::rotate
GLM_FUNC_DECL vec< 4, T, Q > rotate(vec< 4, T, Q > const &v, T const &angle, vec< 3, T, Q > const &normal)
Rotate a four dimensional vector around an axis.
glm
Definition: common.hpp:20