39 #ifndef GLM_GTX_rotate_vector 
   40 #define GLM_GTX_rotate_vector 
   44 #include "../gtx/transform.hpp" 
   46 #if(defined(GLM_MESSAGES) && !defined(GLM_EXT_INCLUDED)) 
   47 #       pragma message("GLM: GLM_GTX_rotate_vector extension included") 
   57         template <
typename T, precision P>
 
   58         detail::tvec2<T, P> 
rotate(
 
   59                 detail::tvec2<T, P> 
const & v,
 
   64         template <
typename T, precision P>
 
   65         detail::tvec3<T, P> 
rotate(
 
   66                 detail::tvec3<T, P> 
const & v,
 
   68                 detail::tvec3<T, P> 
const & normal);
 
   72         template <
typename T, precision P>
 
   73         detail::tvec4<T, P> 
rotate(
 
   74                 detail::tvec4<T, P> 
const & v,
 
   76                 detail::tvec3<T, P> 
const & normal);
 
   80         template <
typename T, precision P>
 
   82                 detail::tvec3<T, P> 
const & v,
 
   87         template <
typename T, precision P>
 
   89                 detail::tvec3<T, P> 
const & v,
 
   94         template <
typename T, precision P>
 
   96                 detail::tvec3<T, P> 
const & v,
 
  101         template <
typename T, precision P>
 
  103                 detail::tvec4<T, P> 
const & v,
 
  108         template <
typename T, precision P>
 
  110                 detail::tvec4<T, P> 
const & v,
 
  115         template <
typename T, precision P>
 
  117                 detail::tvec4<T, P> 
const & v,
 
  122         template <
typename T, precision P>
 
  124                 detail::tvec3<T, P> 
const & Normal,
 
  125                 detail::tvec3<T, P> 
const & Up);
 
  130 #include "rotate_vector.inl" 
  132 #endif//GLM_GTX_rotate_vector 
detail::tvec3< T, P > rotateX(detail::tvec3< T, P > const &v, T const &angle)
Rotate a three dimensional vector around the X axis. 
GLM_FUNC_DECL detail::tmat4x4< T, P > rotate(detail::tmat4x4< T, P > const &m, T const &angle, detail::tvec3< T, P > const &axis)
Builds a rotation 4 * 4 matrix created from an axis vector and an angle. 
GLM_FUNC_DECL T angle(detail::tquat< T, P > const &x)
Returns the quaternion rotation angle. 
detail::tmat4x4< T, P > orientation(detail::tvec3< T, P > const &Normal, detail::tvec3< T, P > const &Up)
Build a rotation matrix from a normal and a up vector. 
detail::tvec3< T, P > rotateY(detail::tvec3< T, P > const &v, T const &angle)
Rotate a three dimensional vector around the Y axis. 
detail::tvec3< T, P > rotateZ(detail::tvec3< T, P > const &v, T const &angle)
Rotate a three dimensional vector around the Z axis.