OpenGL Mathematics (GLM)
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///////////////////////////////////////////////////////////////////////////////////////////////////
// OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
///////////////////////////////////////////////////////////////////////////////////////////////////
// Created : 2006-11-02
// Updated : 2009-02-19
// Licence : This source is under MIT License
// File : glm/gtx/rotate_vector.hpp
///////////////////////////////////////////////////////////////////////////////////////////////////
// Dependency:
// - GLM core
///////////////////////////////////////////////////////////////////////////////////////////////////
#ifndef glm_gtx_rotate_vector
#define glm_gtx_rotate_vector
// Dependency:
#include "../glm.hpp"
#include "../gtx/transform.hpp"
#if(defined(GLM_MESSAGES) && !defined(glm_ext))
# pragma message("GLM: GLM_GTX_rotate_vector extension included")
#endif
namespace glm
{
namespace gtx{
//! GLM_GTX_rotate_vector extension: Function to directly rotate a vector
namespace rotate_vector
{
using namespace transform;
/// \addtogroup gtx_rotate_vector
///@{
//! Rotate a two dimensional vector.
//! From GLM_GTX_rotate_vector extension.
template <typename T>
detail::tvec2<T> rotate(
const detail::tvec2<T>& v,
T angle);
//! Rotate a three dimensional vector around an axis.
//! From GLM_GTX_rotate_vector extension.
template <typename T>
detail::tvec3<T> rotate(
const detail::tvec3<T>& v,
T angle,
const detail::tvec3<T>& normal);
//! Rotate a four dimensional vector around an axis.
//! From GLM_GTX_rotate_vector extension.
template <typename T>
detail::tvec4<T> rotate(
const detail::tvec4<T>& v, T angle,
const detail::tvec3<T>& normal);
//! Rotate a three dimensional vector around the X axis.
//! From GLM_GTX_rotate_vector extension.
template <typename T>
detail::tvec3<T> rotateX(
const detail::tvec3<T>& v,
T angle);
//! Rotate a three dimensional vector around the Y axis.
//! From GLM_GTX_rotate_vector extension.
template <typename T>
detail::tvec3<T> rotateY(
const detail::tvec3<T>& v,
T angle);
//! Rotate a three dimensional vector around the Z axis.
//! From GLM_GTX_rotate_vector extension.
template <typename T>
detail::tvec3<T> rotateZ(
const detail::tvec3<T>& v,
T angle);
//! Rotate a four dimentionnals vector around the X axis.
//! From GLM_GTX_rotate_vector extension.
template <typename T>
detail::tvec4<T> rotateX(
const detail::tvec4<T>& v,
T angle);
//! Rotate a four dimensional vector around the X axis.
//! From GLM_GTX_rotate_vector extension.
template <typename T>
detail::tvec4<T> rotateY(
const detail::tvec4<T>& v,
T angle);
//! Rotate a four dimensional vector around the X axis.
//! From GLM_GTX_rotate_vector extension.
template <typename T>
detail::tvec4<T> rotateZ(
const detail::tvec4<T>& v,
T angle);
//! Build a rotation matrix from a normal and a up vector.
//! From GLM_GTX_rotate_vector extension.
template <typename T>
detail::tmat4x4<T> orientation(
const detail::tvec3<T>& Normal,
const detail::tvec3<T>& Up);
///@}
}//namespace rotate_vector
}//namespace gtx
}//namespace glm
#include "rotate_vector.inl"
namespace glm{using namespace gtx::rotate_vector;}
#endif//glm_gtx_rotate_vector