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145 lines
3.7 KiB
145 lines
3.7 KiB
/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net) |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// Created : 2006-11-02 |
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// Updated : 2009-02-19 |
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// Licence : This source is under MIT License |
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// File : glm/gtx/rotate_vector.inl |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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namespace glm{ |
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template <typename T> |
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GLM_FUNC_QUALIFIER detail::tvec2<T> rotate( |
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detail::tvec2<T> const & v, |
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T const & angle) |
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{ |
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detail::tvec2<T> Result; |
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const T Cos = cos(radians(angle)); |
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const T Sin = sin(radians(angle)); |
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Result.x = v.x * Cos - v.y * Sin; |
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Result.y = v.x * Sin + v.y * Cos; |
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return Result; |
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} |
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template <typename T> |
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GLM_FUNC_QUALIFIER detail::tvec3<T> rotate( |
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const detail::tvec3<T> & v, |
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T const & angle, |
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const detail::tvec3<T> & normal) |
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{ |
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return detail::tmat3x3<T>(glm::rotate(angle, normal)) * v; |
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} |
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/* |
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template <typename T> |
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GLM_FUNC_QUALIFIER detail::tvec3<T> rotateGTX( |
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const detail::tvec3<T>& x, |
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T angle, |
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const detail::tvec3<T>& normal) |
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{ |
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const T Cos = cos(radians(angle)); |
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const T Sin = sin(radians(angle)); |
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return x * Cos + ((x * normal) * (T(1) - Cos)) * normal + cross(x, normal) * Sin; |
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} |
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*/ |
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template <typename T> |
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GLM_FUNC_QUALIFIER detail::tvec4<T> rotate( |
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detail::tvec4<T> const & v, |
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T const & angle, |
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detail::tvec3<T> const & normal) |
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{ |
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return rotate(angle, normal) * v; |
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} |
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template <typename T> |
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GLM_FUNC_QUALIFIER detail::tvec3<T> rotateX( |
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detail::tvec3<T> const & v, |
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T const & angle) |
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{ |
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detail::tvec3<T> Result = v; |
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const T Cos = cos(radians(angle)); |
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const T Sin = sin(radians(angle)); |
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Result.y = v.y * Cos - v.z * Sin; |
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Result.z = v.y * Sin + v.z * Cos; |
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return Result; |
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} |
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template <typename T> |
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GLM_FUNC_QUALIFIER detail::tvec3<T> rotateY( |
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detail::tvec3<T> const & v, |
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T const & angle) |
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{ |
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detail::tvec3<T> Result = v; |
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const T Cos = cos(radians(angle)); |
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const T Sin = sin(radians(angle)); |
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Result.x = v.x * Cos + v.z * Sin; |
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Result.z = -v.x * Sin + v.z * Cos; |
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return Result; |
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} |
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template <typename T> |
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GLM_FUNC_QUALIFIER detail::tvec3<T> rotateZ( |
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detail::tvec3<T> const & v, |
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T const & angle) |
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{ |
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detail::tvec3<T> Result = v; |
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const T Cos = cos(radians(angle)); |
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const T Sin = sin(radians(angle)); |
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Result.x = v.x * Cos - v.y * Sin; |
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Result.y = v.x * Sin + v.y * Cos; |
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return Result; |
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} |
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template <typename T> |
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GLM_FUNC_QUALIFIER detail::tvec4<T> rotateX( |
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detail::tvec4<T> const & v, |
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T const & angle) |
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{ |
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detail::tvec4<T> Result = v; |
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const T Cos = cos(radians(angle)); |
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const T Sin = sin(radians(angle)); |
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Result.y = v.y * Cos - v.z * Sin; |
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Result.z = v.y * Sin + v.z * Cos; |
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return Result; |
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} |
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template <typename T> |
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GLM_FUNC_QUALIFIER detail::tvec4<T> rotateY( |
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detail::tvec4<T> const & v, |
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T const & angle) |
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{ |
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detail::tvec4<T> Result = v; |
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const T Cos = cos(radians(angle)); |
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const T Sin = sin(radians(angle)); |
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Result.x = v.x * Cos + v.z * Sin; |
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Result.z = -v.x * Sin + v.z * Cos; |
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return Result; |
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} |
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template <typename T> |
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GLM_FUNC_QUALIFIER detail::tvec4<T> rotateZ( |
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detail::tvec4<T> const & v, |
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T const & angle) |
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{ |
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detail::tvec4<T> Result = v; |
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const T Cos = cos(radians(angle)); |
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const T Sin = sin(radians(angle)); |
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Result.x = v.x * Cos - v.y * Sin; |
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Result.y = v.x * Sin + v.y * Cos; |
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return Result; |
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} |
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template <typename T> |
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GLM_FUNC_QUALIFIER detail::tmat4x4<T> orientation( |
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detail::tvec3<T> const & Normal, |
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detail::tvec3<T> const & Up) |
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{ |
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if(all(equal(Normal, Up))) |
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return detail::tmat4x4<T>(T(1)); |
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detail::tvec3<T> RotationAxis = cross(Up, Normal); |
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T Angle = degrees(acos(dot(Normal, Up))); |
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return rotate(Angle, RotationAxis); |
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} |
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}//namespace glm
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