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194 lines
4.2 KiB
194 lines
4.2 KiB
/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// OpenGL Mathematics Copyright (c) 2005 - 2014 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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{ |
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template <typename T, precision P> |
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GLM_FUNC_QUALIFIER tvec3<T, P> slerp |
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( |
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tvec3<T, P> const & x, |
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tvec3<T, P> const & y, |
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T const & a |
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) |
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{ |
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// get cosine of angle between vectors (-1 -> 1) |
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T CosAlpha = dot(x, y); |
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// get angle (0 -> pi) |
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T Alpha = acos(CosAlpha); |
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// get sine of angle between vectors (0 -> 1) |
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T SinAlpha = sin(Alpha); |
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// this breaks down when SinAlpha = 0, i.e. Alpha = 0 or pi |
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T t1 = sin((static_cast<T>(1) - a) * Alpha) / SinAlpha; |
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T t2 = sin(a * Alpha) / SinAlpha; |
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// interpolate src vectors |
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return x * t1 + y * t2; |
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} |
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template <typename T, precision P> |
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GLM_FUNC_QUALIFIER tvec2<T, P> rotate |
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( |
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tvec2<T, P> const & v, |
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T const & angle |
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) |
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{ |
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tvec2<T, P> Result; |
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T const Cos(cos(angle)); |
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T const Sin(sin(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, precision P> |
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GLM_FUNC_QUALIFIER tvec3<T, P> rotate |
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( |
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tvec3<T, P> const & v, |
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T const & angle, |
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tvec3<T, P> const & normal |
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) |
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{ |
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return tmat3x3<T, P>(glm::rotate(angle, normal)) * v; |
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} |
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/* |
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template <typename T, precision P> |
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GLM_FUNC_QUALIFIER tvec3<T, P> rotateGTX( |
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const tvec3<T, P>& x, |
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T angle, |
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const tvec3<T, P>& 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, precision P> |
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GLM_FUNC_QUALIFIER tvec4<T, P> rotate |
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( |
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tvec4<T, P> const & v, |
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T const & angle, |
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tvec3<T, P> const & normal |
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) |
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{ |
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return rotate(angle, normal) * v; |
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} |
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template <typename T, precision P> |
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GLM_FUNC_QUALIFIER tvec3<T, P> rotateX |
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( |
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tvec3<T, P> const & v, |
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T const & angle |
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) |
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{ |
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tvec3<T, P> Result(v); |
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T const Cos(cos(angle)); |
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T const Sin(sin(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, precision P> |
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GLM_FUNC_QUALIFIER tvec3<T, P> rotateY |
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( |
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tvec3<T, P> const & v, |
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T const & angle |
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) |
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{ |
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tvec3<T, P> Result = v; |
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T const Cos(cos(angle)); |
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T const Sin(sin(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, precision P> |
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GLM_FUNC_QUALIFIER tvec3<T, P> rotateZ |
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( |
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tvec3<T, P> const & v, |
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T const & angle |
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) |
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{ |
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tvec3<T, P> Result = v; |
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T const Cos(cos(angle)); |
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T const Sin(sin(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, precision P> |
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GLM_FUNC_QUALIFIER tvec4<T, P> rotateX |
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( |
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tvec4<T, P> const & v, |
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T const & angle |
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) |
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{ |
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tvec4<T, P> Result = v; |
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T const Cos(cos(angle)); |
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T const Sin(sin(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, precision P> |
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GLM_FUNC_QUALIFIER tvec4<T, P> rotateY |
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( |
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tvec4<T, P> const & v, |
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T const & angle |
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) |
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{ |
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tvec4<T, P> Result = v; |
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T const Cos(cos(angle)); |
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T const Sin(sin(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, precision P> |
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GLM_FUNC_QUALIFIER tvec4<T, P> rotateZ |
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( |
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tvec4<T, P> const & v, |
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T const & angle |
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) |
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{ |
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tvec4<T, P> Result = v; |
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T const Cos(cos(angle)); |
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T const Sin(sin(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, precision P> |
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GLM_FUNC_QUALIFIER tmat4x4<T, P> orientation |
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( |
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tvec3<T, P> const & Normal, |
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tvec3<T, P> const & Up |
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) |
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{ |
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if(all(equal(Normal, Up))) |
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return tmat4x4<T, P>(T(1)); |
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tvec3<T, P> RotationAxis = cross(Up, Normal); |
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T Angle = 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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