/// @ref gtx_rotate_vector /// @file glm/gtx/rotate_vector.hpp /// /// @see core (dependence) /// @see gtx_transform (dependence) /// /// @defgroup gtx_rotate_vector GLM_GTX_rotate_vector /// @ingroup gtx /// /// @brief Function to directly rotate a vector /// /// need to be included to use these functionalities. #pragma once // Dependency: #include "../glm.hpp" #include "../gtx/transform.hpp" #ifndef GLM_ENABLE_EXPERIMENTAL # error "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." #endif #if GLM_MESSAGES == GLM_MESSAGES_ENABLED && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_GTX_rotate_vector extension included") #endif namespace glm { /// @addtogroup gtx_rotate_vector /// @{ /// Returns Spherical interpolation between two vectors /// /// @param x A first vector /// @param y A second vector /// @param a Interpolation factor. The interpolation is defined beyond the range [0, 1]. /// /// @see gtx_rotate_vector template GLM_FUNC_DECL vec<3, T, P> slerp( vec<3, T, P> const & x, vec<3, T, P> const & y, T const & a); //! Rotate a two dimensional vector. //! From GLM_GTX_rotate_vector extension. template GLM_FUNC_DECL vec<2, T, P> rotate( vec<2, T, P> const & v, T const & angle); //! Rotate a three dimensional vector around an axis. //! From GLM_GTX_rotate_vector extension. template GLM_FUNC_DECL vec<3, T, P> rotate( vec<3, T, P> const & v, T const & angle, vec<3, T, P> const & normal); //! Rotate a four dimensional vector around an axis. //! From GLM_GTX_rotate_vector extension. template GLM_FUNC_DECL vec<4, T, P> rotate( vec<4, T, P> const & v, T const & angle, vec<3, T, P> const & normal); //! Rotate a three dimensional vector around the X axis. //! From GLM_GTX_rotate_vector extension. template GLM_FUNC_DECL vec<3, T, P> rotateX( vec<3, T, P> const & v, T const & angle); //! Rotate a three dimensional vector around the Y axis. //! From GLM_GTX_rotate_vector extension. template GLM_FUNC_DECL vec<3, T, P> rotateY( vec<3, T, P> const & v, T const & angle); //! Rotate a three dimensional vector around the Z axis. //! From GLM_GTX_rotate_vector extension. template GLM_FUNC_DECL vec<3, T, P> rotateZ( vec<3, T, P> const & v, T const & angle); //! Rotate a four dimentionnals vector around the X axis. //! From GLM_GTX_rotate_vector extension. template GLM_FUNC_DECL vec<4, T, P> rotateX( vec<4, T, P> const & v, T const & angle); //! Rotate a four dimensional vector around the X axis. //! From GLM_GTX_rotate_vector extension. template GLM_FUNC_DECL vec<4, T, P> rotateY( vec<4, T, P> const & v, T const & angle); //! Rotate a four dimensional vector around the X axis. //! From GLM_GTX_rotate_vector extension. template GLM_FUNC_DECL vec<4, T, P> rotateZ( vec<4, T, P> const & v, T const & angle); //! Build a rotation matrix from a normal and a up vector. //! From GLM_GTX_rotate_vector extension. template GLM_FUNC_DECL mat<4, 4, T, P> orientation( vec<3, T, P> const & Normal, vec<3, T, P> const & Up); /// @} }//namespace glm #include "rotate_vector.inl"