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/////////////////////////////////////////////////////////////////////////////////////////////////// // OpenGL Mathematics Copyright (c) 2005 - 2013 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.inl ///////////////////////////////////////////////////////////////////////////////////////////////////
namespace glm { template <typename T> GLM_FUNC_QUALIFIER detail::tvec2<T> rotate ( detail::tvec2<T> const & v, T const & angle ) { detail::tvec2<T> Result; #ifdef GLM_FORCE_RADIANS T const Cos(cos(angle)); T const Sin(sin(angle)); #else T const Cos = cos(radians(angle)); T const Sin = sin(radians(angle)); #endif Result.x = v.x * Cos - v.y * Sin; Result.y = v.x * Sin + v.y * Cos; return Result; }
template <typename T> GLM_FUNC_QUALIFIER detail::tvec3<T> rotate ( detail::tvec3<T> const & v, T const & angle, detail::tvec3<T> const & normal ) { return detail::tmat3x3<T>(glm::rotate(angle, normal)) * v; } /* template <typename T> GLM_FUNC_QUALIFIER detail::tvec3<T> rotateGTX( const detail::tvec3<T>& x, T angle, const detail::tvec3<T>& normal) { const T Cos = cos(radians(angle)); const T Sin = sin(radians(angle)); return x * Cos + ((x * normal) * (T(1) - Cos)) * normal + cross(x, normal) * Sin; } */ template <typename T> GLM_FUNC_QUALIFIER detail::tvec4<T> rotate ( detail::tvec4<T> const & v, T const & angle, detail::tvec3<T> const & normal ) { return rotate(angle, normal) * v; }
template <typename T> GLM_FUNC_QUALIFIER detail::tvec3<T> rotateX ( detail::tvec3<T> const & v, T const & angle ) { detail::tvec3<T> Result(v);
#ifdef GLM_FORCE_RADIANS T const Cos(cos(angle)); T const Sin(sin(angle)); #else T const Cos = cos(radians(angle)); T const Sin = sin(radians(angle)); #endif
Result.y = v.y * Cos - v.z * Sin; Result.z = v.y * Sin + v.z * Cos; return Result; }
template <typename T> GLM_FUNC_QUALIFIER detail::tvec3<T> rotateY ( detail::tvec3<T> const & v, T const & angle ) { detail::tvec3<T> Result = v;
#ifdef GLM_FORCE_RADIANS T const Cos(cos(angle)); T const Sin(sin(angle)); #else T const Cos(cos(radians(angle))); T const Sin(sin(radians(angle))); #endif
Result.x = v.x * Cos + v.z * Sin; Result.z = -v.x * Sin + v.z * Cos; return Result; }
template <typename T> GLM_FUNC_QUALIFIER detail::tvec3<T> rotateZ ( detail::tvec3<T> const & v, T const & angle ) { detail::tvec3<T> Result = v;
#ifdef GLM_FORCE_RADIANS T const Cos(cos(angle)); T const Sin(sin(angle)); #else T const Cos(cos(radians(angle))); T const Sin(sin(radians(angle))); #endif
Result.x = v.x * Cos - v.y * Sin; Result.y = v.x * Sin + v.y * Cos; return Result; }
template <typename T> GLM_FUNC_QUALIFIER detail::tvec4<T> rotateX ( detail::tvec4<T> const & v, T const & angle ) { detail::tvec4<T> Result = v;
#ifdef GLM_FORCE_RADIANS T const Cos(cos(angle)); T const Sin(sin(angle)); #else T const Cos(cos(radians(angle))); T const Sin(sin(radians(angle))); #endif
Result.y = v.y * Cos - v.z * Sin; Result.z = v.y * Sin + v.z * Cos; return Result; }
template <typename T> GLM_FUNC_QUALIFIER detail::tvec4<T> rotateY ( detail::tvec4<T> const & v, T const & angle ) { detail::tvec4<T> Result = v;
#ifdef GLM_FORCE_RADIANS T const Cos(cos(angle)); T const Sin(sin(angle)); #else T const Cos(cos(radians(angle))); T const Sin(sin(radians(angle))); #endif
Result.x = v.x * Cos + v.z * Sin; Result.z = -v.x * Sin + v.z * Cos; return Result; }
template <typename T> GLM_FUNC_QUALIFIER detail::tvec4<T> rotateZ ( detail::tvec4<T> const & v, T const & angle ) { detail::tvec4<T> Result = v;
#ifdef GLM_FORCE_RADIANS T const Cos(cos(angle)); T const Sin(sin(angle)); #else T const Cos(cos(radians(angle))); T const Sin(sin(radians(angle))); #endif
Result.x = v.x * Cos - v.y * Sin; Result.y = v.x * Sin + v.y * Cos; return Result; }
template <typename T> GLM_FUNC_QUALIFIER detail::tmat4x4<T> orientation ( detail::tvec3<T> const & Normal, detail::tvec3<T> const & Up ) { if(all(equal(Normal, Up))) return detail::tmat4x4<T>(T(1));
detail::tvec3<T> RotationAxis = cross(Up, Normal); # ifdef GLM_FORCE_RADIANS T Angle = acos(dot(Normal, Up)); # else T Angle = degrees(acos(dot(Normal, Up))); # endif return rotate(Angle, RotationAxis); } }//namespace glm
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