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-rw-r--r--src/include/glm/gtx/rotate_vector.inl187
1 files changed, 187 insertions, 0 deletions
diff --git a/src/include/glm/gtx/rotate_vector.inl b/src/include/glm/gtx/rotate_vector.inl
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+++ b/src/include/glm/gtx/rotate_vector.inl
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+/// @ref gtx_rotate_vector
+
+namespace glm
+{
+ template<typename T, qualifier Q>
+ GLM_FUNC_QUALIFIER vec<3, T, Q> slerp
+ (
+ vec<3, T, Q> const& x,
+ vec<3, T, Q> const& y,
+ T const& a
+ )
+ {
+ // get cosine of angle between vectors (-1 -> 1)
+ T CosAlpha = dot(x, y);
+ // get angle (0 -> pi)
+ T Alpha = acos(CosAlpha);
+ // get sine of angle between vectors (0 -> 1)
+ T SinAlpha = sin(Alpha);
+ // this breaks down when SinAlpha = 0, i.e. Alpha = 0 or pi
+ T t1 = sin((static_cast<T>(1) - a) * Alpha) / SinAlpha;
+ T t2 = sin(a * Alpha) / SinAlpha;
+
+ // interpolate src vectors
+ return x * t1 + y * t2;
+ }
+
+ template<typename T, qualifier Q>
+ GLM_FUNC_QUALIFIER vec<2, T, Q> rotate
+ (
+ vec<2, T, Q> const& v,
+ T const& angle
+ )
+ {
+ vec<2, T, Q> Result;
+ T const Cos(cos(angle));
+ T const Sin(sin(angle));
+
+ Result.x = v.x * Cos - v.y * Sin;
+ Result.y = v.x * Sin + v.y * Cos;
+ return Result;
+ }
+
+ template<typename T, qualifier Q>
+ GLM_FUNC_QUALIFIER vec<3, T, Q> rotate
+ (
+ vec<3, T, Q> const& v,
+ T const& angle,
+ vec<3, T, Q> const& normal
+ )
+ {
+ return mat<3, 3, T, Q>(glm::rotate(angle, normal)) * v;
+ }
+ /*
+ template<typename T, qualifier Q>
+ GLM_FUNC_QUALIFIER vec<3, T, Q> rotateGTX(
+ const vec<3, T, Q>& x,
+ T angle,
+ const vec<3, T, Q>& 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, qualifier Q>
+ GLM_FUNC_QUALIFIER vec<4, T, Q> rotate
+ (
+ vec<4, T, Q> const& v,
+ T const& angle,
+ vec<3, T, Q> const& normal
+ )
+ {
+ return rotate(angle, normal) * v;
+ }
+
+ template<typename T, qualifier Q>
+ GLM_FUNC_QUALIFIER vec<3, T, Q> rotateX
+ (
+ vec<3, T, Q> const& v,
+ T const& angle
+ )
+ {
+ vec<3, T, Q> Result(v);
+ T const Cos(cos(angle));
+ T const Sin(sin(angle));
+
+ Result.y = v.y * Cos - v.z * Sin;
+ Result.z = v.y * Sin + v.z * Cos;
+ return Result;
+ }
+
+ template<typename T, qualifier Q>
+ GLM_FUNC_QUALIFIER vec<3, T, Q> rotateY
+ (
+ vec<3, T, Q> const& v,
+ T const& angle
+ )
+ {
+ vec<3, T, Q> Result = v;
+ T const Cos(cos(angle));
+ T const Sin(sin(angle));
+
+ Result.x = v.x * Cos + v.z * Sin;
+ Result.z = -v.x * Sin + v.z * Cos;
+ return Result;
+ }
+
+ template<typename T, qualifier Q>
+ GLM_FUNC_QUALIFIER vec<3, T, Q> rotateZ
+ (
+ vec<3, T, Q> const& v,
+ T const& angle
+ )
+ {
+ vec<3, T, Q> Result = v;
+ T const Cos(cos(angle));
+ T const Sin(sin(angle));
+
+ Result.x = v.x * Cos - v.y * Sin;
+ Result.y = v.x * Sin + v.y * Cos;
+ return Result;
+ }
+
+ template<typename T, qualifier Q>
+ GLM_FUNC_QUALIFIER vec<4, T, Q> rotateX
+ (
+ vec<4, T, Q> const& v,
+ T const& angle
+ )
+ {
+ vec<4, T, Q> Result = v;
+ T const Cos(cos(angle));
+ T const Sin(sin(angle));
+
+ Result.y = v.y * Cos - v.z * Sin;
+ Result.z = v.y * Sin + v.z * Cos;
+ return Result;
+ }
+
+ template<typename T, qualifier Q>
+ GLM_FUNC_QUALIFIER vec<4, T, Q> rotateY
+ (
+ vec<4, T, Q> const& v,
+ T const& angle
+ )
+ {
+ vec<4, T, Q> Result = v;
+ T const Cos(cos(angle));
+ T const Sin(sin(angle));
+
+ Result.x = v.x * Cos + v.z * Sin;
+ Result.z = -v.x * Sin + v.z * Cos;
+ return Result;
+ }
+
+ template<typename T, qualifier Q>
+ GLM_FUNC_QUALIFIER vec<4, T, Q> rotateZ
+ (
+ vec<4, T, Q> const& v,
+ T const& angle
+ )
+ {
+ vec<4, T, Q> Result = v;
+ T const Cos(cos(angle));
+ T const Sin(sin(angle));
+
+ Result.x = v.x * Cos - v.y * Sin;
+ Result.y = v.x * Sin + v.y * Cos;
+ return Result;
+ }
+
+ template<typename T, qualifier Q>
+ GLM_FUNC_QUALIFIER mat<4, 4, T, Q> orientation
+ (
+ vec<3, T, Q> const& Normal,
+ vec<3, T, Q> const& Up
+ )
+ {
+ if(all(equal(Normal, Up, epsilon<T>())))
+ return mat<4, 4, T, Q>(static_cast<T>(1));
+
+ vec<3, T, Q> RotationAxis = cross(Up, Normal);
+ T Angle = acos(dot(Normal, Up));
+
+ return rotate(Angle, RotationAxis);
+ }
+}//namespace glm