/// @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 /// /// Include to use the features of this extension. /// /// Function to directly rotate a vector #pragma once // Dependency: #include "../gtx/transform.hpp" #include "../gtc/epsilon.hpp" #include "../ext/vector_relational.hpp" #include "../glm.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("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.") # else # pragma message("GLM: GLM_GTX_rotate_vector extension included") # endif #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, Q> slerp( vec<3, T, Q> const& x, vec<3, T, Q> const& y, T const& a); //! Rotate a two dimensional vector. //! From GLM_GTX_rotate_vector extension. template GLM_FUNC_DECL vec<2, T, Q> rotate( vec<2, T, Q> 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, Q> rotate( vec<3, T, Q> const& v, T const& angle, vec<3, T, Q> const& normal); //! Rotate a four dimensional vector around an axis. //! From GLM_GTX_rotate_vector extension. template GLM_FUNC_DECL vec<4, T, Q> rotate( vec<4, T, Q> const& v, T const& angle, vec<3, T, Q> const& normal); //! Rotate a three dimensional vector around the X axis. //! From GLM_GTX_rotate_vector extension. template GLM_FUNC_DECL vec<3, T, Q> rotateX( vec<3, T, Q> 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, Q> rotateY( vec<3, T, Q> 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, Q> rotateZ( vec<3, T, Q> 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, Q> rotateX( vec<4, T, Q> const& v, T const& angle); //! Rotate a four dimensional vector around the Y axis. //! From GLM_GTX_rotate_vector extension. template GLM_FUNC_DECL vec<4, T, Q> rotateY( vec<4, T, Q> const& v, T const& angle); //! Rotate a four dimensional vector around the Z axis. //! From GLM_GTX_rotate_vector extension. template GLM_FUNC_DECL vec<4, T, Q> rotateZ( vec<4, T, Q> 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, Q> orientation( vec<3, T, Q> const& Normal, vec<3, T, Q> const& Up); /// @} }//namespace glm #include "rotate_vector.inl"