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/// @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 <glm/gtx/rotate_vector.hpp> 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<typename T, qualifier Q>
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<typename T, qualifier Q>
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<typename T, qualifier Q>
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<typename T, qualifier Q>
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<typename T, qualifier Q>
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<typename T, qualifier Q>
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<typename T, qualifier Q>
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<typename T, qualifier Q>
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<typename T, qualifier Q>
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<typename T, qualifier Q>
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<typename T, qualifier Q>
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"
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