/////////////////////////////////////////////////////////////////////////////////// /// OpenGL Mathematics (glm.g-truc.net) /// /// Copyright (c) 2005 - 2014 G-Truc Creation (www.g-truc.net) /// Permission is hereby granted, free of charge, to any person obtaining a copy /// of this software and associated documentation files (the "Software"), to deal /// in the Software without restriction, including without limitation the rights /// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell /// copies of the Software, and to permit persons to whom the Software is /// furnished to do so, subject to the following conditions: /// /// The above copyright notice and this permission notice shall be included in /// all copies or substantial portions of the Software. /// /// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR /// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, /// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE /// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER /// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, /// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN /// THE SOFTWARE. /// /// @ref gtx_rotate_vector /// @file glm/gtx/rotate_vector.hpp /// @date 2006-11-02 / 2011-06-07 /// @author Christophe Riccio /// /// @see core (dependence) /// @see gtx_transform (dependence) /// /// @defgroup gtx_rotate_vector GLM_GTX_rotate_vector /// @ingroup gtx /// /// @brief Function to directly rotate a vector /// /// <glm/gtx/rotate_vector.hpp> need to be included to use these functionalities. /////////////////////////////////////////////////////////////////////////////////// #ifndef GLM_GTX_rotate_vector #define GLM_GTX_rotate_vector // Dependency: #include "../glm.hpp" #include "../gtx/transform.hpp" #if(defined(GLM_MESSAGES) && !defined(GLM_EXT_INCLUDED)) # pragma message("GLM: GLM_GTX_rotate_vector extension included") #endif namespace glm { /// @addtogroup gtx_rotate_vector /// @{ //! Rotate a two dimensional vector. //! From GLM_GTX_rotate_vector extension. template <typename T, precision P> GLM_FUNC_DECL detail::tvec2<T, P> rotate( detail::tvec2<T, P> const & v, T const & angle); //! Rotate a three dimensional vector around an axis. //! From GLM_GTX_rotate_vector extension. template <typename T, precision P> GLM_FUNC_DECL detail::tvec3<T, P> rotate( detail::tvec3<T, P> const & v, T const & angle, detail::tvec3<T, P> const & normal); //! Rotate a four dimensional vector around an axis. //! From GLM_GTX_rotate_vector extension. template <typename T, precision P> GLM_FUNC_DECL detail::tvec4<T, P> rotate( detail::tvec4<T, P> const & v, T const & angle, detail::tvec3<T, P> const & normal); //! Rotate a three dimensional vector around the X axis. //! From GLM_GTX_rotate_vector extension. template <typename T, precision P> GLM_FUNC_DECL detail::tvec3<T, P> rotateX( detail::tvec3<T, P> const & v, T const & angle); //! Rotate a three dimensional vector around the Y axis. //! From GLM_GTX_rotate_vector extension. template <typename T, precision P> GLM_FUNC_DECL detail::tvec3<T, P> rotateY( detail::tvec3<T, P> const & v, T const & angle); //! Rotate a three dimensional vector around the Z axis. //! From GLM_GTX_rotate_vector extension. template <typename T, precision P> GLM_FUNC_DECL detail::tvec3<T, P> rotateZ( detail::tvec3<T, P> const & v, T const & angle); //! Rotate a four dimentionnals vector around the X axis. //! From GLM_GTX_rotate_vector extension. template <typename T, precision P> GLM_FUNC_DECL detail::tvec4<T, P> rotateX( detail::tvec4<T, P> const & v, T const & angle); //! Rotate a four dimensional vector around the X axis. //! From GLM_GTX_rotate_vector extension. template <typename T, precision P> GLM_FUNC_DECL detail::tvec4<T, P> rotateY( detail::tvec4<T, P> const & v, T const & angle); //! Rotate a four dimensional vector around the X axis. //! From GLM_GTX_rotate_vector extension. template <typename T, precision P> GLM_FUNC_DECL detail::tvec4<T, P> rotateZ( detail::tvec4<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 <typename T, precision P> GLM_FUNC_DECL detail::tmat4x4<T, P> orientation( detail::tvec3<T, P> const & Normal, detail::tvec3<T, P> const & Up); /// @} }//namespace glm #include "rotate_vector.inl" #endif//GLM_GTX_rotate_vector