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+///////////////////////////////////////////////////////////////////////////////////////////////////
+// OpenGL Mathematics Copyright (c) 2005 - 2011 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.hpp
+///////////////////////////////////////////////////////////////////////////////////////////////////
+// Dependency:
+// - GLM core
+///////////////////////////////////////////////////////////////////////////////////////////////////
+
+#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))
+# pragma message("GLM: GLM_GTX_rotate_vector extension included")
+#endif
+
+namespace glm{
+namespace gtx{
+namespace rotate_vector ///< GLM_GTX_rotate_vector extension: Function to directly rotate a vector
+{
+ using namespace transform;
+
+ /// \addtogroup gtx_rotate_vector
+ /// @{
+
+ //! Rotate a two dimensional vector.
+ //! From GLM_GTX_rotate_vector extension.
+ template <typename T>
+ detail::tvec2<T> rotate(
+ detail::tvec2<T> const & v,
+ T const & angle);
+
+ //! Rotate a three dimensional vector around an axis.
+ //! From GLM_GTX_rotate_vector extension.
+ template <typename T>
+ detail::tvec3<T> rotate(
+ detail::tvec3<T> const & v,
+ T const & angle,
+ detail::tvec3<T> const & normal);
+
+ //! Rotate a four dimensional vector around an axis.
+ //! From GLM_GTX_rotate_vector extension.
+ template <typename T>
+ detail::tvec4<T> rotate(
+ detail::tvec4<T> const & v,
+ T const & angle,
+ detail::tvec3<T> const & normal);
+
+ //! Rotate a three dimensional vector around the X axis.
+ //! From GLM_GTX_rotate_vector extension.
+ template <typename T>
+ detail::tvec3<T> rotateX(
+ detail::tvec3<T> const & v,
+ T const & angle);
+
+ //! Rotate a three dimensional vector around the Y axis.
+ //! From GLM_GTX_rotate_vector extension.
+ template <typename T>
+ detail::tvec3<T> rotateY(
+ detail::tvec3<T> const & v,
+ T const & angle);
+
+ //! Rotate a three dimensional vector around the Z axis.
+ //! From GLM_GTX_rotate_vector extension.
+ template <typename T>
+ detail::tvec3<T> rotateZ(
+ detail::tvec3<T> const & v,
+ T const & angle);
+
+ //! Rotate a four dimentionnals vector around the X axis.
+ //! From GLM_GTX_rotate_vector extension.
+ template <typename T>
+ detail::tvec4<T> rotateX(
+ detail::tvec4<T> const & v,
+ T const & angle);
+
+ //! Rotate a four dimensional vector around the X axis.
+ //! From GLM_GTX_rotate_vector extension.
+ template <typename T>
+ detail::tvec4<T> rotateY(
+ detail::tvec4<T> const & v,
+ T const & angle);
+
+ //! Rotate a four dimensional vector around the X axis.
+ //! From GLM_GTX_rotate_vector extension.
+ template <typename T>
+ detail::tvec4<T> rotateZ(
+ detail::tvec4<T> 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>
+ detail::tmat4x4<T> orientation(
+ detail::tvec3<T> const & Normal,
+ detail::tvec3<T> const & Up);
+
+ /// @}
+}//namespace rotate_vector
+}//namespace gtx
+}//namespace glm
+
+#include "rotate_vector.inl"
+
+namespace glm{using namespace gtx::rotate_vector;}
+
+#endif//glm_gtx_rotate_vector