Clutter Engine 0.0.1
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GLM_GTX_rotate_vector

Functions

template<typename T , qualifier Q>
GLM_FUNC_DECL vec< 3, T, Q > glm::slerp (vec< 3, T, Q > const &x, vec< 3, T, Q > const &y, T const &a)
 
template<typename T , qualifier Q>
GLM_FUNC_DECL vec< 2, T, Q > glm::rotate (vec< 2, T, Q > const &v, T const &angle)
 
template<typename T , qualifier Q>
GLM_FUNC_DECL vec< 3, T, Q > glm::rotate (vec< 3, T, Q > const &v, T const &angle, vec< 3, T, Q > const &normal)
 
template<typename T , qualifier Q>
GLM_FUNC_DECL vec< 4, T, Q > glm::rotate (vec< 4, T, Q > const &v, T const &angle, vec< 3, T, Q > const &normal)
 
template<typename T , qualifier Q>
GLM_FUNC_DECL vec< 3, T, Q > glm::rotateX (vec< 3, T, Q > const &v, T const &angle)
 
template<typename T , qualifier Q>
GLM_FUNC_DECL vec< 3, T, Q > glm::rotateY (vec< 3, T, Q > const &v, T const &angle)
 
template<typename T , qualifier Q>
GLM_FUNC_DECL vec< 3, T, Q > glm::rotateZ (vec< 3, T, Q > const &v, T const &angle)
 
template<typename T , qualifier Q>
GLM_FUNC_DECL vec< 4, T, Q > glm::rotateX (vec< 4, T, Q > const &v, T const &angle)
 
template<typename T , qualifier Q>
GLM_FUNC_DECL vec< 4, T, Q > glm::rotateY (vec< 4, T, Q > const &v, T const &angle)
 
template<typename T , qualifier Q>
GLM_FUNC_DECL vec< 4, T, Q > glm::rotateZ (vec< 4, T, Q > const &v, T const &angle)
 
template<typename T , qualifier Q>
GLM_FUNC_DECL mat< 4, 4, T, Q > glm::orientation (vec< 3, T, Q > const &Normal, vec< 3, T, Q > const &Up)
 

Detailed Description

Include <glm/gtx/rotate_vector.hpp> to use the features of this extension.

Function to directly rotate a vector

Function Documentation

◆ orientation()

template<typename T , qualifier Q>
GLM_FUNC_DECL mat< 4, 4, T, Q > glm::orientation ( vec< 3, T, Q > const & Normal,
vec< 3, T, Q > const & Up )

Build a rotation matrix from a normal and a up vector. From GLM_GTX_rotate_vector extension.

◆ rotate() [1/3]

template<typename T , qualifier Q>
GLM_FUNC_DECL vec< 2, T, Q > glm::rotate ( vec< 2, T, Q > const & v,
T const & angle )

Rotate a two dimensional vector. From GLM_GTX_rotate_vector extension.

◆ rotate() [2/3]

template<typename T , qualifier Q>
GLM_FUNC_DECL vec< 3, T, Q > glm::rotate ( vec< 3, T, Q > const & v,
T const & angle,
vec< 3, T, Q > const & normal )

Rotate a three dimensional vector around an axis. From GLM_GTX_rotate_vector extension.

◆ rotate() [3/3]

template<typename T , qualifier Q>
GLM_FUNC_DECL vec< 4, T, Q > glm::rotate ( vec< 4, 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.

◆ rotateX() [1/2]

template<typename T , qualifier Q>
GLM_FUNC_DECL vec< 3, T, Q > glm::rotateX ( vec< 3, T, Q > const & v,
T const & angle )

Rotate a three dimensional vector around the X axis. From GLM_GTX_rotate_vector extension.

◆ rotateX() [2/2]

template<typename T , qualifier Q>
GLM_FUNC_DECL vec< 4, T, Q > glm::rotateX ( vec< 4, T, Q > const & v,
T const & angle )

Rotate a four dimensional vector around the X axis. From GLM_GTX_rotate_vector extension.

◆ rotateY() [1/2]

template<typename T , qualifier Q>
GLM_FUNC_DECL vec< 3, T, Q > glm::rotateY ( vec< 3, T, Q > const & v,
T const & angle )

Rotate a three dimensional vector around the Y axis. From GLM_GTX_rotate_vector extension.

◆ rotateY() [2/2]

template<typename T , qualifier Q>
GLM_FUNC_DECL vec< 4, T, Q > glm::rotateY ( vec< 4, T, Q > const & v,
T const & angle )

Rotate a four dimensional vector around the Y axis. From GLM_GTX_rotate_vector extension.

◆ rotateZ() [1/2]

template<typename T , qualifier Q>
GLM_FUNC_DECL vec< 3, T, Q > glm::rotateZ ( vec< 3, T, Q > const & v,
T const & angle )

Rotate a three dimensional vector around the Z axis. From GLM_GTX_rotate_vector extension.

◆ rotateZ() [2/2]

template<typename T , qualifier Q>
GLM_FUNC_DECL vec< 4, T, Q > glm::rotateZ ( vec< 4, T, Q > const & v,
T const & angle )

Rotate a four dimensional vector around the Z axis. From GLM_GTX_rotate_vector extension.

◆ slerp()

template<typename T , qualifier Q>
GLM_FUNC_DECL vec< 3, T, Q > glm::slerp ( vec< 3, T, Q > const & x,
vec< 3, T, Q > const & y,
T const & a )

Returns Spherical interpolation between two vectors

Parameters
xA first vector
yA second vector
aInterpolation factor. The interpolation is defined beyond the range [0, 1].
See also
GLM_GTX_rotate_vector