mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2025-10-12 01:12:57 +00:00
Add glm 0.9.2
This commit is contained in:
parent
21545e1a24
commit
c4b531ed5e
218 changed files with 46187 additions and 0 deletions
149
ExternalLibs/glm/gtx/rotate_vector.inl
Normal file
149
ExternalLibs/glm/gtx/rotate_vector.inl
Normal file
|
@ -0,0 +1,149 @@
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// 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.inl
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
namespace glm{
|
||||
namespace gtx{
|
||||
namespace rotate_vector
|
||||
{
|
||||
template <typename T>
|
||||
GLM_FUNC_QUALIFIER detail::tvec2<T> rotate(
|
||||
detail::tvec2<T> const & v,
|
||||
T const & angle)
|
||||
{
|
||||
detail::tvec2<T> Result;
|
||||
const T Cos = cos(radians(angle));
|
||||
const T Sin = sin(radians(angle));
|
||||
Result.x = v.x * Cos - v.y * Sin;
|
||||
Result.y = v.x * Sin + v.y * Cos;
|
||||
return Result;
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
GLM_FUNC_QUALIFIER detail::tvec3<T> rotate(
|
||||
const detail::tvec3<T> & v,
|
||||
T const & angle,
|
||||
const detail::tvec3<T> & normal)
|
||||
{
|
||||
return detail::tmat3x3<T>(glm::gtx::transform::rotate(angle, normal)) * v;
|
||||
}
|
||||
/*
|
||||
template <typename T>
|
||||
GLM_FUNC_QUALIFIER detail::tvec3<T> rotateGTX(
|
||||
const detail::tvec3<T>& x,
|
||||
T angle,
|
||||
const detail::tvec3<T>& normal)
|
||||
{
|
||||
const T Cos = cos(radians(angle));
|
||||
const T Sin = sin(radians(angle));
|
||||
return x * Cos + ((x * normal) * (T(1) - Cos)) * normal + cross(x, normal) * Sin;
|
||||
}
|
||||
*/
|
||||
template <typename T>
|
||||
GLM_FUNC_QUALIFIER detail::tvec4<T> rotate(
|
||||
detail::tvec4<T> const & v,
|
||||
T const & angle,
|
||||
detail::tvec3<T> const & normal)
|
||||
{
|
||||
return glm::gtx::transform::rotate(angle, normal) * v;
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
GLM_FUNC_QUALIFIER detail::tvec3<T> rotateX(
|
||||
detail::tvec3<T> const & v,
|
||||
T const & angle)
|
||||
{
|
||||
detail::tvec3<T> Result = v;
|
||||
const T Cos = cos(radians(angle));
|
||||
const T Sin = sin(radians(angle));
|
||||
Result.y = v.y * Cos - v.z * Sin;
|
||||
Result.z = v.y * Sin + v.z * Cos;
|
||||
return Result;
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
GLM_FUNC_QUALIFIER detail::tvec3<T> rotateY(
|
||||
detail::tvec3<T> const & v,
|
||||
T const & angle)
|
||||
{
|
||||
detail::tvec3<T> Result = v;
|
||||
const T Cos = cos(radians(angle));
|
||||
const T Sin = sin(radians(angle));
|
||||
Result.x = v.x * Cos + v.z * Sin;
|
||||
Result.z = -v.x * Sin + v.z * Cos;
|
||||
return Result;
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
GLM_FUNC_QUALIFIER detail::tvec3<T> rotateZ(
|
||||
detail::tvec3<T> const & v,
|
||||
T const & angle)
|
||||
{
|
||||
detail::tvec3<T> Result = v;
|
||||
const T Cos = cos(radians(angle));
|
||||
const T Sin = sin(radians(angle));
|
||||
Result.x = v.x * Cos - v.y * Sin;
|
||||
Result.y = v.x * Sin + v.y * Cos;
|
||||
return Result;
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
GLM_FUNC_QUALIFIER detail::tvec4<T> rotateX(
|
||||
detail::tvec4<T> const & v,
|
||||
T const & angle)
|
||||
{
|
||||
detail::tvec4<T> Result = v;
|
||||
const T Cos = cos(radians(angle));
|
||||
const T Sin = sin(radians(angle));
|
||||
Result.y = v.y * Cos - v.z * Sin;
|
||||
Result.z = v.y * Sin + v.z * Cos;
|
||||
return Result;
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
GLM_FUNC_QUALIFIER detail::tvec4<T> rotateY(
|
||||
detail::tvec4<T> const & v,
|
||||
T const & angle)
|
||||
{
|
||||
detail::tvec4<T> Result = v;
|
||||
const T Cos = cos(radians(angle));
|
||||
const T Sin = sin(radians(angle));
|
||||
Result.x = v.x * Cos + v.z * Sin;
|
||||
Result.z = -v.x * Sin + v.z * Cos;
|
||||
return Result;
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
GLM_FUNC_QUALIFIER detail::tvec4<T> rotateZ(
|
||||
detail::tvec4<T> const & v,
|
||||
T const & angle)
|
||||
{
|
||||
detail::tvec4<T> Result = v;
|
||||
const T Cos = cos(radians(angle));
|
||||
const T Sin = sin(radians(angle));
|
||||
Result.x = v.x * Cos - v.y * Sin;
|
||||
Result.y = v.x * Sin + v.y * Cos;
|
||||
return Result;
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
GLM_FUNC_QUALIFIER detail::tmat4x4<T> orientation(
|
||||
detail::tvec3<T> const & Normal,
|
||||
detail::tvec3<T> const & Up)
|
||||
{
|
||||
if(all(equal(Normal, Up)))
|
||||
return detail::tmat4x4<T>(T(1));
|
||||
|
||||
detail::tvec3<T> RotationAxis = cross(Up, Normal);
|
||||
T Angle = degrees(acos(dot(Normal, Up)));
|
||||
return glm::gtx::transform::rotate(Angle, RotationAxis);
|
||||
}
|
||||
|
||||
}//namespace rotate_vector
|
||||
}//namespace gtx
|
||||
}//namespace glm
|
Loading…
Add table
Add a link
Reference in a new issue