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Aquaria/ExternalLibs/glm/gtx/rotate_vector.inl
2015-07-12 22:07:27 +02:00

149 lines
4 KiB
C++

///////////////////////////////////////////////////////////////////////////////////////////////////
// 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