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-rw-r--r--external/include/glm/gtx/rotate_vector.inl188
1 files changed, 0 insertions, 188 deletions
diff --git a/external/include/glm/gtx/rotate_vector.inl b/external/include/glm/gtx/rotate_vector.inl
deleted file mode 100644
index 5183d37..0000000
--- a/external/include/glm/gtx/rotate_vector.inl
+++ /dev/null
@@ -1,188 +0,0 @@
-/// @ref gtx_rotate_vector
-/// @file glm/gtx/rotate_vector.inl
-
-namespace glm
-{
- template<typename T, qualifier Q>
- GLM_FUNC_QUALIFIER vec<3, T, Q> slerp
- (
- vec<3, T, Q> const& x,
- vec<3, T, Q> const& y,
- T const& a
- )
- {
- // get cosine of angle between vectors (-1 -> 1)
- T CosAlpha = dot(x, y);
- // get angle (0 -> pi)
- T Alpha = acos(CosAlpha);
- // get sine of angle between vectors (0 -> 1)
- T SinAlpha = sin(Alpha);
- // this breaks down when SinAlpha = 0, i.e. Alpha = 0 or pi
- T t1 = sin((static_cast<T>(1) - a) * Alpha) / SinAlpha;
- T t2 = sin(a * Alpha) / SinAlpha;
-
- // interpolate src vectors
- return x * t1 + y * t2;
- }
-
- template<typename T, qualifier Q>
- GLM_FUNC_QUALIFIER vec<2, T, Q> rotate
- (
- vec<2, T, Q> const& v,
- T const& angle
- )
- {
- vec<2, T, Q> Result;
- T const Cos(cos(angle));
- T const Sin(sin(angle));
-
- Result.x = v.x * Cos - v.y * Sin;
- Result.y = v.x * Sin + v.y * Cos;
- return Result;
- }
-
- template<typename T, qualifier Q>
- GLM_FUNC_QUALIFIER vec<3, T, Q> rotate
- (
- vec<3, T, Q> const& v,
- T const& angle,
- vec<3, T, Q> const& normal
- )
- {
- return mat<3, 3, T, Q>(glm::rotate(angle, normal)) * v;
- }
- /*
- template<typename T, qualifier Q>
- GLM_FUNC_QUALIFIER vec<3, T, Q> rotateGTX(
- const vec<3, T, Q>& x,
- T angle,
- const vec<3, T, Q>& 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, qualifier Q>
- GLM_FUNC_QUALIFIER vec<4, T, Q> rotate
- (
- vec<4, T, Q> const& v,
- T const& angle,
- vec<3, T, Q> const& normal
- )
- {
- return rotate(angle, normal) * v;
- }
-
- template<typename T, qualifier Q>
- GLM_FUNC_QUALIFIER vec<3, T, Q> rotateX
- (
- vec<3, T, Q> const& v,
- T const& angle
- )
- {
- vec<3, T, Q> Result(v);
- T const Cos(cos(angle));
- T const Sin(sin(angle));
-
- Result.y = v.y * Cos - v.z * Sin;
- Result.z = v.y * Sin + v.z * Cos;
- return Result;
- }
-
- template<typename T, qualifier Q>
- GLM_FUNC_QUALIFIER vec<3, T, Q> rotateY
- (
- vec<3, T, Q> const& v,
- T const& angle
- )
- {
- vec<3, T, Q> Result = v;
- T const Cos(cos(angle));
- T const Sin(sin(angle));
-
- Result.x = v.x * Cos + v.z * Sin;
- Result.z = -v.x * Sin + v.z * Cos;
- return Result;
- }
-
- template<typename T, qualifier Q>
- GLM_FUNC_QUALIFIER vec<3, T, Q> rotateZ
- (
- vec<3, T, Q> const& v,
- T const& angle
- )
- {
- vec<3, T, Q> Result = v;
- T const Cos(cos(angle));
- T const Sin(sin(angle));
-
- Result.x = v.x * Cos - v.y * Sin;
- Result.y = v.x * Sin + v.y * Cos;
- return Result;
- }
-
- template<typename T, qualifier Q>
- GLM_FUNC_QUALIFIER vec<4, T, Q> rotateX
- (
- vec<4, T, Q> const& v,
- T const& angle
- )
- {
- vec<4, T, Q> Result = v;
- T const Cos(cos(angle));
- T const Sin(sin(angle));
-
- Result.y = v.y * Cos - v.z * Sin;
- Result.z = v.y * Sin + v.z * Cos;
- return Result;
- }
-
- template<typename T, qualifier Q>
- GLM_FUNC_QUALIFIER vec<4, T, Q> rotateY
- (
- vec<4, T, Q> const& v,
- T const& angle
- )
- {
- vec<4, T, Q> Result = v;
- T const Cos(cos(angle));
- T const Sin(sin(angle));
-
- Result.x = v.x * Cos + v.z * Sin;
- Result.z = -v.x * Sin + v.z * Cos;
- return Result;
- }
-
- template<typename T, qualifier Q>
- GLM_FUNC_QUALIFIER vec<4, T, Q> rotateZ
- (
- vec<4, T, Q> const& v,
- T const& angle
- )
- {
- vec<4, T, Q> Result = v;
- T const Cos(cos(angle));
- T const Sin(sin(angle));
-
- Result.x = v.x * Cos - v.y * Sin;
- Result.y = v.x * Sin + v.y * Cos;
- return Result;
- }
-
- template<typename T, qualifier Q>
- GLM_FUNC_QUALIFIER mat<4, 4, T, Q> orientation
- (
- vec<3, T, Q> const& Normal,
- vec<3, T, Q> const& Up
- )
- {
- if(all(equal(Normal, Up)))
- return mat<4, 4, T, Q>(T(1));
-
- vec<3, T, Q> RotationAxis = cross(Up, Normal);
- T Angle = acos(dot(Normal, Up));
-
- return rotate(Angle, RotationAxis);
- }
-}//namespace glm