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authorsaurabhb172020-02-26 16:20:48 +0530
committerGitHub2020-02-26 16:20:48 +0530
commitb77f5d9d8097c38159c6f60917995d6af13bbe1c (patch)
tree1392c90227aeea231c1d86371131e04c40382918 /include/gal/opengl/glm/gtx/rotate_vector.inl
parentdadc4d490966a24efe15b5cc533ef8695986048a (diff)
parent003d02608917e7a69d1a98438837e94ccf68352a (diff)
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Merge pull request #4 from FOSSEE/develop
merging dev into master
Diffstat (limited to 'include/gal/opengl/glm/gtx/rotate_vector.inl')
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diff --git a/include/gal/opengl/glm/gtx/rotate_vector.inl b/include/gal/opengl/glm/gtx/rotate_vector.inl
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+///////////////////////////////////////////////////////////////////////////////////////////////////
+// OpenGL Mathematics Copyright (c) 2005 - 2013 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
+{
+ template <typename T>
+ GLM_FUNC_QUALIFIER detail::tvec2<T> rotate
+ (
+ detail::tvec2<T> const & v,
+ T const & angle
+ )
+ {
+ detail::tvec2<T> Result;
+#ifdef GLM_FORCE_RADIANS
+ T const Cos(cos(angle));
+ T const Sin(sin(angle));
+#else
+ T const Cos = cos(radians(angle));
+ T const Sin = sin(radians(angle));
+#endif
+ 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
+ (
+ detail::tvec3<T> const & v,
+ T const & angle,
+ detail::tvec3<T> const & normal
+ )
+ {
+ return detail::tmat3x3<T>(glm::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 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);
+
+#ifdef GLM_FORCE_RADIANS
+ T const Cos(cos(angle));
+ T const Sin(sin(angle));
+#else
+ T const Cos = cos(radians(angle));
+ T const Sin = sin(radians(angle));
+#endif
+
+ 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;
+
+#ifdef GLM_FORCE_RADIANS
+ T const Cos(cos(angle));
+ T const Sin(sin(angle));
+#else
+ T const Cos(cos(radians(angle)));
+ T const Sin(sin(radians(angle)));
+#endif
+
+ 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;
+
+#ifdef GLM_FORCE_RADIANS
+ T const Cos(cos(angle));
+ T const Sin(sin(angle));
+#else
+ T const Cos(cos(radians(angle)));
+ T const Sin(sin(radians(angle)));
+#endif
+
+ 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;
+
+#ifdef GLM_FORCE_RADIANS
+ T const Cos(cos(angle));
+ T const Sin(sin(angle));
+#else
+ T const Cos(cos(radians(angle)));
+ T const Sin(sin(radians(angle)));
+#endif
+
+ 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;
+
+#ifdef GLM_FORCE_RADIANS
+ T const Cos(cos(angle));
+ T const Sin(sin(angle));
+#else
+ T const Cos(cos(radians(angle)));
+ T const Sin(sin(radians(angle)));
+#endif
+
+ 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;
+
+#ifdef GLM_FORCE_RADIANS
+ T const Cos(cos(angle));
+ T const Sin(sin(angle));
+#else
+ T const Cos(cos(radians(angle)));
+ T const Sin(sin(radians(angle)));
+#endif
+
+ 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);
+# ifdef GLM_FORCE_RADIANS
+ T Angle = acos(dot(Normal, Up));
+# else
+ T Angle = degrees(acos(dot(Normal, Up)));
+# endif
+ return rotate(Angle, RotationAxis);
+ }
+}//namespace glm