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template<typename T , precision P> |
detail::tmat4x4< T, P > | rotateNormalizedAxis (detail::tmat4x4< T, P > const &m, T const &angle, detail::tvec3< T, P > const &axis) |
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template<typename T , precision P> |
detail::tquat< T, P > | rotateNormalizedAxis (detail::tquat< T, P > const &q, T const &angle, detail::tvec3< T, P > const &axis) |
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Quaternions and matrices rotations around normalized axis.
<glm/gtx/rotate_normalized_axis.hpp> need to be included to use these functionalities.
detail::tmat4x4<T, P> glm::rotateNormalizedAxis |
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detail::tmat4x4< T, P > const & |
m, |
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T const & |
angle, |
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detail::tvec3< T, P > const & |
axis |
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Builds a rotation 4 * 4 matrix created from a normalized axis and an angle.
- Parameters
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m | Input matrix multiplied by this rotation matrix. |
angle | Rotation angle expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise. |
axis | Rotation axis, must be normalized. |
- Template Parameters
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T | Value type used to build the matrix. Currently supported: half (not recommanded), float or double. |
- See Also
- GLM_GTX_rotate_normalized_axis
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- rotate(T angle, T x, T y, T z)
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- rotate(detail::tmat4x4<T, P> const & m, T angle, T x, T y, T z)
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- rotate(T angle, detail::tvec3<T, P> const & v)
detail::tquat<T, P> glm::rotateNormalizedAxis |
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detail::tquat< T, P > const & |
q, |
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T const & |
angle, |
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detail::tvec3< T, P > const & |
axis |
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Rotates a quaternion from a vector of 3 components normalized axis and an angle.
- Parameters
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q | Source orientation |
angle | Angle expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise. |
axis | Normalized axis of the rotation, must be normalized. |
- See Also
- GLM_GTX_rotate_normalized_axis