GLM
0.9.5
|
Functions | |
template<typename T , precision P> | |
detail::tmat4x4< T, P > | orientation (detail::tvec3< T, P > const &Normal, detail::tvec3< T, P > const &Up) |
template<typename T , precision P> | |
detail::tvec2< T, P > | rotate (detail::tvec2< T, P > const &v, T const &angle) |
template<typename T , precision P> | |
detail::tvec3< T, P > | rotate (detail::tvec3< T, P > const &v, T const &angle, detail::tvec3< T, P > const &normal) |
template<typename T , precision P> | |
detail::tvec4< T, P > | rotate (detail::tvec4< T, P > const &v, T const &angle, detail::tvec3< T, P > const &normal) |
template<typename T , precision P> | |
detail::tvec3< T, P > | rotateX (detail::tvec3< T, P > const &v, T const &angle) |
template<typename T , precision P> | |
detail::tvec4< T, P > | rotateX (detail::tvec4< T, P > const &v, T const &angle) |
template<typename T , precision P> | |
detail::tvec3< T, P > | rotateY (detail::tvec3< T, P > const &v, T const &angle) |
template<typename T , precision P> | |
detail::tvec4< T, P > | rotateY (detail::tvec4< T, P > const &v, T const &angle) |
template<typename T , precision P> | |
detail::tvec3< T, P > | rotateZ (detail::tvec3< T, P > const &v, T const &angle) |
template<typename T , precision P> | |
detail::tvec4< T, P > | rotateZ (detail::tvec4< T, P > const &v, T const &angle) |
Function to directly rotate a vector.
<glm/gtx/rotate_vector.hpp> need to be included to use these functionalities.
detail::tmat4x4<T, P> glm::orientation | ( | detail::tvec3< T, P > const & | Normal, |
detail::tvec3< T, P > const & | Up | ||
) |
Build a rotation matrix from a normal and a up vector.
From GLM_GTX_rotate_vector extension.
detail::tvec2<T, P> glm::rotate | ( | detail::tvec2< T, P > const & | v, |
T const & | angle | ||
) |
Rotate a two dimensional vector.
From GLM_GTX_rotate_vector extension.
detail::tvec3<T, P> glm::rotate | ( | detail::tvec3< T, P > const & | v, |
T const & | angle, | ||
detail::tvec3< T, P > const & | normal | ||
) |
Rotate a three dimensional vector around an axis.
From GLM_GTX_rotate_vector extension.
detail::tvec4<T, P> glm::rotate | ( | detail::tvec4< T, P > const & | v, |
T const & | angle, | ||
detail::tvec3< T, P > const & | normal | ||
) |
Rotate a four dimensional vector around an axis.
From GLM_GTX_rotate_vector extension.
detail::tvec3<T, P> glm::rotateX | ( | detail::tvec3< T, P > const & | v, |
T const & | angle | ||
) |
Rotate a three dimensional vector around the X axis.
From GLM_GTX_rotate_vector extension.
detail::tvec4<T, P> glm::rotateX | ( | detail::tvec4< T, P > const & | v, |
T const & | angle | ||
) |
Rotate a four dimentionnals vector around the X axis.
From GLM_GTX_rotate_vector extension.
detail::tvec3<T, P> glm::rotateY | ( | detail::tvec3< T, P > const & | v, |
T const & | angle | ||
) |
Rotate a three dimensional vector around the Y axis.
From GLM_GTX_rotate_vector extension.
detail::tvec4<T, P> glm::rotateY | ( | detail::tvec4< T, P > const & | v, |
T const & | angle | ||
) |
Rotate a four dimensional vector around the X axis.
From GLM_GTX_rotate_vector extension.
detail::tvec3<T, P> glm::rotateZ | ( | detail::tvec3< T, P > const & | v, |
T const & | angle | ||
) |
Rotate a three dimensional vector around the Z axis.
From GLM_GTX_rotate_vector extension.
detail::tvec4<T, P> glm::rotateZ | ( | detail::tvec4< T, P > const & | v, |
T const & | angle | ||
) |
Rotate a four dimensional vector around the X axis.
From GLM_GTX_rotate_vector extension.