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212 lines
4.7 KiB
Plaintext
212 lines
4.7 KiB
Plaintext
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// OpenGL Mathematics Copyright (c) 2005 - 2013 G-Truc Creation (www.g-truc.net)
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Created : 2006-11-02
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// Updated : 2009-02-19
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// Licence : This source is under MIT License
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// File : glm/gtx/rotate_vector.inl
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///////////////////////////////////////////////////////////////////////////////////////////////////
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namespace glm
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{
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template <typename T>
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GLM_FUNC_QUALIFIER detail::tvec2<T> rotate
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(
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detail::tvec2<T> const & v,
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T const & angle
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)
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{
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detail::tvec2<T> Result;
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#ifdef GLM_FORCE_RADIANS
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T const Cos(cos(angle));
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T const Sin(sin(angle));
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#else
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T const Cos = cos(radians(angle));
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T const Sin = sin(radians(angle));
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#endif
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Result.x = v.x * Cos - v.y * Sin;
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Result.y = v.x * Sin + v.y * Cos;
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return Result;
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}
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template <typename T>
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GLM_FUNC_QUALIFIER detail::tvec3<T> rotate
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(
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detail::tvec3<T> const & v,
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T const & angle,
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detail::tvec3<T> const & normal
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)
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{
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return detail::tmat3x3<T>(glm::rotate(angle, normal)) * v;
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}
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/*
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template <typename T>
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GLM_FUNC_QUALIFIER detail::tvec3<T> rotateGTX(
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const detail::tvec3<T>& x,
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T angle,
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const detail::tvec3<T>& normal)
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{
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const T Cos = cos(radians(angle));
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const T Sin = sin(radians(angle));
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return x * Cos + ((x * normal) * (T(1) - Cos)) * normal + cross(x, normal) * Sin;
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}
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*/
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template <typename T>
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GLM_FUNC_QUALIFIER detail::tvec4<T> rotate
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(
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detail::tvec4<T> const & v,
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T const & angle,
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detail::tvec3<T> const & normal
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)
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{
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return rotate(angle, normal) * v;
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}
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template <typename T>
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GLM_FUNC_QUALIFIER detail::tvec3<T> rotateX
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(
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detail::tvec3<T> const & v,
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T const & angle
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)
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{
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detail::tvec3<T> Result(v);
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#ifdef GLM_FORCE_RADIANS
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T const Cos(cos(angle));
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T const Sin(sin(angle));
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#else
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T const Cos = cos(radians(angle));
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T const Sin = sin(radians(angle));
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#endif
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Result.y = v.y * Cos - v.z * Sin;
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Result.z = v.y * Sin + v.z * Cos;
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return Result;
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}
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template <typename T>
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GLM_FUNC_QUALIFIER detail::tvec3<T> rotateY
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(
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detail::tvec3<T> const & v,
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T const & angle
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)
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{
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detail::tvec3<T> Result = v;
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#ifdef GLM_FORCE_RADIANS
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T const Cos(cos(angle));
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T const Sin(sin(angle));
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#else
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T const Cos(cos(radians(angle)));
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T const Sin(sin(radians(angle)));
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#endif
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Result.x = v.x * Cos + v.z * Sin;
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Result.z = -v.x * Sin + v.z * Cos;
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return Result;
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}
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template <typename T>
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GLM_FUNC_QUALIFIER detail::tvec3<T> rotateZ
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(
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detail::tvec3<T> const & v,
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T const & angle
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)
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{
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detail::tvec3<T> Result = v;
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#ifdef GLM_FORCE_RADIANS
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T const Cos(cos(angle));
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T const Sin(sin(angle));
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#else
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T const Cos(cos(radians(angle)));
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T const Sin(sin(radians(angle)));
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#endif
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Result.x = v.x * Cos - v.y * Sin;
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Result.y = v.x * Sin + v.y * Cos;
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return Result;
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}
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template <typename T>
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GLM_FUNC_QUALIFIER detail::tvec4<T> rotateX
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(
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detail::tvec4<T> const & v,
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T const & angle
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)
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{
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detail::tvec4<T> Result = v;
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#ifdef GLM_FORCE_RADIANS
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T const Cos(cos(angle));
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T const Sin(sin(angle));
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#else
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T const Cos(cos(radians(angle)));
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T const Sin(sin(radians(angle)));
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#endif
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Result.y = v.y * Cos - v.z * Sin;
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Result.z = v.y * Sin + v.z * Cos;
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return Result;
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}
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template <typename T>
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GLM_FUNC_QUALIFIER detail::tvec4<T> rotateY
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(
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detail::tvec4<T> const & v,
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T const & angle
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)
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{
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detail::tvec4<T> Result = v;
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#ifdef GLM_FORCE_RADIANS
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T const Cos(cos(angle));
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T const Sin(sin(angle));
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#else
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T const Cos(cos(radians(angle)));
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T const Sin(sin(radians(angle)));
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#endif
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Result.x = v.x * Cos + v.z * Sin;
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Result.z = -v.x * Sin + v.z * Cos;
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return Result;
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}
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template <typename T>
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GLM_FUNC_QUALIFIER detail::tvec4<T> rotateZ
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(
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detail::tvec4<T> const & v,
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T const & angle
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)
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{
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detail::tvec4<T> Result = v;
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#ifdef GLM_FORCE_RADIANS
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T const Cos(cos(angle));
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T const Sin(sin(angle));
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#else
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T const Cos(cos(radians(angle)));
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T const Sin(sin(radians(angle)));
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#endif
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Result.x = v.x * Cos - v.y * Sin;
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Result.y = v.x * Sin + v.y * Cos;
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return Result;
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}
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template <typename T>
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GLM_FUNC_QUALIFIER detail::tmat4x4<T> orientation
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(
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detail::tvec3<T> const & Normal,
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detail::tvec3<T> const & Up
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)
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{
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if(all(equal(Normal, Up)))
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return detail::tmat4x4<T>(T(1));
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detail::tvec3<T> RotationAxis = cross(Up, Normal);
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T Angle = degrees(acos(dot(Normal, Up)));
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return rotate(Angle, RotationAxis);
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}
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}//namespace glm
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