gtx_rotate_vector Module Reference
Include < glm/gtx/rotate_vector.hpp > to use the features of this extension.
Function to directly rotate a vector
Public Member Functions
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GLM_FUNC_DECL vec< 3, T, Q >slerp (vec< 3, T, Q > const &x, vec< 3, T, Q > const &y, T const &a)
Returns Spherical interpolation between two vectors
x
A first vector
yA second vector
aInterpolation factor. The interpolation is defined beyond the range [0, 1].
- See Also
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GLM_FUNC_DECL vec< 2, T, Q >rotate (vec< 2, T, Q > const &v, T const &angle)
Rotate a two dimensional vector. From GLM_GTX_rotate_vector extension.
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GLM_FUNC_DECL vec< 3, T, Q >rotate (vec< 3, T, Q > const &v, T const &angle, vec< 3, T, Q > const &normal)
Rotate a three dimensional vector around an axis. From GLM_GTX_rotate_vector extension.
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GLM_FUNC_DECL vec< 4, T, Q >rotate (vec< 4, T, Q > const &v, T const &angle, vec< 3, T, Q > const &normal)
Rotate a four dimensional vector around an axis. From GLM_GTX_rotate_vector extension.
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GLM_FUNC_DECL vec< 3, T, Q >rotateX (vec< 3, T, Q > const &v, T const &angle)
Rotate a three dimensional vector around the X axis. From GLM_GTX_rotate_vector extension.
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GLM_FUNC_DECL vec< 3, T, Q >rotateY (vec< 3, T, Q > const &v, T const &angle)
Rotate a three dimensional vector around the Y axis. From GLM_GTX_rotate_vector extension.
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GLM_FUNC_DECL vec< 3, T, Q >rotateZ (vec< 3, T, Q > const &v, T const &angle)
Rotate a three dimensional vector around the Z axis. From GLM_GTX_rotate_vector extension.
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GLM_FUNC_DECL vec< 4, T, Q >rotateX (vec< 4, T, Q > const &v, T const &angle)
Rotate a four dimensional vector around the X axis. From GLM_GTX_rotate_vector extension.
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GLM_FUNC_DECL vec< 4, T, Q >rotateY (vec< 4, T, Q > const &v, T const &angle)
Rotate a four dimensional vector around the Y axis. From GLM_GTX_rotate_vector extension.
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GLM_FUNC_DECL vec< 4, T, Q >rotateZ (vec< 4, T, Q > const &v, T const &angle)
Rotate a four dimensional vector around the Z axis. From GLM_GTX_rotate_vector extension.
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GLM_FUNC_DECL mat< 4, 4, T, Q >orientation (vec< 3, T, Q > const &Normal, vec< 3, T, Q > const &Up)
Build a rotation matrix from a normal and a up vector. From GLM_GTX_rotate_vector extension.