Dengine/extern/glm-0.9.7.5/include/glm/gtx/rotate_normalized_axis.inl
2016-06-03 15:07:40 +10:00

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///////////////////////////////////////////////////////////////////////////////////
/// OpenGL Mathematics (glm.g-truc.net)
///
/// Copyright (c) 2005 - 2012 G-Truc Creation (www.g-truc.net)
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///
/// The above copyright notice and this permission notice shall be included in
/// all copies or substantial portions of the Software.
///
/// Restrictions:
/// By making use of the Software for military purposes, you choose to make
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///
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///
/// @ref gtx_rotate_normalized_axis
/// @file glm/gtx/rotate_normalized_axis.inl
/// @date 2012-12-13 / 2012-12-13
/// @author Christophe Riccio
///////////////////////////////////////////////////////////////////////////////////
namespace glm
{
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat4x4<T, P> rotateNormalizedAxis
(
tmat4x4<T, P> const & m,
T const & angle,
tvec3<T, P> const & v
)
{
T const a = angle;
T const c = cos(a);
T const s = sin(a);
tvec3<T, P> const axis(v);
tvec3<T, P> const temp((static_cast<T>(1) - c) * axis);
tmat4x4<T, P> Rotate(uninitialize);
Rotate[0][0] = c + temp[0] * axis[0];
Rotate[0][1] = 0 + temp[0] * axis[1] + s * axis[2];
Rotate[0][2] = 0 + temp[0] * axis[2] - s * axis[1];
Rotate[1][0] = 0 + temp[1] * axis[0] - s * axis[2];
Rotate[1][1] = c + temp[1] * axis[1];
Rotate[1][2] = 0 + temp[1] * axis[2] + s * axis[0];
Rotate[2][0] = 0 + temp[2] * axis[0] + s * axis[1];
Rotate[2][1] = 0 + temp[2] * axis[1] - s * axis[0];
Rotate[2][2] = c + temp[2] * axis[2];
tmat4x4<T, P> Result(uninitialize);
Result[0] = m[0] * Rotate[0][0] + m[1] * Rotate[0][1] + m[2] * Rotate[0][2];
Result[1] = m[0] * Rotate[1][0] + m[1] * Rotate[1][1] + m[2] * Rotate[1][2];
Result[2] = m[0] * Rotate[2][0] + m[1] * Rotate[2][1] + m[2] * Rotate[2][2];
Result[3] = m[3];
return Result;
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tquat<T, P> rotateNormalizedAxis
(
tquat<T, P> const & q,
T const & angle,
tvec3<T, P> const & v
)
{
tvec3<T, P> const Tmp(v);
T const AngleRad(angle);
T const Sin = sin(AngleRad * T(0.5));
return q * tquat<T, P>(cos(AngleRad * static_cast<T>(0.5)), Tmp.x * Sin, Tmp.y * Sin, Tmp.z * Sin);
//return gtc::quaternion::cross(q, tquat<T, P>(cos(AngleRad * T(0.5)), Tmp.x * fSin, Tmp.y * fSin, Tmp.z * fSin));
}
}//namespace glm