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| template<typename T , qualifier Q> |
| GLM_FUNC_DECL vec< 3, T, Q > | glm::slerp (vec< 3, T, Q > const &x, vec< 3, T, Q > const &y, T const &a) |
| | Returns Spherical interpolation between two vectors. More...
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| template<typename T , qualifier Q> |
| GLM_FUNC_DECL vec< 2, T, Q > | glm::rotate (vec< 2, T, Q > const &v, T const &angle) |
| | Rotate a two dimensional vector. More...
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| template<typename T , qualifier Q> |
| GLM_FUNC_DECL vec< 3, T, Q > | glm::rotate (vec< 3, T, Q > const &v, T const &angle, vec< 3, T, Q > const &normal) |
| | Rotate a three dimensional vector around an axis. More...
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| template<typename T , qualifier Q> |
| GLM_FUNC_DECL vec< 4, T, Q > | glm::rotate (vec< 4, T, Q > const &v, T const &angle, vec< 3, T, Q > const &normal) |
| | Rotate a four dimensional vector around an axis. More...
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| template<typename T , qualifier Q> |
| GLM_FUNC_DECL vec< 3, T, Q > | glm::rotateX (vec< 3, T, Q > const &v, T const &angle) |
| | Rotate a three dimensional vector around the X axis. More...
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| template<typename T , qualifier Q> |
| GLM_FUNC_DECL vec< 3, T, Q > | glm::rotateY (vec< 3, T, Q > const &v, T const &angle) |
| | Rotate a three dimensional vector around the Y axis. More...
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| template<typename T , qualifier Q> |
| GLM_FUNC_DECL vec< 3, T, Q > | glm::rotateZ (vec< 3, T, Q > const &v, T const &angle) |
| | Rotate a three dimensional vector around the Z axis. More...
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| template<typename T , qualifier Q> |
| GLM_FUNC_DECL vec< 4, T, Q > | glm::rotateX (vec< 4, T, Q > const &v, T const &angle) |
| | Rotate a four dimensional vector around the X axis. More...
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| template<typename T , qualifier Q> |
| GLM_FUNC_DECL vec< 4, T, Q > | glm::rotateY (vec< 4, T, Q > const &v, T const &angle) |
| | Rotate a four dimensional vector around the Y axis. More...
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| template<typename T , qualifier Q> |
| GLM_FUNC_DECL vec< 4, T, Q > | glm::rotateZ (vec< 4, T, Q > const &v, T const &angle) |
| | Rotate a four dimensional vector around the Z axis. More...
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| template<typename T , qualifier Q> |
| GLM_FUNC_DECL mat< 4, 4, T, Q > | glm::orientation (vec< 3, T, Q > const &Normal, vec< 3, T, Q > const &Up) |
| | Build a rotation matrix from a normal and a up vector. More...
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