@@ -59,82 +59,82 @@ namespace glm
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///
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/// @see gtc_quaternion
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template <typename T, precision P>
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GLM_FUNC_DECL detail::tvec3<T, P> slerp(
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detail::tvec3<T, P> const & x,
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detail::tvec3<T, P> const & y,
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GLM_FUNC_DECL tvec3<T, P> slerp(
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tvec3<T, P> const & x,
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tvec3<T, P> const & y,
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T const & a);
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//! Rotate a two dimensional vector.
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//! From GLM_GTX_rotate_vector extension.
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template <typename T, precision P>
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GLM_FUNC_DECL detail::tvec2<T, P> rotate(
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detail::tvec2<T, P> const & v,
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GLM_FUNC_DECL tvec2<T, P> rotate(
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tvec2<T, P> const & v,
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T const & angle);
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//! Rotate a three dimensional vector around an axis.
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//! From GLM_GTX_rotate_vector extension.
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template <typename T, precision P>
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GLM_FUNC_DECL detail::tvec3<T, P> rotate(
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detail::tvec3<T, P> const & v,
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GLM_FUNC_DECL tvec3<T, P> rotate(
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tvec3<T, P> const & v,
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T const & angle,
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detail::tvec3<T, P> const & normal);
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tvec3<T, P> const & normal);
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//! Rotate a four dimensional vector around an axis.
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//! From GLM_GTX_rotate_vector extension.
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template <typename T, precision P>
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GLM_FUNC_DECL detail::tvec4<T, P> rotate(
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detail::tvec4<T, P> const & v,
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GLM_FUNC_DECL tvec4<T, P> rotate(
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tvec4<T, P> const & v,
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T const & angle,
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detail::tvec3<T, P> const & normal);
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tvec3<T, P> const & normal);
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//! Rotate a three dimensional vector around the X axis.
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//! From GLM_GTX_rotate_vector extension.
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template <typename T, precision P>
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GLM_FUNC_DECL detail::tvec3<T, P> rotateX(
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detail::tvec3<T, P> const & v,
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GLM_FUNC_DECL tvec3<T, P> rotateX(
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tvec3<T, P> const & v,
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T const & angle);
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//! Rotate a three dimensional vector around the Y axis.
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//! From GLM_GTX_rotate_vector extension.
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template <typename T, precision P>
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GLM_FUNC_DECL detail::tvec3<T, P> rotateY(
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detail::tvec3<T, P> const & v,
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GLM_FUNC_DECL tvec3<T, P> rotateY(
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tvec3<T, P> const & v,
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T const & angle);
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//! Rotate a three dimensional vector around the Z axis.
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//! From GLM_GTX_rotate_vector extension.
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template <typename T, precision P>
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GLM_FUNC_DECL detail::tvec3<T, P> rotateZ(
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detail::tvec3<T, P> const & v,
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GLM_FUNC_DECL tvec3<T, P> rotateZ(
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tvec3<T, P> const & v,
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T const & angle);
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//! Rotate a four dimentionnals vector around the X axis.
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//! From GLM_GTX_rotate_vector extension.
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template <typename T, precision P>
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GLM_FUNC_DECL detail::tvec4<T, P> rotateX(
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detail::tvec4<T, P> const & v,
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GLM_FUNC_DECL tvec4<T, P> rotateX(
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tvec4<T, P> const & v,
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T const & angle);
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//! Rotate a four dimensional vector around the X axis.
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//! From GLM_GTX_rotate_vector extension.
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template <typename T, precision P>
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GLM_FUNC_DECL detail::tvec4<T, P> rotateY(
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detail::tvec4<T, P> const & v,
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GLM_FUNC_DECL tvec4<T, P> rotateY(
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tvec4<T, P> const & v,
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T const & angle);
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//! Rotate a four dimensional vector around the X axis.
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//! From GLM_GTX_rotate_vector extension.
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template <typename T, precision P>
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GLM_FUNC_DECL detail::tvec4<T, P> rotateZ(
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detail::tvec4<T, P> const & v,
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GLM_FUNC_DECL tvec4<T, P> rotateZ(
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tvec4<T, P> const & v,
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T const & angle);
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//! Build a rotation matrix from a normal and a up vector.
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//! From GLM_GTX_rotate_vector extension.
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template <typename T, precision P>
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GLM_FUNC_DECL detail::tmat4x4<T, P> orientation(
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detail::tvec3<T, P> const & Normal,
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detail::tvec3<T, P> const & Up);
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GLM_FUNC_DECL tmat4x4<T, P> orientation(
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tvec3<T, P> const & Normal,
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tvec3<T, P> const & Up);
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/// @}
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}//namespace glm
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