namespace glm
{
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<3, T, Q> slerp
(
vec<3, T, Q> const& x,
vec<3, T, Q> const& y,
T const& a
)
{
T CosAlpha = dot(x, y);
T Alpha = acos(CosAlpha);
T SinAlpha = sin(Alpha);
T t1 = sin((static_cast<T>(1) - a) * Alpha) / SinAlpha;
T t2 = sin(a * Alpha) / SinAlpha;
return x * t1 + y * t2;
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<2, T, Q> rotate
(
vec<2, T, Q> const& v,
T const& angle
)
{
vec<2, T, Q> Result;
T const Cos(cos(angle));
T const Sin(sin(angle));
Result.x = v.x * Cos - v.y * Sin;
Result.y = v.x * Sin + v.y * Cos;
return Result;
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<3, T, Q> rotate
(
vec<3, T, Q> const& v,
T const& angle,
vec<3, T, Q> const& normal
)
{
return mat<3, 3, T, Q>(glm::rotate(angle, normal)) * v;
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<4, T, Q> rotate
(
vec<4, T, Q> const& v,
T const& angle,
vec<3, T, Q> const& normal
)
{
return rotate(angle, normal) * v;
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<3, T, Q> rotateX
(
vec<3, T, Q> const& v,
T const& angle
)
{
vec<3, T, Q> Result(v);
T const Cos(cos(angle));
T const Sin(sin(angle));
Result.y = v.y * Cos - v.z * Sin;
Result.z = v.y * Sin + v.z * Cos;
return Result;
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<3, T, Q> rotateY
(
vec<3, T, Q> const& v,
T const& angle
)
{
vec<3, T, Q> Result = v;
T const Cos(cos(angle));
T const Sin(sin(angle));
Result.x = v.x * Cos + v.z * Sin;
Result.z = -v.x * Sin + v.z * Cos;
return Result;
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<3, T, Q> rotateZ
(
vec<3, T, Q> const& v,
T const& angle
)
{
vec<3, T, Q> Result = v;
T const Cos(cos(angle));
T const Sin(sin(angle));
Result.x = v.x * Cos - v.y * Sin;
Result.y = v.x * Sin + v.y * Cos;
return Result;
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<4, T, Q> rotateX
(
vec<4, T, Q> const& v,
T const& angle
)
{
vec<4, T, Q> Result = v;
T const Cos(cos(angle));
T const Sin(sin(angle));
Result.y = v.y * Cos - v.z * Sin;
Result.z = v.y * Sin + v.z * Cos;
return Result;
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<4, T, Q> rotateY
(
vec<4, T, Q> const& v,
T const& angle
)
{
vec<4, T, Q> Result = v;
T const Cos(cos(angle));
T const Sin(sin(angle));
Result.x = v.x * Cos + v.z * Sin;
Result.z = -v.x * Sin + v.z * Cos;
return Result;
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<4, T, Q> rotateZ
(
vec<4, T, Q> const& v,
T const& angle
)
{
vec<4, T, Q> Result = v;
T const Cos(cos(angle));
T const Sin(sin(angle));
Result.x = v.x * Cos - v.y * Sin;
Result.y = v.x * Sin + v.y * Cos;
return Result;
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER mat<4, 4, T, Q> orientation
(
vec<3, T, Q> const& Normal,
vec<3, T, Q> const& Up
)
{
if(all(equal(Normal, Up, epsilon<T>())))
return mat<4, 4, T, Q>(static_cast<T>(1));
vec<3, T, Q> RotationAxis = cross(Up, Normal);
T Angle = acos(dot(Normal, Up));
return rotate(Angle, RotationAxis);
}
}