CS计算机代考程序代写 ///////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////////
/// OpenGL Mathematics (glm.g-truc.net)
///
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///
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/// all copies or substantial portions of the Software.
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/// By making use of the Software for military purposes, you choose to make
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/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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///
/// @ref gtx_rotate_vector
/// @file glm/gtx/rotate_vector.inl
/// @date 2006-11-02 / 2011-06-07
/// @author Christophe Riccio
///////////////////////////////////////////////////////////////////////////////////

namespace glm
{
template
GLM_FUNC_QUALIFIER tvec3 slerp
(
tvec3 const & x,
tvec3 const & y,
T const & a
)
{
// get cosine of angle between vectors (-1 -> 1)
T CosAlpha = dot(x, y);
// get angle (0 -> pi)
T Alpha = acos(CosAlpha);
// get sine of angle between vectors (0 -> 1)
T SinAlpha = sin(Alpha);
// this breaks down when SinAlpha = 0, i.e. Alpha = 0 or pi
T t1 = sin((static_cast(1) – a) * Alpha) / SinAlpha;
T t2 = sin(a * Alpha) / SinAlpha;

// interpolate src vectors
return x * t1 + y * t2;
}

template
GLM_FUNC_QUALIFIER tvec2 rotate
(
tvec2 const & v,
T const & angle
)
{
tvec2 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
GLM_FUNC_QUALIFIER tvec3 rotate
(
tvec3 const & v,
T const & angle,
tvec3 const & normal
)
{
return tmat3x3(glm::rotate(angle, normal)) * v;
}
/*
template
GLM_FUNC_QUALIFIER tvec3 rotateGTX(
const tvec3& x,
T angle,
const tvec3& normal)
{
const T Cos = cos(radians(angle));
const T Sin = sin(radians(angle));
return x * Cos + ((x * normal) * (T(1) – Cos)) * normal + cross(x, normal) * Sin;
}
*/
template
GLM_FUNC_QUALIFIER tvec4 rotate
(
tvec4 const & v,
T const & angle,
tvec3 const & normal
)
{
return rotate(angle, normal) * v;
}

template
GLM_FUNC_QUALIFIER tvec3 rotateX
(
tvec3 const & v,
T const & angle
)
{
tvec3 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
GLM_FUNC_QUALIFIER tvec3 rotateY
(
tvec3 const & v,
T const & angle
)
{
tvec3 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
GLM_FUNC_QUALIFIER tvec3 rotateZ
(
tvec3 const & v,
T const & angle
)
{
tvec3 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
GLM_FUNC_QUALIFIER tvec4 rotateX
(
tvec4 const & v,
T const & angle
)
{
tvec4 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
GLM_FUNC_QUALIFIER tvec4 rotateY
(
tvec4 const & v,
T const & angle
)
{
tvec4 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
GLM_FUNC_QUALIFIER tvec4 rotateZ
(
tvec4 const & v,
T const & angle
)
{
tvec4 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
GLM_FUNC_QUALIFIER tmat4x4 orientation
(
tvec3 const & Normal,
tvec3 const & Up
)
{
if(all(equal(Normal, Up)))
return tmat4x4(T(1));

tvec3 RotationAxis = cross(Up, Normal);
T Angle = acos(dot(Normal, Up));

return rotate(Angle, RotationAxis);
}
}//namespace glm