#include <glm/glm.hpp>
#include <glm/gtx/quaternion.hpp>
Go to the source code of this file.
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const vec3 | tram::DIRECTION_FORWARD (0.0f, 0.0f, -1.0f) |
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const vec3 | tram::DIRECTION_SIDE (1.0f, 0.0f, 0.0f) |
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const vec3 | tram::DIRECTION_UP (0.0f, 1.0f, 0.0f) |
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const vec3 | tram::IDENTITY_POSITION (0.0f, 0.0f, 0.0f) |
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const quat | tram::IDENTITY_ROTATION (1.0f, 0.0f, 0.0f, 0.0f) |
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const vec3 | tram::IDENTITY_SCALE (1.0f, 1.0f, 1.0f) |
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void | tram::QuatLookAt (quat &quaternion, const vec3 &from, const vec3 &to) |
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void | tram::ProjectLine (vec3 &point, const vec3 &from, const vec3 &to) |
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vec3 | tram::RayTriangleIntersection (vec3 ray_pos, vec3 ray_dir, vec3 point1, vec3 point2, vec3 point3) |
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void | tram::RotateAABB (vec3 &min, vec3 &max, quat rotation) |
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mat4 | tram::PositionRotationToMatrix (const vec3 &position, const quat &rotation) |
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mat4 | tram::PositionRotationScaleToMatrix (const vec3 &position, const quat &rotation, const vec3 &scale) |
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