29 lines
906 B
C++
29 lines
906 B
C++
#pragma once
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#include <glm/ext/vector_float4.hpp>
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#include <glm/ext/vector_float3.hpp>
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#include <glm/ext/matrix_transform.hpp>
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#include <glm/ext/quaternion_float.hpp>
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#include <src/Vendors/glm/ext/vector_float2.hpp>
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#include <src/Vendors/glm/ext/matrix_float4x4.hpp>
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#include "src/Vendors/glm/gtx/matrix_decompose.hpp"
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#include <glm/gtx/quaternion.hpp>
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namespace Nuake
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{
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// Type definitions
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using Vector3 = glm::vec3;
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using Vector2 = glm::vec2;
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using Vector4 = glm::vec4;
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using Quat = glm::quat;
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using Color = glm::vec4;
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using Matrix4 = glm::mat4;
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using Matrix3 = glm::mat3;
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#define Rad(degrees) glm::radians(degrees)
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Quat LookAt(Vector3 sourcePoint, Vector3 destPoint);
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Quat CreateFromAxisAngle(Vector3 axis, float angle);
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Quat QuatFromEuler(float x, float y, float z);
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Vector3 QuatToDirection(const Quat& quat);
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void Decompose(const Matrix4& m, Vector3& pos, Quat& rot, Vector3& scale);
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}
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