Builds a rotation 4 * 4 matrix created from a normalized axis and an angle.
m Input matrix multiplied by this rotation matrix.
angle Rotation angle expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise.
axis Rotation axis, must be normalized.
T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
See also: gtx_rotate_normalized_axis
See also: - rotate(T angle, T x, T y, T z)
See also: - rotate(tmat4x4 const & m, T angle, T x, T y, T z)
See also: - rotate(T angle, tvec3 const & v)
Rotates a quaternion from a vector of 3 components normalized axis and an angle.
q Source orientation
angle Angle expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise.
axis Normalized axis of the rotation, must be normalized.
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Last updated Friday, 15 September 2023 21:25:20 UTC - 89b7d17faa77e847b7de814f7dcea89eeca38653
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