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Lines Matching refs:glm

20 #include <glm/gtc/matrix_transform.hpp>
79 glm::vec3 pick()
81 return glm::vec3{ red_(rng_),
104 current_.axis = glm::normalize(glm::vec3(x, y, z));
109 current_.matrix = glm::scale(glm::mat4(1.0f), glm::vec3(current_.scale));
112 glm::mat4 Animation::transformation(float t)
114 current_.matrix = glm::rotate(current_.matrix, current_.speed * t, current_.axis);
122 virtual glm::vec3 evaluate(float t) = 0;
142 glm::vec3 evaluate(float t)
157 segment_direction_ = glm::vec3(direction_(rng_),
173 glm::vec3 segment_start_;
174 glm::vec3 segment_direction_;
178 glm::vec3 unit_dir_;
179 glm::vec3 pos_;
185 CircleCurve(float radius, glm::vec3 axis)
188 glm::vec3 a;
204 a_ = glm::normalize(a);
205 b_ = glm::normalize(glm::cross(a_, axis));
208 glm::vec3 evaluate(float t)
210 return (a_ * (glm::vec3(std::cos(t)) - glm::vec3(1.0f)) + b_ * glm::vec3(std::sin(t))) *
211 glm::vec3(r_);
216 glm::vec3 a_;
217 glm::vec3 b_;
230 glm::vec3 Path::position(float t)
250 current_.origin = glm::vec3(origin(rng_), origin(rng_), origin(rng_));
265 glm::vec3 axis(dir(rng_), dir(rng_), dir(rng_));
294 type, glm::vec3(0.5f + 0.5f * (float)i / object_count),
314 glm::vec3 pos = obj.path.position(time);
315 glm::mat4 trans = obj.animation.transformation(time);
316 obj.model = glm::translate(glm::mat4(1.0f), pos) * trans;