Function glm::ext::rotate [] [src]

pub fn rotate<T>(m: &Matrix4<T>, angle: T, v: Vector3<T>) -> Matrix4<T> where
    T: BaseFloat + GenFloat<T>, 

Builds a rotation 4 * 4 matrix created from an axis vector and an angle.

m as the input matrix multiplied by this rotation matrix. angle is the rotation angle expressed in radians. Rotation axis is recommended to be normalized.