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.