93 lines
2.9 KiB
C++
93 lines
2.9 KiB
C++
///////////////////////////////////////////////////////////////////////////////////////////////////
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// OpenGL Mathematics Copyright (c) 2005 - 2010 G-Truc Creation (www.g-truc.net)
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Created : 2008-08-03
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// Updated : 2010-02-04
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// Licence : This source is under MIT License
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// File : glm/core/func_geometric.hpp
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///////////////////////////////////////////////////////////////////////////////////////////////////
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#ifndef glm_core_func_geometric
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#define glm_core_func_geometric
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namespace glm
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{
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namespace test{
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void main_core_func_geometric();
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}//namespace test
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namespace core{
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namespace function{
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//! Define all geometric functions from Section 8.4 of GLSL 1.30.8 specification. Included in glm namespace.
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namespace geometric{
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//! Returns the length of x, i.e., sqrt(x * x).
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//! (From GLSL 1.30.08 specification, section 8.4)
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template <typename genType>
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typename genType::value_type length(
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genType const & x);
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//! Returns the distance betwwen p0 and p1, i.e., length(p0 - p1).
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//! (From GLSL 1.30.08 specification, section 8.4)
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template <typename genType>
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typename genType::value_type distance(
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genType const & p0,
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genType const & p1);
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//! Returns the dot product of x and y, i.e., result = x * y.
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//! (From GLSL 1.30.08 specification, section 8.4)
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template <typename genType>
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typename genType::value_type dot(
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genType const & x,
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genType const & y);
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//! Returns the cross product of x and y.
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//! (From GLSL 1.30.08 specification, section 8.4)
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template <typename T>
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detail::tvec3<T> cross(
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detail::tvec3<T> const & x,
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detail::tvec3<T> const & y);
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//! Returns a vector in the same direction as x but with length of 1.
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//! (From GLSL 1.30.08 specification, section 8.4)
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template <typename genType>
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genType normalize(
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genType const & x);
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//! If dot(Nref, I) < 0.0, return N, otherwise, return -N.
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//! (From GLSL 1.30.08 specification, section 8.4)
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template <typename genType>
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genType faceforward(
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genType const & N,
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genType const & I,
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genType const & Nref);
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//! For the incident vector I and surface orientation N,
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//! returns the reflection direction : result = I - 2.0 * dot(N, I) * N.
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//! (From GLSL 1.30.08 specification, section 8.4)
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template <typename genType>
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genType reflect(
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genType const & I,
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genType const & N);
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//! For the incident vector I and surface normal N,
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//! and the ratio of indices of refraction eta,
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//! return the refraction vector.
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//! (From GLSL 1.30.08 specification, section 8.4)
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template <typename genType>
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genType refract(
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genType const & I,
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genType const & N,
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typename genType::value_type const & eta);
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}//namespace geometric
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}//namespace function
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}//namespace core
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using namespace core::function::geometric;
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}//namespace glm
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#include "func_geometric.inl"
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#endif//glm_core_func_geometric
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