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authorNikolas <nikolas@boutalas.com>2024-10-27 12:52:55 +0200
committerNikolas <nikolas@boutalas.com>2024-10-27 12:52:55 +0200
commit43394c8a8908442982e3a7e25975c31b3c952923 (patch)
tree2facd563e29f48fe3b0653ac5c113998940b4d5e /3rdparty/include/glm/detail/func_geometric.hpp
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+///////////////////////////////////////////////////////////////////////////////////
+/// OpenGL Mathematics (glm.g-truc.net)
+///
+/// Copyright (c) 2005 - 2015 G-Truc Creation (www.g-truc.net)
+/// Permission is hereby granted, free of charge, to any person obtaining a copy
+/// of this software and associated documentation files (the "Software"), to deal
+/// in the Software without restriction, including without limitation the rights
+/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+/// copies of the Software, and to permit persons to whom the Software is
+/// furnished to do so, subject to the following conditions:
+///
+/// The above copyright notice and this permission notice shall be included in
+/// all copies or substantial portions of the Software.
+///
+/// Restrictions:
+/// By making use of the Software for military purposes, you choose to make
+/// a Bunny unhappy.
+///
+/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+/// THE SOFTWARE.
+///
+/// @ref core
+/// @file glm/detail/func_geometric.hpp
+/// @date 2008-08-03 / 2011-06-14
+/// @author Christophe Riccio
+///
+/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>
+///
+/// @defgroup core_func_geometric Geometric functions
+/// @ingroup core
+///
+/// These operate on vectors as vectors, not component-wise.
+///////////////////////////////////////////////////////////////////////////////////
+
+#pragma once
+
+#include "type_vec3.hpp"
+
+namespace glm
+{
+ /// @addtogroup core_func_geometric
+ /// @{
+
+ /// Returns the length of x, i.e., sqrt(x * x).
+ ///
+ /// @tparam genType Floating-point vector types.
+ ///
+ /// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/length.xml">GLSL length man page</a>
+ /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>
+ template <typename T, precision P, template <typename, precision> class vecType>
+ GLM_FUNC_DECL T length(
+ vecType<T, P> const & x);
+
+ /// Returns the distance betwwen p0 and p1, i.e., length(p0 - p1).
+ ///
+ /// @tparam genType Floating-point vector types.
+ ///
+ /// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/distance.xml">GLSL distance man page</a>
+ /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>
+ template <typename T, precision P, template <typename, precision> class vecType>
+ GLM_FUNC_DECL T distance(
+ vecType<T, P> const & p0,
+ vecType<T, P> const & p1);
+
+ /// Returns the dot product of x and y, i.e., result = x * y.
+ ///
+ /// @tparam genType Floating-point vector types.
+ ///
+ /// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/dot.xml">GLSL dot man page</a>
+ /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>
+ template <typename T, precision P, template <typename, precision> class vecType>
+ GLM_FUNC_DECL T dot(
+ vecType<T, P> const & x,
+ vecType<T, P> const & y);
+
+ /// Returns the cross product of x and y.
+ ///
+ /// @tparam valType Floating-point scalar types.
+ ///
+ /// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/cross.xml">GLSL cross man page</a>
+ /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>
+ template <typename T, precision P>
+ GLM_FUNC_DECL tvec3<T, P> cross(
+ tvec3<T, P> const & x,
+ tvec3<T, P> const & y);
+
+ /// Returns a vector in the same direction as x but with length of 1.
+ /// According to issue 10 GLSL 1.10 specification, if length(x) == 0 then result is undefined and generate an error.
+ ///
+ /// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/normalize.xml">GLSL normalize man page</a>
+ /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>
+ template <typename T, precision P, template <typename, precision> class vecType>
+ GLM_FUNC_DECL vecType<T, P> normalize(
+ vecType<T, P> const & x);
+
+ /// If dot(Nref, I) < 0.0, return N, otherwise, return -N.
+ ///
+ /// @tparam genType Floating-point vector types.
+ ///
+ /// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/faceforward.xml">GLSL faceforward man page</a>
+ /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>
+ template <typename T, precision P, template <typename, precision> class vecType>
+ GLM_FUNC_DECL vecType<T, P> faceforward(
+ vecType<T, P> const & N,
+ vecType<T, P> const & I,
+ vecType<T, P> const & Nref);
+
+ /// For the incident vector I and surface orientation N,
+ /// returns the reflection direction : result = I - 2.0 * dot(N, I) * N.
+ ///
+ /// @tparam genType Floating-point vector types.
+ ///
+ /// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/reflect.xml">GLSL reflect man page</a>
+ /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>
+ template <typename genType>
+ GLM_FUNC_DECL genType reflect(
+ genType const & I,
+ genType const & N);
+
+ /// For the incident vector I and surface normal N,
+ /// and the ratio of indices of refraction eta,
+ /// return the refraction vector.
+ ///
+ /// @tparam genType Floating-point vector types.
+ ///
+ /// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/refract.xml">GLSL refract man page</a>
+ /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>
+ template <typename T, precision P, template <typename, precision> class vecType>
+ GLM_FUNC_DECL vecType<T, P> refract(
+ vecType<T, P> const & I,
+ vecType<T, P> const & N,
+ T eta);
+
+ /// @}
+}//namespace glm
+
+#include "func_geometric.inl"