glm.hpp 4.4 KB

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  1. /// @ref core
  2. /// @file glm/glm.hpp
  3. ///
  4. /// @defgroup core Core features
  5. ///
  6. /// @brief Features that implement in C++ the GLSL specification as closely as possible.
  7. ///
  8. /// The GLM core consists of C++ types that mirror GLSL types and
  9. /// C++ functions that mirror the GLSL functions.
  10. ///
  11. /// The best documentation for GLM Core is the current GLSL specification,
  12. /// <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.clean.pdf">version 4.2
  13. /// (pdf file)</a>.
  14. ///
  15. /// GLM core functionalities require <glm/glm.hpp> to be included to be used.
  16. ///
  17. ///
  18. /// @defgroup core_vector Vector types
  19. ///
  20. /// Vector types of two to four components with an exhaustive set of operators.
  21. ///
  22. /// @ingroup core
  23. ///
  24. ///
  25. /// @defgroup core_vector_precision Vector types with precision qualifiers
  26. ///
  27. /// @brief Vector types with precision qualifiers which may result in various precision in term of ULPs
  28. ///
  29. /// GLSL allows defining qualifiers for particular variables.
  30. /// With OpenGL's GLSL, these qualifiers have no effect; they are there for compatibility,
  31. /// with OpenGL ES's GLSL, these qualifiers do have an effect.
  32. ///
  33. /// C++ has no language equivalent to qualifier qualifiers. So GLM provides the next-best thing:
  34. /// a number of typedefs that use a particular qualifier.
  35. ///
  36. /// None of these types make any guarantees about the actual qualifier used.
  37. ///
  38. /// @ingroup core
  39. ///
  40. ///
  41. /// @defgroup core_matrix Matrix types
  42. ///
  43. /// Matrix types of with C columns and R rows where C and R are values between 2 to 4 included.
  44. /// These types have exhaustive sets of operators.
  45. ///
  46. /// @ingroup core
  47. ///
  48. ///
  49. /// @defgroup core_matrix_precision Matrix types with precision qualifiers
  50. ///
  51. /// @brief Matrix types with precision qualifiers which may result in various precision in term of ULPs
  52. ///
  53. /// GLSL allows defining qualifiers for particular variables.
  54. /// With OpenGL's GLSL, these qualifiers have no effect; they are there for compatibility,
  55. /// with OpenGL ES's GLSL, these qualifiers do have an effect.
  56. ///
  57. /// C++ has no language equivalent to qualifier qualifiers. So GLM provides the next-best thing:
  58. /// a number of typedefs that use a particular qualifier.
  59. ///
  60. /// None of these types make any guarantees about the actual qualifier used.
  61. ///
  62. /// @ingroup core
  63. ///
  64. ///
  65. /// @defgroup ext Stable extensions
  66. ///
  67. /// @brief Additional features not specified by GLSL specification.
  68. ///
  69. /// EXT extensions are fully tested and documented.
  70. ///
  71. /// Even if it's highly unrecommended, it's possible to include all the extensions at once by
  72. /// including <glm/ext.hpp>. Otherwise, each extension needs to be included a specific file.
  73. ///
  74. ///
  75. /// @defgroup gtc Recommended extensions
  76. ///
  77. /// @brief Additional features not specified by GLSL specification.
  78. ///
  79. /// GTC extensions aim to be stable with tests and documentation.
  80. ///
  81. /// Even if it's highly unrecommended, it's possible to include all the extensions at once by
  82. /// including <glm/ext.hpp>. Otherwise, each extension needs to be included a specific file.
  83. ///
  84. ///
  85. /// @defgroup gtx Experimental extensions
  86. ///
  87. /// @brief Experimental features not specified by GLSL specification.
  88. ///
  89. /// Experimental extensions are useful functions and types, but the development of
  90. /// their API and functionality is not necessarily stable. They can change
  91. /// substantially between versions. Backwards compatibility is not much of an issue
  92. /// for them.
  93. ///
  94. /// Even if it's highly unrecommended, it's possible to include all the extensions
  95. /// at once by including <glm/ext.hpp>. Otherwise, each extension needs to be
  96. /// included a specific file.
  97. ///
  98. /// @mainpage OpenGL Mathematics (GLM)
  99. /// - Website: <a href="https://glm.g-truc.net">glm.g-truc.net</a>
  100. /// - <a href="modules.html">GLM API documentation</a>
  101. /// - <a href="https://github.com/g-truc/glm/blob/master/manual.md">GLM Manual</a>
  102. #include "detail/_fixes.hpp"
  103. #include "detail/setup.hpp"
  104. #pragma once
  105. #include <cmath>
  106. #include <climits>
  107. #include <cfloat>
  108. #include <limits>
  109. #include <cassert>
  110. #include "fwd.hpp"
  111. #include "vec2.hpp"
  112. #include "vec3.hpp"
  113. #include "vec4.hpp"
  114. #include "mat2x2.hpp"
  115. #include "mat2x3.hpp"
  116. #include "mat2x4.hpp"
  117. #include "mat3x2.hpp"
  118. #include "mat3x3.hpp"
  119. #include "mat3x4.hpp"
  120. #include "mat4x2.hpp"
  121. #include "mat4x3.hpp"
  122. #include "mat4x4.hpp"
  123. #include "trigonometric.hpp"
  124. #include "exponential.hpp"
  125. #include "common.hpp"
  126. #include "packing.hpp"
  127. #include "geometric.hpp"
  128. #include "matrix.hpp"
  129. #include "vector_relational.hpp"
  130. #include "integer.hpp"