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- /// @ref core
- /// @file glm/geometric.hpp
- ///
- /// @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.
- ///
- /// Include <glm/geometric.hpp> to use these core features.
- #pragma once
- #include "detail/type_vec3.hpp"
- namespace glm
- {
- /// @addtogroup core_func_geometric
- /// @{
- /// Returns the length of x, i.e., sqrt(x * x).
- ///
- /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
- /// @tparam T Floating-point scalar 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<length_t L, typename T, qualifier Q>
- GLM_FUNC_DECL T length(vec<L, T, Q> const& x);
- /// Returns the distance betwwen p0 and p1, i.e., length(p0 - p1).
- ///
- /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
- /// @tparam T Floating-point scalar 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<length_t L, typename T, qualifier Q>
- GLM_FUNC_DECL T distance(vec<L, T, Q> const& p0, vec<L, T, Q> const& p1);
- /// Returns the dot product of x and y, i.e., result = x * y.
- ///
- /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
- /// @tparam T Floating-point scalar 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<length_t L, typename T, qualifier Q>
- GLM_FUNC_DECL T dot(vec<L, T, Q> const& x, vec<L, T, Q> const& y);
- /// Returns the cross product of x and y.
- ///
- /// @tparam T 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, qualifier Q>
- GLM_FUNC_DECL vec<3, T, Q> cross(vec<3, T, Q> const& x, vec<3, T, Q> 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.
- ///
- /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
- /// @tparam T Floating-point scalar types.
- ///
- /// @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<length_t L, typename T, qualifier Q>
- GLM_FUNC_DECL vec<L, T, Q> normalize(vec<L, T, Q> const& x);
- /// If dot(Nref, I) < 0.0, return N, otherwise, return -N.
- ///
- /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
- /// @tparam T Floating-point scalar 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<length_t L, typename T, qualifier Q>
- GLM_FUNC_DECL vec<L, T, Q> faceforward(
- vec<L, T, Q> const& N,
- vec<L, T, Q> const& I,
- vec<L, T, Q> const& Nref);
- /// For the incident vector I and surface orientation N,
- /// returns the reflection direction : result = I - 2.0 * dot(N, I) * N.
- ///
- /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
- /// @tparam T Floating-point scalar 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<length_t L, typename T, qualifier Q>
- GLM_FUNC_DECL vec<L, T, Q> reflect(
- vec<L, T, Q> const& I,
- vec<L, T, Q> const& N);
- /// For the incident vector I and surface normal N,
- /// and the ratio of indices of refraction eta,
- /// return the refraction vector.
- ///
- /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
- /// @tparam T Floating-point scalar 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<length_t L, typename T, qualifier Q>
- GLM_FUNC_DECL vec<L, T, Q> refract(
- vec<L, T, Q> const& I,
- vec<L, T, Q> const& N,
- T eta);
- /// @}
- }//namespace glm
- #include "detail/func_geometric.inl"
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