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Add glm 0.9.2
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ExternalLibs/glm/gtx/handed_coordinate_space.hpp
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ExternalLibs/glm/gtx/handed_coordinate_space.hpp
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Created : 2005-12-21
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// Updated : 2009-02-19
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// Licence : This source is under MIT License
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// File : glm/gtx/handed_coordinate_space.hpp
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Dependency:
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// - GLM core
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///////////////////////////////////////////////////////////////////////////////////////////////////
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#ifndef glm_gtx_handed_coordinate_space
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#define glm_gtx_handed_coordinate_space
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// Dependency:
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#include "../glm.hpp"
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#if(defined(GLM_MESSAGES) && !defined(glm_ext))
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# pragma message("GLM: GLM_GTX_handed_coordinate_space extension included")
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#endif
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namespace glm{
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namespace gtx{
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namespace handed_coordinate_space ///< GLM_GTX_handed_coordinate_space extension: To know if a set of three basis vectors defines a right or left-handed coordinate system.
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{
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/// \addtogroup gtx_handed_coordinate_space
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/// @{
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//! Return if a trihedron right handed or not.
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//! From GLM_GTX_handed_coordinate_space extension.
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template <typename T>
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bool rightHanded(
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detail::tvec3<T> const & tangent,
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detail::tvec3<T> const & binormal,
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detail::tvec3<T> const & normal);
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//! Return if a trihedron left handed or not.
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//! From GLM_GTX_handed_coordinate_space extension.
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template <typename T>
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bool leftHanded(
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detail::tvec3<T> const & tangent,
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detail::tvec3<T> const & binormal,
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detail::tvec3<T> const & normal);
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/// @}
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}// namespace handed_coordinate_space
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}// namespace gtx
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}// namespace glm
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#include "handed_coordinate_space.inl"
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namespace glm{using namespace gtx::handed_coordinate_space;}
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#endif//glm_gtx_handed_coordinate_space
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