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Aquaria/ExternalLibs/glm/gtx/vector_angle.inl
2015-07-12 22:07:27 +02:00

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1.5 KiB
C++

///////////////////////////////////////////////////////////////////////////////////////////////////
// OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
///////////////////////////////////////////////////////////////////////////////////////////////////
// Created : 2005-12-30
// Updated : 2008-09-29
// Licence : This source is under MIT License
// File : glm/gtx/vector_angle.inl
///////////////////////////////////////////////////////////////////////////////////////////////////
namespace glm{
namespace gtx{
namespace vector_angle{
template <typename genType>
GLM_FUNC_QUALIFIER typename genType::value_type angle
(
genType const & x,
genType const & y
)
{
return degrees(acos(dot(x, y)));
}
//! \todo epsilon is hard coded to 0.01
template <typename valType>
GLM_FUNC_QUALIFIER valType orientedAngle
(
detail::tvec2<valType> const & x,
detail::tvec2<valType> const & y
)
{
valType Angle = glm::degrees(acos(dot(x, y)));
detail::tvec2<valType> TransformedVector = glm::gtx::rotate_vector::rotate(x, Angle);
if(all(equalEpsilon(y, TransformedVector, valType(0.01))))
return Angle;
else
return -Angle;
}
template <typename valType>
GLM_FUNC_QUALIFIER valType orientedAngle
(
detail::tvec3<valType> const & x,
detail::tvec3<valType> const & y,
detail::tvec3<valType> const & ref
)
{
valType Angle = glm::degrees(glm::acos(glm::dot(x, y)));
if(glm::dot(ref, glm::cross(x, y)) < valType(0))
return -Angle;
else
return Angle;
}
}//namespace vector_angle
}//namespace gtx
}//namespace glm