/// @ref core /// @file glm/detail/func_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. #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"