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///////////////////////////////////////////////////////////////////////////////////////////////////
// OpenGL Mathematics Copyright (c) 2005 - 2013 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
{
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
)
{
#ifdef GLM_FORCE_RADIANS
valType const Angle(acos(dot(x, y)));
#else
valType const Angle(glm::degrees(acos(dot(x, y))));
#endif
detail::tvec2<valType> const TransformedVector(glm::rotate(x, Angle));
if(all(epsilonEqual(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 const 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 glm