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/////////////////////////////////////////////////////////////////////////////////////////////////// // OpenGL Mathematics Copyright (c) 2005 - 2013 G-Truc Creation (www.g-truc.net) /////////////////////////////////////////////////////////////////////////////////////////////////// // Created : 2005-12-21 // Updated : 2009-02-19 // Licence : This source is under MIT License // File : glm/gtx/handed_coordinate_space.inl ///////////////////////////////////////////////////////////////////////////////////////////////////
namespace glm { template <typename T> GLM_FUNC_QUALIFIER bool rightHanded ( detail::tvec3<T> const & tangent, detail::tvec3<T> const & binormal, detail::tvec3<T> const & normal ) { return dot(cross(normal, tangent), binormal) > T(0); }
template <typename T> GLM_FUNC_QUALIFIER bool leftHanded ( detail::tvec3<T> const & tangent, detail::tvec3<T> const & binormal, detail::tvec3<T> const & normal ) { return dot(cross(normal, tangent), binormal) < T(0); } }//namespace glm
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