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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
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