/// @ref core
/// @file glm/geometric.hpp
///
/// @see GLSL 4.20.8 specification, section 8.5 Geometric Functions
///
/// @defgroup core_func_geometric Geometric functions
/// @ingroup core
///
/// Include to use these core features.
///
/// These operate on vectors as vectors, not component-wise.
#pragma once
#include "detail/type_vec3.hpp"
namespace glm
{
/// @addtogroup core_func_geometric
/// @{
/// Returns the length of x, i.e., sqrt(x * x).
///
/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
/// @tparam T Floating-point scalar types.
///
/// @see GLSL length man page
/// @see GLSL 4.20.8 specification, section 8.5 Geometric Functions
template
GLM_FUNC_DECL T length(vec const& x);
/// Returns the distance betwwen p0 and p1, i.e., length(p0 - p1).
///
/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
/// @tparam T Floating-point scalar types.
///
/// @see GLSL distance man page
/// @see GLSL 4.20.8 specification, section 8.5 Geometric Functions
template
GLM_FUNC_DECL T distance(vec const& p0, vec const& p1);
/// Returns the dot product of x and y, i.e., result = x * y.
///
/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
/// @tparam T Floating-point scalar types.
///
/// @see GLSL dot man page
/// @see GLSL 4.20.8 specification, section 8.5 Geometric Functions
template
GLM_FUNC_DECL T dot(vec const& x, vec const& y);
/// Returns the cross product of x and y.
///
/// @tparam T Floating-point scalar types.
///
/// @see GLSL cross man page
/// @see GLSL 4.20.8 specification, section 8.5 Geometric Functions
template
GLM_FUNC_DECL vec<3, T, Q> cross(vec<3, T, Q> const& x, vec<3, T, Q> 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.
///
/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
/// @tparam T Floating-point scalar types.
///
/// @see GLSL normalize man page
/// @see GLSL 4.20.8 specification, section 8.5 Geometric Functions
template
GLM_FUNC_DECL vec normalize(vec const& x);
/// If dot(Nref, I) < 0.0, return N, otherwise, return -N.
///
/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
/// @tparam T Floating-point scalar types.
///
/// @see GLSL faceforward man page
/// @see GLSL 4.20.8 specification, section 8.5 Geometric Functions
template
GLM_FUNC_DECL vec faceforward(
vec const& N,
vec const& I,
vec const& Nref);
/// For the incident vector I and surface orientation N,
/// returns the reflection direction : result = I - 2.0 * dot(N, I) * N.
///
/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
/// @tparam T Floating-point scalar types.
///
/// @see GLSL reflect man page
/// @see GLSL 4.20.8 specification, section 8.5 Geometric Functions
template
GLM_FUNC_DECL vec reflect(
vec const& I,
vec const& N);
/// For the incident vector I and surface normal N,
/// and the ratio of indices of refraction eta,
/// return the refraction vector.
///
/// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
/// @tparam T Floating-point scalar types.
///
/// @see GLSL refract man page
/// @see GLSL 4.20.8 specification, section 8.5 Geometric Functions
template
GLM_FUNC_DECL vec refract(
vec const& I,
vec const& N,
T eta);
/// @}
}//namespace glm
#include "detail/func_geometric.inl"