/// @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"