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ShaderPlayground / deps / glm / glm / gtx / vector_angle.hpp
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1/// @ref gtx_vector_angle
2/// @file glm/gtx/vector_angle.hpp
3///
4/// @see core (dependence)
5/// @see gtx_quaternion (dependence)
6/// @see gtx_epsilon (dependence)
7///
8/// @defgroup gtx_vector_angle GLM_GTX_vector_angle
9/// @ingroup gtx
10///
11/// Include <glm/gtx/vector_angle.hpp> to use the features of this extension.
12///
13/// Compute angle between vectors
14
15#pragma once
16
17// Dependency:
18#include "../glm.hpp"
19#include "../gtc/epsilon.hpp"
20#include "../gtx/quaternion.hpp"
21#include "../gtx/rotate_vector.hpp"
22
23#ifndef GLM_ENABLE_EXPERIMENTAL
24# error "GLM: GLM_GTX_vector_angle is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
25#endif
26
27#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
28# pragma message("GLM: GLM_GTX_vector_angle extension included")
29#endif
30
31namespace glm
32{
33 /// @addtogroup gtx_vector_angle
34 /// @{
35
36 //! Returns the absolute angle between two vectors.
37 //! Parameters need to be normalized.
38 /// @see gtx_vector_angle extension.
39 template<length_t L, typename T, qualifier Q>
40 GLM_FUNC_DECL T angle(vec<L, T, Q> const& x, vec<L, T, Q> const& y);
41
42 //! Returns the oriented angle between two 2d vectors.
43 //! Parameters need to be normalized.
44 /// @see gtx_vector_angle extension.
45 template<typename T, qualifier Q>
46 GLM_FUNC_DECL T orientedAngle(vec<2, T, Q> const& x, vec<2, T, Q> const& y);
47
48 //! Returns the oriented angle between two 3d vectors based from a reference axis.
49 //! Parameters need to be normalized.
50 /// @see gtx_vector_angle extension.
51 template<typename T, qualifier Q>
52 GLM_FUNC_DECL T orientedAngle(vec<3, T, Q> const& x, vec<3, T, Q> const& y, vec<3, T, Q> const& ref);
53
54 /// @}
55}// namespace glm
56
57#include "vector_angle.inl"