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ShaderPlayground / deps / glm / glm / gtx / vector_angle.inl
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1/// @ref gtx_vector_angle
2
3namespace glm
4{
5 template<typename genType>
6 GLM_FUNC_QUALIFIER genType angle
7 (
8 genType const& x,
9 genType const& y
10 )
11 {
12 GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, "'angle' only accept floating-point inputs");
13 return acos(clamp(dot(x, y), genType(-1), genType(1)));
14 }
15
16 template<length_t L, typename T, qualifier Q>
17 GLM_FUNC_QUALIFIER T angle(vec<L, T, Q> const& x, vec<L, T, Q> const& y)
18 {
19 GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'angle' only accept floating-point inputs");
20 return acos(clamp(dot(x, y), T(-1), T(1)));
21 }
22
23 //! \todo epsilon is hard coded to 0.01
24 template<typename T, qualifier Q>
25 GLM_FUNC_QUALIFIER T orientedAngle(vec<2, T, Q> const& x, vec<2, T, Q> const& y)
26 {
27 GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'orientedAngle' only accept floating-point inputs");
28 T const Angle(acos(clamp(dot(x, y), T(-1), T(1))));
29
30 if(all(epsilonEqual(y, glm::rotate(x, Angle), T(0.0001))))
31 return Angle;
32 else
33 return -Angle;
34 }
35
36 template<typename T, qualifier Q>
37 GLM_FUNC_QUALIFIER T orientedAngle(vec<3, T, Q> const& x, vec<3, T, Q> const& y, vec<3, T, Q> const& ref)
38 {
39 GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'orientedAngle' only accept floating-point inputs");
40
41 T const Angle(acos(clamp(dot(x, y), T(-1), T(1))));
42 return mix(Angle, -Angle, dot(ref, cross(x, y)) < T(0));
43 }
44}//namespace glm