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<h1>vector_angle.hpp</h1><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001
<a name="l00002"></a>00002 <span class="comment">// OpenGL Mathematics Copyright (c) 2005 - 2009 G-Truc Creation (www.g-truc.net)</span>
<a name="l00004"></a>00004 <span class="comment"></span><span class="comment">// Created : 2005-12-30</span>
<a name="l00005"></a>00005 <span class="comment">// Updated : 2006-11-13</span>
<a name="l00006"></a>00006 <span class="comment">// Licence : This source is under MIT License</span>
<a name="l00007"></a>00007 <span class="comment">// File : glm/gtx/vector_angle.h</span>
<a name="l00009"></a>00009 <span class="comment"></span><span class="comment">// Dependency:</span>
<a name="l00010"></a>00010 <span class="comment">// - GLM core</span>
<a name="l00011"></a>00011 <span class="comment">// - GLM_GTX_quaternion</span>
<a name="l00012"></a>00012 <span class="comment">// - GLM_GTX_epsilon</span>
<a name="l00014"></a>00014 <span class="comment"></span>
<a name="l00015"></a>00015 <span class="preprocessor">#ifndef glm_gtx_vector_angle</span>
<a name="l00016"></a>00016 <span class="preprocessor"></span><span class="preprocessor">#define glm_gtx_vector_angle</span>
<a name="l00017"></a>00017 <span class="preprocessor"></span>
<a name="l00018"></a>00018 <span class="comment">// Dependency:</span>
<a name="l00019"></a>00019 <span class="preprocessor">#include &quot;../glm.hpp&quot;</span>
<a name="l00020"></a>00020 <span class="preprocessor">#include &quot;../gtx/quaternion.hpp&quot;</span>
<a name="l00021"></a>00021 <span class="preprocessor">#include &quot;../gtx/epsilon.hpp&quot;</span>
<a name="l00022"></a>00022
<a name="l00023"></a>00023 <span class="keyword">namespace </span>glm
<a name="l00024"></a>00024 {
<a name="l00025"></a>00025 <span class="keyword">namespace </span>test{
<a name="l00026"></a>00026 <span class="keywordtype">void</span> main_gtx_vector_angle();
<a name="l00027"></a>00027 }<span class="comment">//namespace test</span>
<a name="l00028"></a>00028
<a name="l00029"></a>00029 <span class="keyword">namespace </span>gtx{
<a name="l00031"></a><a class="code" href="a00213.html">00031</a> <span class="keyword">namespace </span>vector_angle
<a name="l00032"></a>00032 {
<a name="l00036"></a>00036 <span class="keyword">template</span> &lt;<span class="keyword">typename</span> vecType&gt;
<a name="l00037"></a>00037 <span class="keyword">typename</span> vecType::value_type <a class="code" href="a00213.html#a279a2aed9a8061eb517a59fecdb6196a" title="Returns the absolute angle between x and y.">angle</a>(
<a name="l00038"></a>00038 vecType <span class="keyword">const</span> &amp; x,
<a name="l00039"></a>00039 vecType <span class="keyword">const</span> &amp; y);
<a name="l00040"></a>00040
<a name="l00044"></a>00044 <span class="keyword">template</span> &lt;<span class="keyword">typename</span> vecType&gt;
<a name="l00045"></a>00045 <span class="keyword">typename</span> vecType::value_type <a class="code" href="a00213.html#ae5ca5e80b176900509b0f12a6ca8b164" title="Returns the oriented angle between x and y Parameters need to be normalized.">orientedAngle</a>(
<a name="l00046"></a>00046 vecType <span class="keyword">const</span> &amp; x,
<a name="l00047"></a>00047 vecType <span class="keyword">const</span> &amp; y);
<a name="l00048"></a>00048
<a name="l00052"></a>00052 <span class="keyword">template</span> &lt;<span class="keyword">typename</span> vecType&gt;
<a name="l00053"></a>00053 <span class="keyword">typename</span> vecType::value_type <a class="code" href="a00213.html#ad9f384cfa3b7879dc5926fad0023cce9" title="Returns the orientation of a two vector base from a normal.">orientedAngleFromRef</a>(
<a name="l00054"></a>00054 vecType <span class="keyword">const</span> &amp; x,
<a name="l00055"></a>00055 vecType <span class="keyword">const</span> &amp; y,
<a name="l00056"></a>00056 detail::tvec3&lt;typename vecType::value_type&gt; <span class="keyword">const</span> &amp; ref);
<a name="l00057"></a>00057 }<span class="comment">//namespace vector_angle</span>
<a name="l00058"></a>00058 }<span class="comment">//namespace gtx</span>
<a name="l00059"></a>00059 }<span class="comment">//namespace glm</span>
<a name="l00060"></a>00060
<a name="l00061"></a>00061 <span class="preprocessor">#define GLM_GTX_vector_angle namespace gtx::quaternion; using namespace gtx::epsilon; using namespace gtx::vector_angle</span>
<a name="l00062"></a>00062 <span class="preprocessor"></span><span class="preprocessor">#ifndef GLM_GTX_GLOBAL</span>
<a name="l00063"></a>00063 <span class="preprocessor"></span><span class="keyword">namespace </span>glm {<span class="keyword">using</span> GLM_GTX_vector_angle;}
<a name="l00064"></a>00064 <span class="preprocessor">#endif//GLM_GTX_GLOBAL</span>
<a name="l00065"></a>00065 <span class="preprocessor"></span>
<a name="l00066"></a>00066 <span class="preprocessor">#include &quot;vector_angle.inl&quot;</span>
<a name="l00067"></a>00067
<a name="l00068"></a>00068 <span class="preprocessor">#endif//glm_gtx_vector_angle</span>
</pre></div></div>
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