Merge branch '0.9.2' into 0.9.3

This commit is contained in:
Christophe Riccio 2011-05-17 17:20:19 +01:00
commit 1a787e1c8a
5 changed files with 69 additions and 88 deletions

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@ -25,50 +25,45 @@
# pragma message("GLM: GLM_GTX_vector_angle extension included") # pragma message("GLM: GLM_GTX_vector_angle extension included")
#endif #endif
namespace glm namespace glm{
namespace gtx{
//! GLM_GTX_vector_angle extension: Compute angle between vectors
namespace vector_angle
{ {
namespace test{ using namespace quaternion;
void main_gtx_vector_angle(); using namespace epsilon;
}//namespace test
namespace gtx{ /// \addtogroup gtx_vector_angle
//! GLM_GTX_vector_angle extension: Compute angle between vectors ///@{
namespace vector_angle
{
using namespace quaternion;
using namespace epsilon;
/// \addtogroup gtx_vector_angle //! Returns the absolute angle between two vectors
///@{ //! Parameters need to be normalized.
//! From GLM_GTX_vector_angle extension
template <typename vecType>
typename vecType::value_type angle(
vecType const & x,
vecType const & y);
//! Returns the absolute angle between x and y. //! Returns the oriented angle between two 2d vectors
//! Parameters need to be normalized. //! Parameters need to be normalized.
//! From GLM_GTX_vector_angle extension //! From GLM_GTX_vector_angle extension.
template <typename vecType> template <typename T>
typename vecType::value_type angle( typename T orientedAngle(
vecType const & x, detail::tvec2<T> const & x,
vecType const & y); detail::tvec2<T> const & y);
//! Returns the oriented angle between x and y //! Returns the oriented angle between two 3d vectors based from a reference axis.
//! Parameters need to be normalized. //! Parameters need to be normalized.
//! From GLM_GTX_vector_angle extension. //! From GLM_GTX_vector_angle extension.
template <typename vecType> template <typename T>
typename vecType::value_type orientedAngle( typename vecType<T> orientedAngle(
vecType const & x, detail::tvec3<T> const & x,
vecType const & y); detail::tvec3<T> const & y,
detail::tvec3<T> const & ref);
//! Returns the orientation of a two vector base from a normal. ///@}
//! Parameters need to be normalized. }//namespace vector_angle
//! From GLM_GTX_vector_angle extension. }//namespace gtx
template <template<typename> class vecType, typename T>
typename vecType<T> orientedAngleFromRef(
vecType<T> const & x,
vecType<T> const & y,
detail::tvec3<T> const & ref);
///@}
}//namespace vector_angle
}//namespace gtx
}//namespace glm }//namespace glm
#include "vector_angle.inl" #include "vector_angle.inl"

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@ -29,62 +29,28 @@ GLM_FUNC_QUALIFIER valType orientedAngle
detail::tvec2<valType> const & y detail::tvec2<valType> const & y
) )
{ {
valType Angle = acos(dot(x, y)); valType Angle = glm::degrees(acos(dot(x, y)));
valType c = cos(Angle); detail::tvec2<valType> TransformedVector = glm::gtx::rotate_vector::rotate(x, Angle);
valType s = sin(Angle); if(all(equalEpsilon(y, TransformedVector, valType(0.01))))
detail::tvec2<valType> TransformedVector = detail::tvec2<valType>(c * y.x - s * y.y, s * y.x + c * y.y); return Angle;
if(all(equalEpsilon(x, TransformedVector, valType(0.01))))
return -glm::degrees(Angle);
else else
return glm::degrees(Angle); return -Angle;
} }
//! \todo epsilon is hard coded to 0.01
template <typename valType> template <typename valType>
GLM_FUNC_QUALIFIER valType orientedAngle GLM_FUNC_QUALIFIER valType orientedAngle
(
detail::tvec3<valType> const & x,
detail::tvec3<valType> const & y
)
{
valType Angle = degrees(acos(dot(x, y)));
detail::tvec3<valType> TransformedVector = glm::gtx::rotate_vector::rotate(y, Angle, glm::core::function::geometric::cross(x, y));
if(all(equalEpsilon(x, TransformedVector, valType(0.01))))
return -Angle;
else
return Angle;
}
template <typename valType>
GLM_FUNC_QUALIFIER valType orientedAngleFromRef
(
detail::tvec2<valType> const & x,
detail::tvec2<valType> const & y,
detail::tvec3<valType> const & ref
)
{
valType Angle = glm::acos(glm::dot(x, y));
if(glm::dot(ref, detail::tvec3<valType>(glm::cross(x, y), valType(0))) < valType(0))
return -glm::degrees(Angle);
else
return glm::degrees(Angle);
}
template <typename valType>
GLM_FUNC_QUALIFIER valType orientedAngleFromRef
( (
detail::tvec3<valType> const & x, detail::tvec3<valType> const & x,
detail::tvec3<valType> const & y, detail::tvec3<valType> const & y,
detail::tvec3<valType> const & ref detail::tvec3<valType> const & ref
) )
{ {
valType Angle = glm::acos(glm::dot(x, y)); valType Angle = glm::degrees(glm::acos(glm::dot(x, y)));
if(glm::dot(ref, glm::cross(x, y)) < valType(0)) if(glm::dot(ref, glm::cross(x, y)) < valType(0))
return -glm::degrees(Angle); return -Angle;
else else
return glm::degrees(Angle); return Angle;
} }
}//namespace vector_angle }//namespace vector_angle

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@ -13,6 +13,14 @@ GLM is a header only library, there is nothing to build, just include it.
More informations in GLM manual: More informations in GLM manual:
http://glm.g-truc.net/glm-0.9.2.pdf http://glm.g-truc.net/glm-0.9.2.pdf
================================================================================
GLM 0.9.2.1: 2010-05-20
--------------------------------------------------------------------------------
- Automatically detect CUDA support
- Fixed errors and warnings in VC with C++ extensions disabled
- Fixed and tested GLM_GTX_vector_angle
- Fixed and tested GLM_GTX_rotate_vector
================================================================================ ================================================================================
GLM 0.9.2.0: 2010-05-09 GLM 0.9.2.0: 2010-05-09
-------------------------------------------------------------------------------- --------------------------------------------------------------------------------

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@ -19,12 +19,12 @@ int test_vector_angle_calls()
float AngleA = glm::angle(glm::vec3(1, 0, 0), glm::vec3(0, 1, 0)); float AngleA = glm::angle(glm::vec3(1, 0, 0), glm::vec3(0, 1, 0));
float AngleB = glm::orientedAngle(glm::vec2(1, 0), glm::normalize(glm::vec2(1, 1))); float AngleB = glm::orientedAngle(glm::vec2(1, 0), glm::normalize(glm::vec2(1, 1)));
float AngleC = glm::orientedAngle(glm::vec2(0, 1), glm::normalize(glm::vec2(1, 1))); float AngleC = glm::orientedAngle(glm::vec2(0, 1), glm::normalize(glm::vec2(1, 1)));
float AngleD = glm::orientedAngleFromRef(glm::vec3(1, 0, 0), glm::vec3(0, 1, 0), glm::vec3(0, 0, 1)); float AngleD = glm::orientedAngle(glm::vec3(1, 0, 0), glm::vec3(0, 1, 0), glm::vec3(0, 0, 1));
return Error; return Error;
} }
int test_vector_angle_orientedAngle() int test_orientedAngle_vec2()
{ {
int Error = 0; int Error = 0;
@ -32,11 +32,22 @@ int test_vector_angle_orientedAngle()
Error += AngleA == 45.f ? 0 : 1; Error += AngleA == 45.f ? 0 : 1;
float AngleB = glm::orientedAngle(glm::vec2(0, 1), glm::normalize(glm::vec2(1, 1))); float AngleB = glm::orientedAngle(glm::vec2(0, 1), glm::normalize(glm::vec2(1, 1)));
Error += AngleB == -45.f ? 0 : 1; Error += AngleB == -45.f ? 0 : 1;
float AngleC = glm::orientedAngle(glm::normalize(glm::vec2(1, 1)), glm::vec2(0, 1));
float AngleC = glm::orientedAngle(glm::vec3(1, 0, 0), glm::normalize(glm::vec3(1, 1, 0))); Error += AngleC == 45.f ? 0 : 1;
return Error;
}
int test_orientedAngle_vec3()
{
int Error = 0;
float AngleA = glm::orientedAngle(glm::vec3(1, 0, 0), glm::normalize(glm::vec3(1, 1, 0)), glm::vec3(0, 0, 1));
Error += AngleA == 45.f ? 0 : 1;
float AngleB = glm::orientedAngle(glm::vec3(0, 1, 0), glm::normalize(glm::vec3(1, 1, 0)), glm::vec3(0, 0, 1));
Error += AngleB == -45.f ? 0 : 1;
float AngleC = glm::orientedAngle(glm::normalize(glm::vec3(1, 1, 0)), glm::vec3(0, 1, 0), glm::vec3(0, 0, 1));
Error += AngleC == 45.f ? 0 : 1; Error += AngleC == 45.f ? 0 : 1;
float AngleD = glm::orientedAngle(glm::vec3(0, 1, 0), glm::normalize(glm::vec3(1, 1, 0)));
Error += AngleD == -45.f ? 0 : 1;
return Error; return Error;
} }
@ -44,7 +55,8 @@ int test_vector_angle_orientedAngle()
int main() int main()
{ {
int Error = 0; int Error = 0;
Error += test_vector_angle_orientedAngle(); Error += test_orientedAngle_vec2();
Error += test_orientedAngle_vec3();
Error += test_vector_angle_calls(); Error += test_vector_angle_calls();
return Error; return Error;