Removed last references to GLM_FORCE_RADIANS

This commit is contained in:
Christophe Riccio 2014-08-04 00:10:12 +02:00
parent fa6bec2f3d
commit 2b747cbbad
98 changed files with 49 additions and 227 deletions

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@ -29,7 +29,6 @@
/// dummy.cpp exist only a wordaround for CMake file. /// dummy.cpp exist only a wordaround for CMake file.
/////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#define GLM_MESSAGES #define GLM_MESSAGES
#include "../glm.hpp" #include "../glm.hpp"
#include <limits> #include <limits>

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@ -89,7 +89,7 @@ namespace glm
/// Builds a rotation 4 * 4 matrix created from an axis vector and an angle. /// Builds a rotation 4 * 4 matrix created from an axis vector and an angle.
/// ///
/// @param m Input matrix multiplied by this rotation matrix. /// @param m Input matrix multiplied by this rotation matrix.
/// @param angle Rotation angle expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise. /// @param angle Rotation angle expressed in radians.
/// @param axis Rotation axis, recommanded to be normalized. /// @param axis Rotation axis, recommanded to be normalized.
/// @tparam T Value type used to build the matrix. Supported: half, float or double. /// @tparam T Value type used to build the matrix. Supported: half, float or double.
/// @see gtc_matrix_transform /// @see gtc_matrix_transform
@ -175,7 +175,7 @@ namespace glm
/// Creates a matrix for a symetric perspective-view frustum. /// Creates a matrix for a symetric perspective-view frustum.
/// ///
/// @param fovy Expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise. /// @param fovy Expressed in radians.
/// @param aspect /// @param aspect
/// @param near /// @param near
/// @param far /// @param far
@ -190,7 +190,7 @@ namespace glm
/// Builds a perspective projection matrix based on a field of view. /// Builds a perspective projection matrix based on a field of view.
/// ///
/// @param fov Expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise. /// @param fov Expressed in radians.
/// @param width /// @param width
/// @param height /// @param height
/// @param near /// @param near
@ -207,7 +207,7 @@ namespace glm
/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite. /// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite.
/// ///
/// @param fovy Expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise. /// @param fovy Expressed in radians.
/// @param aspect /// @param aspect
/// @param near /// @param near
/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
@ -218,7 +218,7 @@ namespace glm
/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping. /// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping.
/// ///
/// @param fovy Expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise. /// @param fovy Expressed in radians.
/// @param aspect /// @param aspect
/// @param near /// @param near
/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
@ -229,7 +229,7 @@ namespace glm
/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping. /// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping.
/// ///
/// @param fovy Expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise. /// @param fovy Expressed in radians.
/// @param aspect /// @param aspect
/// @param near /// @param near
/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.

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@ -52,14 +52,9 @@ namespace glm
detail::tvec3<T, P> const & v detail::tvec3<T, P> const & v
) )
{ {
#ifdef GLM_FORCE_RADIANS T const a = angle;
T a = angle; T const c = cos(a);
#else T const s = sin(a);
# pragma message("GLM: rotate function taking degrees as a parameter is deprecated. #define GLM_FORCE_RADIANS before including GLM headers to remove this message.")
T a = radians(angle);
#endif
T c = cos(a);
T s = sin(a);
detail::tvec3<T, P> axis(normalize(v)); detail::tvec3<T, P> axis(normalize(v));
detail::tvec3<T, P> temp((T(1) - c) * axis); detail::tvec3<T, P> temp((T(1) - c) * axis);
@ -93,14 +88,9 @@ namespace glm
detail::tvec3<T, P> const & v detail::tvec3<T, P> const & v
) )
{ {
#ifdef GLM_FORCE_RADIANS
T const a = angle; T const a = angle;
#else T const c = cos(a);
# pragma message("GLM: rotate_slow function taking degrees as a parameter is deprecated. #define GLM_FORCE_RADIANS before including GLM headers to remove this message.") T const s = sin(a);
T const a = radians(angle);
#endif
T c = cos(a);
T s = sin(a);
detail::tmat4x4<T, P> Result; detail::tmat4x4<T, P> Result;
detail::tvec3<T, P> axis = normalize(v); detail::tvec3<T, P> axis = normalize(v);
@ -126,10 +116,10 @@ namespace glm
template <typename T, precision P> template <typename T, precision P>
GLM_FUNC_QUALIFIER detail::tmat4x4<T, P> scale GLM_FUNC_QUALIFIER detail::tmat4x4<T, P> scale
( (
detail::tmat4x4<T, P> const & m, detail::tmat4x4<T, P> const & m,
detail::tvec3<T, P> const & v detail::tvec3<T, P> const & v
) )
{ {
detail::tmat4x4<T, P> Result(detail::tmat4x4<T, P>::_null); detail::tmat4x4<T, P> Result(detail::tmat4x4<T, P>::_null);
Result[0] = m[0] * v[0]; Result[0] = m[0] * v[0];
@ -226,14 +216,8 @@ namespace glm
assert(aspect != static_cast<T>(0)); assert(aspect != static_cast<T>(0));
assert(zFar != zNear); assert(zFar != zNear);
#ifdef GLM_FORCE_RADIANS
T const rad = fovy; T const rad = fovy;
#else T const tanHalfFovy = tan(rad / static_cast<T>(2));
# pragma message("GLM: perspective function taking degrees as a parameter is deprecated. #define GLM_FORCE_RADIANS before including GLM headers to remove this message.")
T const rad = glm::radians(fovy);
#endif
T tanHalfFovy = tan(rad / static_cast<T>(2));
detail::tmat4x4<T, defaultp> Result(static_cast<T>(0)); detail::tmat4x4<T, defaultp> Result(static_cast<T>(0));
Result[0][0] = static_cast<T>(1) / (aspect * tanHalfFovy); Result[0][0] = static_cast<T>(1) / (aspect * tanHalfFovy);
@ -258,14 +242,9 @@ namespace glm
assert(height > static_cast<T>(0)); assert(height > static_cast<T>(0));
assert(fov > static_cast<T>(0)); assert(fov > static_cast<T>(0));
#ifdef GLM_FORCE_RADIANS T const rad = fov;
T rad = fov; T const h = glm::cos(static_cast<T>(0.5) * rad) / glm::sin(static_cast<T>(0.5) * rad);
#else T const w = h * height / width; ///todo max(width , Height) / min(width , Height)?
# pragma message("GLM: perspectiveFov function taking degrees as a parameter is deprecated. #define GLM_FORCE_RADIANS before including GLM headers to remove this message.")
T rad = glm::radians(fov);
#endif
T h = glm::cos(static_cast<T>(0.5) * rad) / glm::sin(static_cast<T>(0.5) * rad);
T w = h * height / width; ///todo max(width , Height) / min(width , Height)?
detail::tmat4x4<T, defaultp> Result(static_cast<T>(0)); detail::tmat4x4<T, defaultp> Result(static_cast<T>(0));
Result[0][0] = w; Result[0][0] = w;
@ -284,16 +263,11 @@ namespace glm
T zNear T zNear
) )
{ {
#ifdef GLM_FORCE_RADIANS
T const range = tan(fovy / T(2)) * zNear; T const range = tan(fovy / T(2)) * zNear;
#else T const left = -range * aspect;
# pragma message("GLM: infinitePerspective function taking degrees as a parameter is deprecated. #define GLM_FORCE_RADIANS before including GLM headers to remove this message.") T const right = range * aspect;
T const range = tan(radians(fovy / T(2))) * zNear; T const bottom = -range;
#endif T const top = range;
T left = -range * aspect;
T right = range * aspect;
T bottom = -range;
T top = range;
detail::tmat4x4<T, defaultp> Result(T(0)); detail::tmat4x4<T, defaultp> Result(T(0));
Result[0][0] = (T(2) * zNear) / (right - left); Result[0][0] = (T(2) * zNear) / (right - left);
@ -314,16 +288,11 @@ namespace glm
T ep T ep
) )
{ {
#ifdef GLM_FORCE_RADIANS T const range = tan(fovy / T(2)) * zNear;
T range = tan(fovy / T(2)) * zNear; T const left = -range * aspect;
#else T const right = range * aspect;
# pragma message("GLM: tweakedInfinitePerspective function taking degrees as a parameter is deprecated. #define GLM_FORCE_RADIANS before including GLM headers to remove this message.") T const bottom = -range;
T range = tan(radians(fovy / T(2))) * zNear; T const top = range;
#endif
T left = -range * aspect;
T right = range * aspect;
T bottom = -range;
T top = range;
detail::tmat4x4<T, defaultp> Result(T(0)); detail::tmat4x4<T, defaultp> Result(T(0));
Result[0][0] = (static_cast<T>(2) * zNear) / (right - left); Result[0][0] = (static_cast<T>(2) * zNear) / (right - left);
@ -420,9 +389,9 @@ namespace glm
detail::tvec3<T, P> const & up detail::tvec3<T, P> const & up
) )
{ {
detail::tvec3<T, P> f(normalize(center - eye)); detail::tvec3<T, P> const f(normalize(center - eye));
detail::tvec3<T, P> s(normalize(cross(f, up))); detail::tvec3<T, P> const s(normalize(cross(f, up)));
detail::tvec3<T, P> u(cross(s, f)); detail::tvec3<T, P> const u(cross(s, f));
detail::tmat4x4<T, P> Result(1); detail::tmat4x4<T, P> Result(1);
Result[0][0] = s.x; Result[0][0] = s.x;

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@ -247,7 +247,7 @@ namespace detail
/// Rotates a quaternion from a vector of 3 components axis and an angle. /// Rotates a quaternion from a vector of 3 components axis and an angle.
/// ///
/// @param q Source orientation /// @param q Source orientation
/// @param angle Angle expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise. /// @param angle Angle expressed in radians.
/// @param axis Axis of the rotation /// @param axis Axis of the rotation
/// ///
/// @see gtc_quaternion /// @see gtc_quaternion
@ -265,19 +265,19 @@ namespace detail
GLM_FUNC_DECL detail::tvec3<T, P> eulerAngles( GLM_FUNC_DECL detail::tvec3<T, P> eulerAngles(
detail::tquat<T, P> const & x); detail::tquat<T, P> const & x);
/// Returns roll value of euler angles expressed in radians if GLM_FORCE_RADIANS is defined or degrees otherwise. /// Returns roll value of euler angles expressed in radians.
/// ///
/// @see gtx_quaternion /// @see gtx_quaternion
template <typename T, precision P> template <typename T, precision P>
GLM_FUNC_DECL T roll(detail::tquat<T, P> const & x); GLM_FUNC_DECL T roll(detail::tquat<T, P> const & x);
/// Returns pitch value of euler angles expressed in radians if GLM_FORCE_RADIANS is defined or degrees otherwise. /// Returns pitch value of euler angles expressed in radians.
/// ///
/// @see gtx_quaternion /// @see gtx_quaternion
template <typename T, precision P> template <typename T, precision P>
GLM_FUNC_DECL T pitch(detail::tquat<T, P> const & x); GLM_FUNC_DECL T pitch(detail::tquat<T, P> const & x);
/// Returns yaw value of euler angles expressed in radians if GLM_FORCE_RADIANS is defined or degrees otherwise. /// Returns yaw value of euler angles expressed in radians.
/// ///
/// @see gtx_quaternion /// @see gtx_quaternion
template <typename T, precision P> template <typename T, precision P>
@ -326,7 +326,7 @@ namespace detail
/// Build a quaternion from an angle and a normalized axis. /// Build a quaternion from an angle and a normalized axis.
/// ///
/// @param angle Angle expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise. /// @param angle Angle expressed in radians.
/// @param axis Axis of the quaternion, must be normalized. /// @param axis Axis of the quaternion, must be normalized.
/// ///
/// @see gtc_quaternion /// @see gtc_quaternion

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@ -615,12 +615,7 @@ namespace detail
Tmp.z *= oneOverLen; Tmp.z *= oneOverLen;
} }
#ifdef GLM_FORCE_RADIANS
T const AngleRad(angle); T const AngleRad(angle);
#else
# pragma message("GLM: rotate function taking degrees as a parameter is deprecated. #define GLM_FORCE_RADIANS before including GLM headers to remove this message.")
T const AngleRad = radians(angle);
#endif
T const Sin = sin(AngleRad * T(0.5)); T const Sin = sin(AngleRad * T(0.5));
return q * detail::tquat<T, P>(cos(AngleRad * T(0.5)), Tmp.x * Sin, Tmp.y * Sin, Tmp.z * Sin); return q * detail::tquat<T, P>(cos(AngleRad * T(0.5)), Tmp.x * Sin, Tmp.y * Sin, Tmp.z * Sin);
@ -642,12 +637,7 @@ namespace detail
detail::tquat<T, P> const & q detail::tquat<T, P> const & q
) )
{ {
#ifdef GLM_FORCE_RADIANS
return T(atan(T(2) * (q.x * q.y + q.w * q.z), q.w * q.w + q.x * q.x - q.y * q.y - q.z * q.z)); return T(atan(T(2) * (q.x * q.y + q.w * q.z), q.w * q.w + q.x * q.x - q.y * q.y - q.z * q.z));
#else
# pragma message("GLM: roll function returning degrees is deprecated. #define GLM_FORCE_RADIANS before including GLM headers to remove this message.")
return glm::degrees(atan(T(2) * (q.x * q.y + q.w * q.z), q.w * q.w + q.x * q.x - q.y * q.y - q.z * q.z));
#endif
} }
template <typename T, precision P> template <typename T, precision P>
@ -656,12 +646,7 @@ namespace detail
detail::tquat<T, P> const & q detail::tquat<T, P> const & q
) )
{ {
#ifdef GLM_FORCE_RADIANS
return T(atan(T(2) * (q.y * q.z + q.w * q.x), q.w * q.w - q.x * q.x - q.y * q.y + q.z * q.z)); return T(atan(T(2) * (q.y * q.z + q.w * q.x), q.w * q.w - q.x * q.x - q.y * q.y + q.z * q.z));
#else
# pragma message("GLM: pitch function returning degrees is deprecated. #define GLM_FORCE_RADIANS before including GLM headers to remove this message.")
return glm::degrees(atan(T(2) * (q.y * q.z + q.w * q.x), q.w * q.w - q.x * q.x - q.y * q.y + q.z * q.z));
#endif
} }
template <typename T, precision P> template <typename T, precision P>
@ -670,12 +655,7 @@ namespace detail
detail::tquat<T, P> const & q detail::tquat<T, P> const & q
) )
{ {
#ifdef GLM_FORCE_RADIANS
return asin(T(-2) * (q.x * q.z - q.w * q.y)); return asin(T(-2) * (q.x * q.z - q.w * q.y));
#else
# pragma message("GLM: yaw function returning degrees is deprecated. #define GLM_FORCE_RADIANS before including GLM headers to remove this message.")
return glm::degrees(asin(T(-2) * (q.x * q.z - q.w * q.y)));
#endif
} }
template <typename T, precision P> template <typename T, precision P>
@ -800,12 +780,7 @@ namespace detail
detail::tquat<T, P> const & x detail::tquat<T, P> const & x
) )
{ {
#ifdef GLM_FORCE_RADIANS
return acos(x.w) * T(2); return acos(x.w) * T(2);
#else
# pragma message("GLM: angle function returning degrees is deprecated. #define GLM_FORCE_RADIANS before including GLM headers to remove this message.")
return glm::degrees(acos(x.w) * T(2));
#endif
} }
template <typename T, precision P> template <typename T, precision P>
@ -830,15 +805,10 @@ namespace detail
{ {
detail::tquat<T, P> result; detail::tquat<T, P> result;
#ifdef GLM_FORCE_RADIANS
T const a(angle); T const a(angle);
#else T const s = glm::sin(a * static_cast<T>(0.5));
# pragma message("GLM: angleAxis function taking degrees as a parameter is deprecated. #define GLM_FORCE_RADIANS before including GLM headers to remove this message.")
T const a(glm::radians(angle));
#endif
T s = glm::sin(a * T(0.5));
result.w = glm::cos(a * T(0.5)); result.w = glm::cos(a * static_cast<T>(0.5));
result.x = v.x * s; result.x = v.x * s;
result.y = v.y * s; result.y = v.y * s;
result.z = v.z * s; result.z = v.z * s;

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@ -47,13 +47,9 @@ namespace glm
detail::tmat3x3<T, P> const & m, detail::tmat3x3<T, P> const & m,
T const & angle) T const & angle)
{ {
#ifdef GLM_FORCE_RADIANS T const a = angle;
T a = angle; T const c = cos(a);
#else T const s = sin(a);
T a = radians(angle);
#endif
T c = cos(a);
T s = sin(a);
detail::tmat3x3<T, P> Result(detail::tmat3x3<T, P>::_null); detail::tmat3x3<T, P> Result(detail::tmat3x3<T, P>::_null);
Result[0] = m[0] * c + m[1] * s; Result[0] = m[0] * c + m[1] * s;

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@ -19,18 +19,10 @@ namespace glm
detail::tvec3<T, P> const tmp(euclidean / Length); detail::tvec3<T, P> const tmp(euclidean / Length);
T const xz_dist(sqrt(tmp.x * tmp.x + tmp.z * tmp.z)); T const xz_dist(sqrt(tmp.x * tmp.x + tmp.z * tmp.z));
#ifdef GLM_FORCE_RADIANS
return detail::tvec3<T, P>( return detail::tvec3<T, P>(
atan(xz_dist, tmp.y), // latitude atan(xz_dist, tmp.y), // latitude
atan(tmp.x, tmp.z), // longitude atan(tmp.x, tmp.z), // longitude
xz_dist); // xz distance xz_dist); // xz distance
#else
# pragma message("GLM: polar function returning degrees is deprecated. #define GLM_FORCE_RADIANS before including GLM headers to remove this message.")
return detail::tvec3<T, P>(
degrees(atan(xz_dist, tmp.y)), // latitude
degrees(atan(tmp.x, tmp.z)), // longitude
xz_dist); // xz distance
#endif
} }
template <typename T, precision P> template <typename T, precision P>
@ -39,14 +31,8 @@ namespace glm
detail::tvec2<T, P> const & polar detail::tvec2<T, P> const & polar
) )
{ {
#ifdef GLM_FORCE_RADIANS
T const latitude(polar.x); T const latitude(polar.x);
T const longitude(polar.y); T const longitude(polar.y);
#else
# pragma message("GLM: euclidean function taking degrees as parameters is deprecated. #define GLM_FORCE_RADIANS before including GLM headers to remove this message.")
T const latitude(radians(polar.x));
T const longitude(radians(polar.y));
#endif
return detail::tvec3<T, P>( return detail::tvec3<T, P>(
cos(latitude) * sin(longitude), cos(latitude) * sin(longitude),

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@ -36,18 +36,13 @@ namespace glm
detail::tvec3<T, P> const & v detail::tvec3<T, P> const & v
) )
{ {
#ifdef GLM_FORCE_RADIANS T const a = angle;
T a = angle; T const c = cos(a);
#else T const s = sin(a);
# pragma message("GLM: rotateNormalizedAxis function taking degrees as parameters is deprecated. #define GLM_FORCE_RADIANS before including GLM headers to remove this message.")
T a = radians(angle);
#endif
T c = cos(a);
T s = sin(a);
detail::tvec3<T, P> axis = v; detail::tvec3<T, P> const axis(v);
detail::tvec3<T, P> temp = (T(1) - c) * axis; detail::tvec3<T, P> const temp((static_cast<T>(1) - c) * axis);
detail::tmat4x4<T, P> Rotate(detail::tmat4x4<T, P>::_null); detail::tmat4x4<T, P> Rotate(detail::tmat4x4<T, P>::_null);
Rotate[0][0] = c + temp[0] * axis[0]; Rotate[0][0] = c + temp[0] * axis[0];
@ -78,14 +73,9 @@ namespace glm
detail::tvec3<T, P> const & v detail::tvec3<T, P> const & v
) )
{ {
detail::tvec3<T, P> Tmp = v; detail::tvec3<T, P> const Tmp(v);
#ifdef GLM_FORCE_RADIANS
T const AngleRad(angle); T const AngleRad(angle);
#else
# pragma message("GLM: rotateNormalizedAxis function taking degrees as parameters is deprecated. #define GLM_FORCE_RADIANS before including GLM headers to remove this message.")
T const AngleRad = radians(angle);
#endif
T const Sin = sin(AngleRad * T(0.5)); T const Sin = sin(AngleRad * T(0.5));
return q * detail::tquat<T, P>(cos(AngleRad * static_cast<T>(0.5)), Tmp.x * Sin, Tmp.y * Sin, Tmp.z * Sin); return q * detail::tquat<T, P>(cos(AngleRad * static_cast<T>(0.5)), Tmp.x * Sin, Tmp.y * Sin, Tmp.z * Sin);

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@ -296,7 +296,7 @@ namespace detail
/// Build a quaternion from an angle and a normalized axis. /// Build a quaternion from an angle and a normalized axis.
/// ///
/// @param angle Angle expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise. /// @param angle Angle expressed in radians.
/// @param axis Axis of the quaternion, must be normalized. /// @param axis Axis of the quaternion, must be normalized.
/// ///
/// @see gtc_quaternion /// @see gtc_quaternion
@ -306,7 +306,7 @@ namespace detail
/// Build a quaternion from an angle and a normalized axis. /// Build a quaternion from an angle and a normalized axis.
/// ///
/// @param angle Angle expressed in radians if GLM_FORCE_RADIANS is define or degrees otherwise. /// @param angle Angle expressed in radians.
/// @param x x component of the x-axis, x, y, z must be a normalized axis /// @param x x component of the x-axis, x, y, z must be a normalized axis
/// @param y y component of the y-axis, x, y, z must be a normalized axis /// @param y y component of the y-axis, x, y, z must be a normalized axis
/// @param z z component of the z-axis, x, y, z must be a normalized axis /// @param z z component of the z-axis, x, y, z must be a normalized axis

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@ -45,6 +45,7 @@ GLM 0.9.6.0: 2014-XX-XX
- Added move contructors and assignment operators (#141) - Added move contructors and assignment operators (#141)
- Use pragma once - Use pragma once
- Fixed Visual Studio 14 compiler warnings - Fixed Visual Studio 14 compiler warnings
- Added *vec1 support to *vec2 types
================================================================================ ================================================================================
GLM 0.9.5.5: 2014-XX-XX GLM 0.9.5.5: 2014-XX-XX

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@ -10,7 +10,6 @@
//#include <boost/array.hpp> //#include <boost/array.hpp>
//#include <boost/date_time/posix_time/posix_time.hpp> //#include <boost/date_time/posix_time/posix_time.hpp>
//#include <boost/thread/thread.hpp> //#include <boost/thread/thread.hpp>
#define GLM_FORCE_RADIANS
#include <glm/gtc/constants.hpp> #include <glm/gtc/constants.hpp>
#include <glm/gtc/epsilon.hpp> #include <glm/gtc/epsilon.hpp>
#include <cstdio> #include <cstdio>

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@ -7,7 +7,6 @@
// File : test/core/func_exponential.cpp // File : test/core/func_exponential.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/common.hpp> #include <glm/common.hpp>
#include <glm/exponential.hpp> #include <glm/exponential.hpp>
#include <glm/gtc/ulp.hpp> #include <glm/gtc/ulp.hpp>

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@ -7,7 +7,6 @@
// File : test/core/func_geometric.cpp // File : test/core/func_geometric.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/geometric.hpp> #include <glm/geometric.hpp>
#include <glm/gtc/epsilon.hpp> #include <glm/gtc/epsilon.hpp>

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// File : test/core/func_integer.cpp // File : test/core/func_integer.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/integer.hpp> #include <glm/integer.hpp>
#include <iostream> #include <iostream>

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// File : test/core/func_matrix.cpp // File : test/core/func_matrix.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/matrix.hpp> #include <glm/matrix.hpp>
#include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/ulp.hpp> #include <glm/gtc/ulp.hpp>

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// File : test/core/func_noise.cpp // File : test/core/func_noise.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
int main() int main()
{ {
int Failed = 0; int Failed = 0;

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// File : test/core/func_packing.cpp // File : test/core/func_packing.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtc/type_precision.hpp> #include <glm/gtc/type_precision.hpp>
#include <glm/gtc/epsilon.hpp> #include <glm/gtc/epsilon.hpp>
#include <glm/vector_relational.hpp> #include <glm/vector_relational.hpp>

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// File : test/core/core_func_swizzle.cpp // File : test/core/core_func_swizzle.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#define GLM_MESSAGES #define GLM_MESSAGES
#define GLM_SWIZZLE #define GLM_SWIZZLE
#include <glm/glm.hpp> #include <glm/glm.hpp>

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// File : test/core/func_trigonometric.cpp // File : test/core/func_trigonometric.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/glm.hpp> #include <glm/glm.hpp>
int main() int main()

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// File : test/core/vector_relational.cpp // File : test/core/vector_relational.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/glm.hpp> #include <glm/glm.hpp>
int main() int main()

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// File : test/core/type_cast.cpp // File : test/core/type_cast.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include <algorithm> #include <algorithm>
#include <vector> #include <vector>

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// File : test/core/type_float.cpp // File : test/core/type_float.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/glm.hpp> #include <glm/glm.hpp>
int test_float_size() int test_float_size()

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// File : test/core/type_int.cpp // File : test/core/type_int.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/glm.hpp> #include <glm/glm.hpp>
int test_int_size() int test_int_size()

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// File : test/core/type_length.cpp // File : test/core/type_length.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/glm.hpp> #include <glm/glm.hpp>
int test_length_mat_non_squared() int test_length_mat_non_squared()

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// File : test/core/type_mat2x2.cpp // File : test/core/type_mat2x2.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtc/epsilon.hpp> #include <glm/gtc/epsilon.hpp>
#include <glm/matrix.hpp> #include <glm/matrix.hpp>
#include <glm/vector_relational.hpp> #include <glm/vector_relational.hpp>

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// File : test/core/type_mat2x3.cpp // File : test/core/type_mat2x3.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/vector_relational.hpp> #include <glm/vector_relational.hpp>
#include <glm/mat2x3.hpp> #include <glm/mat2x3.hpp>
#include <vector> #include <vector>

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// File : test/core/type_mat2x4.cpp // File : test/core/type_mat2x4.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/vector_relational.hpp> #include <glm/vector_relational.hpp>
#include <glm/mat2x4.hpp> #include <glm/mat2x4.hpp>
#include <vector> #include <vector>

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// File : test/core/type_mat3x2.cpp // File : test/core/type_mat3x2.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/vector_relational.hpp> #include <glm/vector_relational.hpp>
#include <glm/mat3x2.hpp> #include <glm/mat3x2.hpp>
#include <vector> #include <vector>

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// File : test/core/type_mat3x3.cpp // File : test/core/type_mat3x3.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtc/epsilon.hpp> #include <glm/gtc/epsilon.hpp>
#include <glm/matrix.hpp> #include <glm/matrix.hpp>
#include <glm/vector_relational.hpp> #include <glm/vector_relational.hpp>

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// File : test/core/type_mat3x4.cpp // File : test/core/type_mat3x4.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/vector_relational.hpp> #include <glm/vector_relational.hpp>
#include <glm/mat3x4.hpp> #include <glm/mat3x4.hpp>
#include <vector> #include <vector>

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// File : test/core/type_mat4x2.cpp // File : test/core/type_mat4x2.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/vector_relational.hpp> #include <glm/vector_relational.hpp>
#include <glm/mat4x2.hpp> #include <glm/mat4x2.hpp>
#include <vector> #include <vector>

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// File : test/core/type_mat4x3.cpp // File : test/core/type_mat4x3.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/vector_relational.hpp> #include <glm/vector_relational.hpp>
#include <glm/mat4x3.hpp> #include <glm/mat4x3.hpp>
#include <vector> #include <vector>

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// File : test/core/type_mat4x4.cpp // File : test/core/type_mat4x4.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtc/epsilon.hpp> #include <glm/gtc/epsilon.hpp>
#include <glm/matrix.hpp> #include <glm/matrix.hpp>
#include <glm/mat4x4.hpp> #include <glm/mat4x4.hpp>

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/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_SWIZZLE #define GLM_SWIZZLE
#define GLM_FORCE_RADIANS
#include <glm/gtx/vec1.hpp> #include <glm/gtx/vec1.hpp>
int test_operators() int test_operators()

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/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_SWIZZLE #define GLM_SWIZZLE
#define GLM_FORCE_RADIANS
#include <glm/vector_relational.hpp> #include <glm/vector_relational.hpp>
#include <glm/vec2.hpp> #include <glm/vec2.hpp>
#include <vector> #include <vector>

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// File : test/core/type_vec3.cpp // File : test/core/type_vec3.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#define GLM_SWIZZLE #define GLM_SWIZZLE
#include <glm/vector_relational.hpp> #include <glm/vector_relational.hpp>
#include <glm/geometric.hpp> #include <glm/geometric.hpp>

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/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_SWIZZLE #define GLM_SWIZZLE
#define GLM_FORCE_RADIANS
#include <glm/vector_relational.hpp> #include <glm/vector_relational.hpp>
#include <glm/vec2.hpp> #include <glm/vec2.hpp>
#include <glm/vec3.hpp> #include <glm/vec3.hpp>

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// File : test/gtc/constants.cpp // File : test/gtc/constants.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtc/constants.hpp> #include <glm/gtc/constants.hpp>
int test_epsilon() int test_epsilon()

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// File : test/gtc/epsilon.cpp // File : test/gtc/epsilon.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtc/epsilon.hpp> #include <glm/gtc/epsilon.hpp>
#include <glm/gtc/constants.hpp> #include <glm/gtc/constants.hpp>
#include <glm/vector_relational.hpp> #include <glm/vector_relational.hpp>

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// File : test/gtc/matrix_access.cpp // File : test/gtc/matrix_access.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtc/matrix_access.hpp> #include <glm/gtc/matrix_access.hpp>
#include <glm/mat2x2.hpp> #include <glm/mat2x2.hpp>
#include <glm/mat2x3.hpp> #include <glm/mat2x3.hpp>

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// File : test/gtc/matrix_integer.cpp // File : test/gtc/matrix_integer.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtc/matrix_integer.hpp> #include <glm/gtc/matrix_integer.hpp>
int main() int main()

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// File : test/gtc/matrix_inverse.cpp // File : test/gtc/matrix_inverse.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtc/matrix_inverse.hpp> #include <glm/gtc/matrix_inverse.hpp>
int main() int main()

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// File : test/gtc/matrix_transform.cpp // File : test/gtc/matrix_transform.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/constants.hpp> #include <glm/gtc/constants.hpp>

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// File : test/gtc/noise.cpp // File : test/gtc/noise.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtc/noise.hpp> #include <glm/gtc/noise.hpp>
#include <gli/gli.hpp> #include <gli/gli.hpp>
#include <gli/gtx/loader.hpp> #include <gli/gtx/loader.hpp>

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@ -26,7 +26,6 @@
/// @author Christophe Riccio /// @author Christophe Riccio
/////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtc/packing.hpp> #include <glm/gtc/packing.hpp>
#include <cstdio> #include <cstdio>
#include <vector> #include <vector>

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// File : test/gtc/quaternion.cpp // File : test/gtc/quaternion.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtc/quaternion.hpp> #include <glm/gtc/quaternion.hpp>
#include <glm/gtc/epsilon.hpp> #include <glm/gtc/epsilon.hpp>
#include <glm/vector_relational.hpp> #include <glm/vector_relational.hpp>

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// File : test/gtc/random.cpp // File : test/gtc/random.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtc/random.hpp> #include <glm/gtc/random.hpp>
#include <glm/gtc/epsilon.hpp> #include <glm/gtc/epsilon.hpp>
#include <iostream> #include <iostream>

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// File : test/gtc/reciprocal.cpp // File : test/gtc/reciprocal.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtc/reciprocal.hpp> #include <glm/gtc/reciprocal.hpp>
int main() int main()

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// File : test/gtc/type_precision.cpp // File : test/gtc/type_precision.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtc/type_precision.hpp> #include <glm/gtc/type_precision.hpp>
#include <glm/gtc/quaternion.hpp> #include <glm/gtc/quaternion.hpp>
#include <vector> #include <vector>

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// File : test/gtc/type_ptr.cpp // File : test/gtc/type_ptr.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtc/type_ptr.hpp> #include <glm/gtc/type_ptr.hpp>
int test_value_ptr_vec() int test_value_ptr_vec()

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// File : test/gtc/ulp.cpp // File : test/gtc/ulp.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtc/ulp.hpp> #include <glm/gtc/ulp.hpp>
#include <iostream> #include <iostream>
#include <limits> #include <limits>

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// File : test/gtx/associated_min_max.cpp // File : test/gtx/associated_min_max.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtc/type_precision.hpp> #include <glm/gtc/type_precision.hpp>
#include <glm/gtx/associated_min_max.hpp> #include <glm/gtx/associated_min_max.hpp>

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// File : test/gtx/bit.cpp // File : test/gtx/bit.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtx/bit.hpp> #include <glm/gtx/bit.hpp>
#include <glm/gtc/type_precision.hpp> #include <glm/gtc/type_precision.hpp>

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// File : test/gtx/associated_min_max.cpp // File : test/gtx/associated_min_max.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtc/type_precision.hpp> #include <glm/gtc/type_precision.hpp>
#include <glm/gtx/associated_min_max.hpp> #include <glm/gtx/associated_min_max.hpp>

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// File : test/gtx/color_space.cpp // File : test/gtx/color_space.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtc/type_precision.hpp> #include <glm/gtc/type_precision.hpp>
#include <glm/gtx/color_space.hpp> #include <glm/gtx/color_space.hpp>

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// File : test/gtx/color_space_YCoCg.cpp // File : test/gtx/color_space_YCoCg.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtc/type_precision.hpp> #include <glm/gtc/type_precision.hpp>
#include <glm/gtx/color_space_YCoCg.hpp> #include <glm/gtx/color_space_YCoCg.hpp>

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// File : test/gtx/compatibility.cpp // File : test/gtx/compatibility.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtc/type_precision.hpp> #include <glm/gtc/type_precision.hpp>
#include <glm/gtx/compatibility.hpp> #include <glm/gtx/compatibility.hpp>

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// File : test/gtx/component_wise.cpp // File : test/gtx/component_wise.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtc/type_precision.hpp> #include <glm/gtc/type_precision.hpp>
#include <glm/gtx/component_wise.hpp> #include <glm/gtx/component_wise.hpp>

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// File : test/gtc/gtc_dual_quaternion.cpp // File : test/gtc/gtc_dual_quaternion.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtx/dual_quaternion.hpp> #include <glm/gtx/dual_quaternion.hpp>
#include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/epsilon.hpp> #include <glm/gtc/epsilon.hpp>

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@ -9,7 +9,6 @@
// Code sample from Filippo Ramaciotti // Code sample from Filippo Ramaciotti
#define GLM_FORCE_RADIANS
#include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/epsilon.hpp> #include <glm/gtc/epsilon.hpp>
#include <glm/gtx/string_cast.hpp> #include <glm/gtx/string_cast.hpp>

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// File : test/gtx/extend.cpp // File : test/gtx/extend.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtc/type_precision.hpp> #include <glm/gtc/type_precision.hpp>
#include <glm/gtx/extend.hpp> #include <glm/gtx/extend.hpp>

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// File : test/gtx/associated_min_max.cpp // File : test/gtx/associated_min_max.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtc/type_precision.hpp> #include <glm/gtc/type_precision.hpp>
#include <glm/gtx/associated_min_max.hpp> #include <glm/gtx/associated_min_max.hpp>

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// File : test/gtx/associated_min_max.cpp // File : test/gtx/associated_min_max.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtc/type_precision.hpp> #include <glm/gtc/type_precision.hpp>
#include <glm/gtx/fast_exponential.hpp> #include <glm/gtx/fast_exponential.hpp>

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// File : test/gtx/fast_square_root.cpp // File : test/gtx/fast_square_root.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtx/fast_square_root.hpp> #include <glm/gtx/fast_square_root.hpp>
#include <glm/gtc/type_precision.hpp> #include <glm/gtc/type_precision.hpp>
#include <glm/gtc/epsilon.hpp> #include <glm/gtc/epsilon.hpp>

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// File : test/gtx/fast_trigonometry.cpp // File : test/gtx/fast_trigonometry.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtc/type_precision.hpp> #include <glm/gtc/type_precision.hpp>
#include <glm/gtx/fast_trigonometry.hpp> #include <glm/gtx/fast_trigonometry.hpp>

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// File : test/gtx/gradient_paint.cpp // File : test/gtx/gradient_paint.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtx/gradient_paint.hpp> #include <glm/gtx/gradient_paint.hpp>
int test_radialGradient() int test_radialGradient()

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// File : test/gtx/handed_coordinate_space.cpp // File : test/gtx/handed_coordinate_space.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtc/type_precision.hpp> #include <glm/gtc/type_precision.hpp>
#include <glm/gtx/handed_coordinate_space.hpp> #include <glm/gtx/handed_coordinate_space.hpp>

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// File : test/gtx/inertia.cpp // File : test/gtx/inertia.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtc/type_precision.hpp> #include <glm/gtc/type_precision.hpp>
#include <glm/gtx/inertia.hpp> #include <glm/gtx/inertia.hpp>

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// File : test/gtx/gtx_integer.cpp // File : test/gtx/gtx_integer.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtc/epsilon.hpp> #include <glm/gtc/epsilon.hpp>
#include <glm/gtx/integer.hpp> #include <glm/gtx/integer.hpp>
#include <cstdio> #include <cstdio>

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// File : test/gtx/intersect.cpp // File : test/gtx/intersect.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtc/type_precision.hpp> #include <glm/gtc/type_precision.hpp>
#include <glm/gtx/intersect.hpp> #include <glm/gtx/intersect.hpp>

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// File : test/gtx/io.cpp // File : test/gtx/io.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtc/type_precision.hpp> #include <glm/gtc/type_precision.hpp>
#include <glm/gtx/io.hpp> #include <glm/gtx/io.hpp>
#include <iostream> #include <iostream>

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// File : test/gtx/log_base.cpp // File : test/gtx/log_base.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtc/type_precision.hpp> #include <glm/gtc/type_precision.hpp>
#include <glm/gtx/log_base.hpp> #include <glm/gtx/log_base.hpp>

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// File : test/gtx/matrix_cross_product.hpp // File : test/gtx/matrix_cross_product.hpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtc/type_precision.hpp> #include <glm/gtc/type_precision.hpp>
#include <glm/gtx/matrix_cross_product.hpp> #include <glm/gtx/matrix_cross_product.hpp>

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// File : test/gtx/matrix_interpolation.cpp // File : test/gtx/matrix_interpolation.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtx/matrix_interpolation.hpp> #include <glm/gtx/matrix_interpolation.hpp>
int main() int main()

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// File : test/gtx/matrix_major_storage.cpp // File : test/gtx/matrix_major_storage.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtc/type_precision.hpp> #include <glm/gtc/type_precision.hpp>
#include <glm/gtx/matrix_major_storage.hpp> #include <glm/gtx/matrix_major_storage.hpp>

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// File : test/gtx/matrix_operation.cpp // File : test/gtx/matrix_operation.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtc/type_precision.hpp> #include <glm/gtc/type_precision.hpp>
#include <glm/gtx/matrix_operation.hpp> #include <glm/gtx/matrix_operation.hpp>

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// File : test/gtx/matrix_query.cpp // File : test/gtx/matrix_query.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtx/matrix_query.hpp> #include <glm/gtx/matrix_query.hpp>
int test_isNull() int test_isNull()

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// File : test/gtx/matrix_transform_2d.cpp // File : test/gtx/matrix_transform_2d.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtx/matrix_transform_2d.hpp> #include <glm/gtx/matrix_transform_2d.hpp>
int main() int main()

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// File : test/gtx/gtx_multiple.cpp // File : test/gtx/gtx_multiple.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtx/multiple.hpp> #include <glm/gtx/multiple.hpp>
int test_higher_int() int test_higher_int()

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// File : test/gtx/norm.cpp // File : test/gtx/norm.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtc/type_precision.hpp> #include <glm/gtc/type_precision.hpp>
#include <glm/gtx/norm.hpp> #include <glm/gtx/norm.hpp>

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// File : test/gtx/normal.cpp // File : test/gtx/normal.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtc/type_precision.hpp> #include <glm/gtc/type_precision.hpp>
#include <glm/gtx/normal.hpp> #include <glm/gtx/normal.hpp>

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// File : test/gtx/normalize_dot.cpp // File : test/gtx/normalize_dot.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtc/type_precision.hpp> #include <glm/gtc/type_precision.hpp>
#include <glm/gtx/normalize_dot.hpp> #include <glm/gtx/normalize_dot.hpp>

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// File : test/gtx/number_precision.cpp // File : test/gtx/number_precision.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtc/type_precision.hpp> #include <glm/gtc/type_precision.hpp>
#include <glm/gtx/number_precision.hpp> #include <glm/gtx/number_precision.hpp>

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// File : test/gtx/optimum_pow.cpp // File : test/gtx/optimum_pow.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include <glm/gtc/type_precision.hpp> #include <glm/gtc/type_precision.hpp>
#include <glm/gtx/optimum_pow.hpp> #include <glm/gtx/optimum_pow.hpp>

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// File : test/gtx/orthonormalize.cpp // File : test/gtx/orthonormalize.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include <glm/gtc/type_precision.hpp> #include <glm/gtc/type_precision.hpp>
#include <glm/gtx/orthonormalize.hpp> #include <glm/gtx/orthonormalize.hpp>

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// File : test/gtx/perpendicular.cpp // File : test/gtx/perpendicular.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include <glm/gtc/type_precision.hpp> #include <glm/gtc/type_precision.hpp>
#include <glm/gtx/perpendicular.hpp> #include <glm/gtx/perpendicular.hpp>

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// File : test/gtx/polar_coordinates.cpp // File : test/gtx/polar_coordinates.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include <glm/gtc/type_precision.hpp> #include <glm/gtc/type_precision.hpp>
#include <glm/gtx/polar_coordinates.hpp> #include <glm/gtx/polar_coordinates.hpp>

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// File : test/gtx/projection.cpp // File : test/gtx/projection.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include <glm/gtc/type_precision.hpp> #include <glm/gtc/type_precision.hpp>
#include <glm/gtx/projection.hpp> #include <glm/gtx/projection.hpp>

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// File : test/gtx/quaternion.cpp // File : test/gtx/quaternion.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtc/epsilon.hpp> #include <glm/gtc/epsilon.hpp>
#include <glm/gtc/type_ptr.hpp> #include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/matrix_transform.hpp>

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/// @author Christophe Riccio /// @author Christophe Riccio
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include <glm/gtx/rotate_normalized_axis.hpp> #include <glm/gtx/rotate_normalized_axis.hpp>

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// File : test/gtx/rotate_vector.cpp // File : test/gtx/rotate_vector.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtc/constants.hpp> #include <glm/gtc/constants.hpp>
#include <glm/gtx/rotate_vector.hpp> #include <glm/gtx/rotate_vector.hpp>

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// File : test/gtx/gtx_scalar_relational.cpp // File : test/gtx/gtx_scalar_relational.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include <glm/gtx/scalar_relational.hpp> #include <glm/gtx/scalar_relational.hpp>
#include <cstdio> #include <cstdio>

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// File : test/gtx/simd-mat4.cpp // File : test/gtx/simd-mat4.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/quaternion.hpp> #include <glm/gtc/quaternion.hpp>

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// File : test/gtx/simd-vec4.cpp // File : test/gtx/simd-vec4.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include <glm/gtx/simd_vec4.hpp> #include <glm/gtx/simd_vec4.hpp>
#include <cstdio> #include <cstdio>

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// File : test/gtx/associated_min_max.cpp // File : test/gtx/associated_min_max.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include <glm/gtc/type_precision.hpp> #include <glm/gtc/type_precision.hpp>
#include <glm/gtx/spline.hpp> #include <glm/gtx/spline.hpp>

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// File : test/gtx/string_cast.cpp // File : test/gtx/string_cast.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include <glm/gtx/string_cast.hpp> #include <glm/gtx/string_cast.hpp>
#include <iostream> #include <iostream>

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// File : test/gtx/vector_angle.cpp // File : test/gtx/vector_angle.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/gtc/constants.hpp> #include <glm/gtc/constants.hpp>
#include <glm/gtx/vector_angle.hpp> #include <glm/gtx/vector_angle.hpp>
#include <iostream> #include <iostream>

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// File : test/gtx/vector_query.cpp // File : test/gtx/vector_query.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include <glm/gtx/vector_query.hpp> #include <glm/gtx/vector_query.hpp>