Adds scalar multiplication for all types

This commit is contained in:
Joshua Moerman 2014-09-20 16:56:24 +02:00
parent 72a6f35a8e
commit 62ac07815c
3 changed files with 124 additions and 0 deletions

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@ -0,0 +1,91 @@
///////////////////////////////////////////////////////////////////////////////////
/// OpenGL Mathematics (glm.g-truc.net)
///
/// Copyright (c) 2005 - 2014 G-Truc Creation (www.g-truc.net)
/// Permission is hereby granted, free of charge, to any person obtaining a copy
/// of this software and associated documentation files (the "Software"), to deal
/// in the Software without restriction, including without limitation the rights
/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
/// copies of the Software, and to permit persons to whom the Software is
/// furnished to do so, subject to the following conditions:
///
/// The above copyright notice and this permission notice shall be included in
/// all copies or substantial portions of the Software.
///
/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
/// THE SOFTWARE.
///
/// @ref gtx
/// @file glm/gtx/scalar_multiplication.hpp
/// @date 2014-09-22 / 2014-09-22
/// @author Joshua Moerman
///
/// @brief Enables scalar multiplication for all types
///
/// Since GLSL is very strict about types, the following (often used) combinations do not work:
/// double * vec4
/// int * vec4
/// vec4 / int
/// So we'll fix that! Of course "float * vec4" should remain the same (hence the enable_if magic)
///
///////////////////////////////////////////////////////////////////////////////////
#pragma once
#include "../vec2.hpp"
#include "../vec3.hpp"
#include "../vec4.hpp"
#include "../mat2x2.hpp"
#include <type_traits>
namespace glm{
namespace detail
{
template <typename T, typename Vec>
using return_type_scalar_multiplication = typename std::enable_if<
!std::is_same<T, float>::value // T may not be a float
&& std::is_arithmetic<T>::value, Vec // But it may be an int or double (no vec3 or mat3, ...)
>::type;
#define GLM_IMPLEMENT_SCAL_MULT(Vec) \
template <typename T> \
return_type_scalar_multiplication<T, Vec> \
operator*(T const & s, Vec rh){ \
return rh *= static_cast<float>(s); \
} \
\
template <typename T> \
return_type_scalar_multiplication<T, Vec> \
operator*(Vec lh, T const & s){ \
return lh *= static_cast<float>(s); \
} \
\
template <typename T> \
return_type_scalar_multiplication<T, Vec> \
operator/(Vec lh, T const & s){ \
return lh *= 1.0f / s; \
}
GLM_IMPLEMENT_SCAL_MULT(vec2)
GLM_IMPLEMENT_SCAL_MULT(vec3)
GLM_IMPLEMENT_SCAL_MULT(vec4)
GLM_IMPLEMENT_SCAL_MULT(mat2)
GLM_IMPLEMENT_SCAL_MULT(mat2x3)
GLM_IMPLEMENT_SCAL_MULT(mat2x4)
GLM_IMPLEMENT_SCAL_MULT(mat3x2)
GLM_IMPLEMENT_SCAL_MULT(mat3)
GLM_IMPLEMENT_SCAL_MULT(mat3x4)
GLM_IMPLEMENT_SCAL_MULT(mat4x2)
GLM_IMPLEMENT_SCAL_MULT(mat4x3)
GLM_IMPLEMENT_SCAL_MULT(mat4)
#undef GLM_IMPLEMENT_SCAL_MULT
} // namespace detail
} // namespace glm

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@ -40,6 +40,7 @@ glmCreateTestGTC(gtx_quaternion)
glmCreateTestGTC(gtx_dual_quaternion)
glmCreateTestGTC(gtx_rotate_normalized_axis)
glmCreateTestGTC(gtx_rotate_vector)
glmCreateTestGTC(gtx_scalar_multiplication)
glmCreateTestGTC(gtx_scalar_relational)
glmCreateTestGTC(gtx_simd_vec4)
glmCreateTestGTC(gtx_simd_mat4)

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///////////////////////////////////////////////////////////////////////////////////////////////////
// OpenGL Mathematics Copyright (c) 2005 - 2014 G-Truc Creation (www.g-truc.net)
///////////////////////////////////////////////////////////////////////////////////////////////////
// Created : 2014-09-22
// Updated : 2014-09-22
// Licence : This source is under MIT licence
// File : test/gtx/gtx_scalar_multiplication.cpp
///////////////////////////////////////////////////////////////////////////////////////////////////
#include <glm/glm.hpp>
#include <glm/gtx/scalar_multiplication.hpp>
int main()
{
int Error(0);
glm::vec3 v(0.5, 3.1, -9.1);
Error += glm::all(glm::equal(v, 1.0 * v)) ? 0 : 1;
Error += glm::all(glm::equal(v, 1 * v)) ? 0 : 1;
Error += glm::all(glm::equal(v, 1u * v)) ? 0 : 1;
glm::mat3 m(1, 2, 3, 4, 5, 6, 7, 8, 9);
glm::vec3 w = 0.5f * m * v;
Error += glm::all(glm::equal((m*v)/2, w)) ? 0 : 1;
Error += glm::all(glm::equal(m*(v/2), w)) ? 0 : 1;
Error += glm::all(glm::equal((m/2)*v, w)) ? 0 : 1;
Error += glm::all(glm::equal((0.5*m)*v, w)) ? 0 : 1;
Error += glm::all(glm::equal(0.5*(m*v), w)) ? 0 : 1;
return Error;
}