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Adds adl support
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glm/gtx/adl.hpp
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glm/gtx/adl.hpp
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///////////////////////////////////////////////////////////////////////////////////
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/// OpenGL Mathematics (glm.g-truc.net)
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///
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/// Copyright (c) 2005 - 2014 G-Truc Creation (www.g-truc.net)
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/// Permission is hereby granted, free of charge, to any person obtaining a copy
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/// of this software and associated documentation files (the "Software"), to deal
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/// in the Software without restriction, including without limitation the rights
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/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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/// copies of the Software, and to permit persons to whom the Software is
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/// furnished to do so, subject to the following conditions:
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///
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/// The above copyright notice and this permission notice shall be included in
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/// all copies or substantial portions of the Software.
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///
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/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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/// THE SOFTWARE.
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///
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/// @ref gtx_adl
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/// @file gtx/adl.hpp
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/// @date 2014-09-19 / 2014-09-19
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/// @author Joshua Moerman
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///
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/// @brief Allows to call glm functions without the need of fully qualifying
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/// the name
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///
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///////////////////////////////////////////////////////////////////////////////////
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#pragma once
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#include "../trigonometric.hpp"
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#include "../exponential.hpp"
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#include "../common.hpp"
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#include "../geometric.hpp"
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#include "../matrix.hpp"
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#include "../vector_relational.hpp"
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namespace glm {
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namespace detail {
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using glm::radians;
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using glm::degrees;
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using glm::sin;
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using glm::cos;
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using glm::tan;
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using glm::asin;
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using glm::acos;
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using glm::atan;
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using glm::sinh;
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using glm::cosh;
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using glm::tanh;
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using glm::asinh;
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using glm::acosh;
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using glm::atanh;
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using glm::pow;
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using glm::exp;
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using glm::log;
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using glm::exp2;
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using glm::log2;
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using glm::sqrt;
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using glm::inversesqrt;
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using glm::abs;
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using glm::sign;
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using glm::floor;
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using glm::trunc;
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using glm::round;
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using glm::roundEven;
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using glm::ceil;
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using glm::fract;
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using glm::mod;
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using glm::modf;
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using glm::min;
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using glm::max;
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using glm::clamp;
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using glm::step;
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using glm::smoothstep;
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using glm::isnan;
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using glm::isinf;
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using glm::floatBitsToInt;
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using glm::floatBitsToUint;
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using glm::intBitsToFloat;
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using glm::uintBitsToFloat;
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using glm::fma;
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using glm::frexp;
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using glm::ldexp;
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using glm::length;
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using glm::distance;
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using glm::dot;
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using glm::cross;
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using glm::normalize;
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using glm::faceforward;
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using glm::reflect;
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using glm::refract;
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using glm::matrixCompMult;
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using glm::outerProduct;
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using glm::transpose;
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using glm::determinant;
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using glm::inverse;
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using glm::lessThan;
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using glm::lessThanEqual;
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using glm::greaterThan;
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using glm::greaterThanEqual;
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using glm::equal;
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using glm::notEqual;
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using glm::any;
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using glm::all;
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using glm::not_;
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}
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}
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@ -1,3 +1,4 @@
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glmCreateTestGTC(gtx_adl)
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glmCreateTestGTC(gtx_associated_min_max)
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glmCreateTestGTC(gtx_bit)
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glmCreateTestGTC(gtx_closest_point)
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28
test/gtx/gtx_adl.cpp
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28
test/gtx/gtx_adl.cpp
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// OpenGL Mathematics Copyright (c) 2005 - 2014 G-Truc Creation (www.g-truc.net)
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Created : 2014-09-19
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// Updated : 2014-09-19
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// Licence : This source is under MIT licence
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// File : test/gtx/gtx_adl.cpp
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///////////////////////////////////////////////////////////////////////////////////////////////////
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#include <glm/vec3.hpp>
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#include <glm/gtx/adl.hpp>
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template <typename T>
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int length(T const &){
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// This function should not be picked up in main
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// So we return an error here
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return 1;
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}
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int main(){
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int Error(0);
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glm::vec3 v(0, 0, 0);
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// the glm::length function will return 0
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Error += int(length(v));
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return Error;
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}
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