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Fixed vector angle build #90
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@ -17,8 +17,9 @@
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// Dependency:
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#include "../glm.hpp"
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#include "../gtx/quaternion.hpp"
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#include "../gtx/epsilon.hpp"
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#include "../gtx/quaternion.hpp"
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#include "../gtx/rotate_vector.hpp"
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#if(defined(GLM_MESSAGES) && !defined(glm_ext))
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# pragma message("GLM: GLM_GTX_vector_angle extension included")
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@ -59,11 +60,11 @@ namespace glm
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//! Returns the orientation of a two vector base from a normal.
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//! Parameters need to be normalized.
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//! From GLM_GTX_vector_angle extension.
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template <typename vecType>
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typename vecType::value_type orientedAngleFromRef(
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vecType const & x,
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vecType const & y,
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detail::tvec3<typename vecType::value_type> const & ref);
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template <template<typename> class vecType, typename T>
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typename vecType<T> orientedAngleFromRef(
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vecType<T> const & x,
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vecType<T> const & y,
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detail::tvec3<T> const & ref);
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///@}
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}//namespace vector_angle
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@ -0,0 +1,35 @@
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Created : 2011-05-15
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// Updated : 2011-05-15
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// Licence : This source is under MIT licence
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// File : test/gtx/vector_angle.cpp
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///////////////////////////////////////////////////////////////////////////////////////////////////
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#include <glm/glm.hpp>
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#include <glm/gtx/vector_angle.hpp>
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#include <iostream>
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#include <limits>
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int test_vector_angle_calls()
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{
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int Error = 0;
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float AngleA = glm::angle(glm::vec3(1, 0, 0), glm::vec3(0, 1, 0));
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float AngleB = glm::orientedAngle(glm::vec2(1, 0), glm::normalize(glm::vec2(1, 1)));
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float AngleC = glm::orientedAngle(glm::vec2(0, 1), glm::normalize(glm::vec2(1, 1)));
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float AngleD = glm::orientedAngleFromRef(glm::vec3(1, 0, 0), glm::vec3(0, 1, 0), glm::vec3(0, 0, 1));
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return Error;
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}
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int main()
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{
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int Error = 0;
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Error += test_vector_angle_calls();
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return Error;
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}
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