55 template <
typename T, precision P,
template <
typename, precision>
class vecType>
57 vecType<T, P>
const & x);
65 template <
typename T, precision P,
template <
typename, precision>
class vecType>
67 vecType<T, P>
const & p0,
68 vecType<T, P>
const & p1);
76 template <
typename T, precision P,
template <
typename, precision>
class vecType>
78 vecType<T, P>
const & x,
79 vecType<T, P>
const & y);
87 template <
typename T, precision P>
88 GLM_FUNC_DECL tvec3<T, P>
cross(
89 tvec3<T, P>
const & x,
90 tvec3<T, P>
const & y);
97 template <
typename T, precision P,
template <
typename, precision>
class vecType>
99 vecType<T, P>
const & x);
107 template <
typename T, precision P,
template <
typename, precision>
class vecType>
109 vecType<T, P>
const & N,
110 vecType<T, P>
const & I,
111 vecType<T, P>
const & Nref);
120 template <
typename genType>
133 template <
typename T, precision P,
template <
typename, precision>
class vecType>
134 GLM_FUNC_DECL vecType<T, P>
refract(
135 vecType<T, P>
const & I,
136 vecType<T, P>
const & N,
142 #include "func_geometric.inl"
GLM_FUNC_DECL T distance(vecType< T, P > const &p0, vecType< T, P > const &p1)
Returns the distance betwwen p0 and p1, i.e., length(p0 - p1).
OpenGL Mathematics (glm.g-truc.net)
GLM_FUNC_DECL T length(vecType< T, P > const &x)
Returns the length of x, i.e., sqrt(x * x).
GLM_FUNC_DECL vecType< T, P > refract(vecType< T, P > const &I, vecType< T, P > const &N, T eta)
For the incident vector I and surface normal N, and the ratio of indices of refraction eta...
GLM_FUNC_DECL vecType< T, P > normalize(vecType< T, P > const &x)
Returns a vector in the same direction as x but with length of 1.
GLM_FUNC_DECL genType reflect(genType const &I, genType const &N)
For the incident vector I and surface orientation N, returns the reflection direction : result = I - ...
GLM_FUNC_DECL vecType< T, P > faceforward(vecType< T, P > const &N, vecType< T, P > const &I, vecType< T, P > const &Nref)
If dot(Nref, I) < 0.0, return N, otherwise, return -N.
GLM_FUNC_DECL T dot(vecType< T, P > const &x, vecType< T, P > const &y)
Returns the dot product of x and y, i.e., result = x * y.
GLM_FUNC_DECL tvec3< T, P > cross(tvec3< T, P > const &x, tvec3< T, P > const &y)
Returns the cross product of x and y.