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95 lines
3.2 KiB
C++
95 lines
3.2 KiB
C++
///////////////////////////////////////////////////////////////////////////////////
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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
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/// @file glm/gtx/scalar_multiplication.hpp
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/// @date 2014-09-22 / 2014-09-22
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/// @author Joshua Moerman
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///
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/// @brief Enables scalar multiplication for all types
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///
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/// Since GLSL is very strict about types, the following (often used) combinations do not work:
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/// double * vec4
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/// int * vec4
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/// vec4 / int
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/// So we'll fix that! Of course "float * vec4" should remain the same (hence the enable_if magic)
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///
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///////////////////////////////////////////////////////////////////////////////////
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#pragma once
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#include "../detail/setup.hpp"
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#if !GLM_HAS_TEMPLATE_ALIASES
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# error "GLM_GTX_scalar_multiplication requires C++11 suppport or alias templates"
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#endif
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#include "../vec2.hpp"
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#include "../vec3.hpp"
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#include "../vec4.hpp"
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#include "../mat2x2.hpp"
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#include <type_traits>
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namespace glm
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{
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template <typename T, typename Vec>
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using return_type_scalar_multiplication = typename std::enable_if<
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!std::is_same<T, float>::value // T may not be a float
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&& std::is_arithmetic<T>::value, Vec // But it may be an int or double (no vec3 or mat3, ...)
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>::type;
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#define GLM_IMPLEMENT_SCAL_MULT(Vec) \
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template <typename T> \
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return_type_scalar_multiplication<T, Vec> \
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operator*(T const & s, Vec rh){ \
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return rh *= static_cast<float>(s); \
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} \
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\
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template <typename T> \
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return_type_scalar_multiplication<T, Vec> \
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operator*(Vec lh, T const & s){ \
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return lh *= static_cast<float>(s); \
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} \
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\
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template <typename T> \
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return_type_scalar_multiplication<T, Vec> \
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operator/(Vec lh, T const & s){ \
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return lh *= 1.0f / s; \
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}
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GLM_IMPLEMENT_SCAL_MULT(vec2)
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GLM_IMPLEMENT_SCAL_MULT(vec3)
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GLM_IMPLEMENT_SCAL_MULT(vec4)
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GLM_IMPLEMENT_SCAL_MULT(mat2)
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GLM_IMPLEMENT_SCAL_MULT(mat2x3)
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GLM_IMPLEMENT_SCAL_MULT(mat2x4)
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GLM_IMPLEMENT_SCAL_MULT(mat3x2)
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GLM_IMPLEMENT_SCAL_MULT(mat3)
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GLM_IMPLEMENT_SCAL_MULT(mat3x4)
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GLM_IMPLEMENT_SCAL_MULT(mat4x2)
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GLM_IMPLEMENT_SCAL_MULT(mat4x3)
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GLM_IMPLEMENT_SCAL_MULT(mat4)
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#undef GLM_IMPLEMENT_SCAL_MULT
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} // namespace glm
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