glm/glm/gtx/scalar_multiplication.hpp

95 lines
3.2 KiB
C++

///////////////////////////////////////////////////////////////////////////////////
/// 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 "../detail/setup.hpp"
#if !GLM_HAS_TEMPLATE_ALIASES
# error "GLM_GTX_scalar_multiplication requires C++11 suppport or alias templates"
#endif
#include "../vec2.hpp"
#include "../vec3.hpp"
#include "../vec4.hpp"
#include "../mat2x2.hpp"
#include <type_traits>
namespace glm
{
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 glm