glm/glm/gtx/vector_angle.inl
2010-06-20 15:54:12 +01:00

125 lines
3.3 KiB
C++

///////////////////////////////////////////////////////////////////////////////////////////////////
// OpenGL Mathematics Copyright (c) 2005 - 2010 G-Truc Creation (www.g-truc.net)
///////////////////////////////////////////////////////////////////////////////////////////////////
// Created : 2005-12-30
// Updated : 2008-09-29
// Licence : This source is under MIT License
// File : glm/gtx/vector_angle.inl
///////////////////////////////////////////////////////////////////////////////////////////////////
namespace glm{
namespace gtx{
namespace vector_angle{
template <typename genType>
inline typename genType::value_type angle
(
genType const & x,
genType const & y
)
{
return degrees(acos(dot(x, y)));
}
//! \todo epsilon is hard coded to 0.01
template <typename valType>
inline valType orientedAngle
(
detail::tvec2<valType> const & x,
detail::tvec2<valType> const & y
)
{
valType Angle = acos(dot(x, y));
valType c = cos(Angle);
valType s = sin(Angle);
detail::tvec2<valType> TransformedVector = detail::tvec2<valType>(c * y.x - s * y.y, s * y.x + c * y.y);
if(all(equalEpsilon(x, TransformedVector, valType(0.01))))
return -glm::degrees(Angle);
else
return glm::degrees(Angle);
}
//! \todo epsilon is hard coded to 0.01
template <typename valType>
inline valType orientedAngle
(
detail::tvec3<valType> const & x,
detail::tvec3<valType> const & y
)
{
valType Angle = degrees(acos(dot(x, y)));
detail::tvec3<valType> TransformedVector = glm::gtx::rotate_vector::rotate(y, Angle, glm::core::function::geometric::cross(x, y));
if(all(equalEpsilon(x, TransformedVector, valType(0.01))))
return -Angle;
else
return Angle;
}
//! \todo epsilon is hard coded to 0.01
template <typename valType>
inline valType orientedAngle
(
detail::tvec4<valType> const & x,
detail::tvec4<valType> const & y
)
{
valType Angle = degrees(acos(dot(x, y)));
detail::tvec4<valType> TransformedVector = glm::gtx::rotate_vector::rotate(y, Angle, glm::core::function::geometric::cross(x, y));
if(all(equalEpsilon(x, TransformedVector, valType(0.01))))
return -Angle;
else
return Angle;
}
template <typename valType>
inline valType orientedAngleFromRef
(
detail::tvec2<valType> const & x,
detail::tvec2<valType> const & y,
detail::tvec3<valType> const & ref
)
{
valType Angle = glm::acos(glm::dot(x, y));
if(glm::dot(ref, detail::tvec3<valType>(glm::cross(x, y), valType(0))) < valType(0))
return -glm::degrees(Angle);
else
return glm::degrees(Angle);
}
template <typename valType>
inline valType orientedAngleFromRef
(
detail::tvec3<valType> const & x,
detail::tvec3<valType> const & y,
detail::tvec3<valType> const & ref
)
{
valType Angle = glm::acos(glm::dot(x, y));
if(glm::dot(ref, glm::cross(x, y)) < valType(0))
return -glm::degrees(Angle);
else
return glm::degrees(Angle);
}
template <typename valType>
inline valType orientedAngleFromRef
(
detail::tvec4<valType> const & x,
detail::tvec4<valType> const & y,
detail::tvec3<valType> const & ref
)
{
valType Angle = glm::acos(glm::dot(x, y));
if(glm::dot(ref, glm::cross(detail::tvec3<valType>(x), detail::tvec3<valType>(y))) < valType(0))
return -glm::degrees(Angle);
else
return glm::degrees(Angle);
}
}//namespace vector_angle
}//namespace gtx
}//namespace glm