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