mirror of
https://github.com/g-truc/glm.git
synced 2024-11-10 12:41:54 +00:00
137 lines
4.4 KiB
C++
137 lines
4.4 KiB
C++
/// @ref core
|
|
/// @file glm/glm.hpp
|
|
///
|
|
/// @defgroup core Core features
|
|
///
|
|
/// @brief Features that implement in C++ the GLSL specification as closely as possible.
|
|
///
|
|
/// The GLM core consists of C++ types that mirror GLSL types and
|
|
/// C++ functions that mirror the GLSL functions.
|
|
///
|
|
/// The best documentation for GLM Core is the current GLSL specification,
|
|
/// <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.clean.pdf">version 4.2
|
|
/// (pdf file)</a>.
|
|
///
|
|
/// GLM core functionalities require <glm/glm.hpp> to be included to be used.
|
|
///
|
|
///
|
|
/// @defgroup core_vector Vector types
|
|
///
|
|
/// Vector types of two to four components with an exhaustive set of operators.
|
|
///
|
|
/// @ingroup core
|
|
///
|
|
///
|
|
/// @defgroup core_vector_precision Vector types with precision qualifiers
|
|
///
|
|
/// @brief Vector types with precision qualifiers which may result in various precision in term of ULPs
|
|
///
|
|
/// GLSL allows defining qualifiers for particular variables.
|
|
/// With OpenGL's GLSL, these qualifiers have no effect; they are there for compatibility,
|
|
/// with OpenGL ES's GLSL, these qualifiers do have an effect.
|
|
///
|
|
/// C++ has no language equivalent to qualifier qualifiers. So GLM provides the next-best thing:
|
|
/// a number of typedefs that use a particular qualifier.
|
|
///
|
|
/// None of these types make any guarantees about the actual qualifier used.
|
|
///
|
|
/// @ingroup core
|
|
///
|
|
///
|
|
/// @defgroup core_matrix Matrix types
|
|
///
|
|
/// Matrix types of with C columns and R rows where C and R are values between 2 to 4 included.
|
|
/// These types have exhaustive sets of operators.
|
|
///
|
|
/// @ingroup core
|
|
///
|
|
///
|
|
/// @defgroup core_matrix_precision Matrix types with precision qualifiers
|
|
///
|
|
/// @brief Matrix types with precision qualifiers which may result in various precision in term of ULPs
|
|
///
|
|
/// GLSL allows defining qualifiers for particular variables.
|
|
/// With OpenGL's GLSL, these qualifiers have no effect; they are there for compatibility,
|
|
/// with OpenGL ES's GLSL, these qualifiers do have an effect.
|
|
///
|
|
/// C++ has no language equivalent to qualifier qualifiers. So GLM provides the next-best thing:
|
|
/// a number of typedefs that use a particular qualifier.
|
|
///
|
|
/// None of these types make any guarantees about the actual qualifier used.
|
|
///
|
|
/// @ingroup core
|
|
///
|
|
///
|
|
/// @defgroup ext Stable extensions
|
|
///
|
|
/// @brief Additional features not specified by GLSL specification.
|
|
///
|
|
/// EXT extensions are fully tested and documented.
|
|
///
|
|
/// Even if it's highly unrecommended, it's possible to include all the extensions at once by
|
|
/// including <glm/ext.hpp>. Otherwise, each extension needs to be included a specific file.
|
|
///
|
|
///
|
|
/// @defgroup gtc Recommended extensions
|
|
///
|
|
/// @brief Additional features not specified by GLSL specification.
|
|
///
|
|
/// GTC extensions aim to be stable with tests and documentation.
|
|
///
|
|
/// Even if it's highly unrecommended, it's possible to include all the extensions at once by
|
|
/// including <glm/ext.hpp>. Otherwise, each extension needs to be included a specific file.
|
|
///
|
|
///
|
|
/// @defgroup gtx Experimental extensions
|
|
///
|
|
/// @brief Experimental features not specified by GLSL specification.
|
|
///
|
|
/// Experimental extensions are useful functions and types, but the development of
|
|
/// their API and functionality is not necessarily stable. They can change
|
|
/// substantially between versions. Backwards compatibility is not much of an issue
|
|
/// for them.
|
|
///
|
|
/// Even if it's highly unrecommended, it's possible to include all the extensions
|
|
/// at once by including <glm/ext.hpp>. Otherwise, each extension needs to be
|
|
/// included a specific file.
|
|
///
|
|
/// @mainpage OpenGL Mathematics (GLM)
|
|
/// - Website: <a href="https://glm.g-truc.net">glm.g-truc.net</a>
|
|
/// - <a href="modules.html">GLM API documentation</a>
|
|
/// - <a href="https://github.com/g-truc/glm/blob/master/manual.md">GLM Manual</a>
|
|
|
|
#include "detail/_fixes.hpp"
|
|
|
|
#include "detail/setup.hpp"
|
|
|
|
#pragma once
|
|
|
|
#include <cmath>
|
|
#include <climits>
|
|
#include <cfloat>
|
|
#include <limits>
|
|
#include <cassert>
|
|
#include "fwd.hpp"
|
|
|
|
#include "vec2.hpp"
|
|
#include "vec3.hpp"
|
|
#include "vec4.hpp"
|
|
#include "mat2x2.hpp"
|
|
#include "mat2x3.hpp"
|
|
#include "mat2x4.hpp"
|
|
#include "mat3x2.hpp"
|
|
#include "mat3x3.hpp"
|
|
#include "mat3x4.hpp"
|
|
#include "mat4x2.hpp"
|
|
#include "mat4x3.hpp"
|
|
#include "mat4x4.hpp"
|
|
|
|
#include "trigonometric.hpp"
|
|
#include "exponential.hpp"
|
|
#include "common.hpp"
|
|
#include "packing.hpp"
|
|
#include "geometric.hpp"
|
|
#include "matrix.hpp"
|
|
#include "vector_relational.hpp"
|
|
#include "integer.hpp"
|