glm/doc/html/a00036_source.html
Christophe Riccio 7c7b1d0b3d Added GLM 0.8.4
2010-04-29 11:54:07 +01:00

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<h1>gtx.hpp</h1><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001
<a name="l00002"></a>00002 <span class="comment">// OpenGL Mathematics Copyright (c) 2005 - 2009 G-Truc Creation (www.g-truc.net)</span>
<a name="l00004"></a>00004 <span class="comment"></span><span class="comment">// Created : 2005-04-03</span>
<a name="l00005"></a>00005 <span class="comment">// Updated : 2009-05-01</span>
<a name="l00006"></a>00006 <span class="comment">// Licence : This source is under MIT License</span>
<a name="l00007"></a>00007 <span class="comment">// File : glm/gtx.hpp</span>
<a name="l00009"></a>00009 <span class="comment"></span><span class="comment">// Note:</span>
<a name="l00010"></a>00010 <span class="comment">// GTX extensions are experimental extensions</span>
<a name="l00012"></a>00012 <span class="comment"></span>
<a name="l00013"></a>00013 <span class="preprocessor">#ifndef glm_gtx</span>
<a name="l00014"></a>00014 <span class="preprocessor"></span><span class="preprocessor">#define glm_gtx</span>
<a name="l00015"></a>00015 <span class="preprocessor"></span>
<a name="l00016"></a>00016 <span class="preprocessor">#define GLM_GTX_GLOBAL 1</span>
<a name="l00017"></a>00017 <span class="preprocessor"></span>
<a name="l00018"></a>00018 <span class="comment">//#include &quot;./gtx/array_range.hpp&quot;</span>
<a name="l00019"></a>00019 <span class="preprocessor">#include &quot;./gtx/associated_min_max.hpp&quot;</span>
<a name="l00020"></a>00020 <span class="preprocessor">#include &quot;./gtx/bit.hpp&quot;</span>
<a name="l00021"></a>00021 <span class="preprocessor">#include &quot;./gtx/closest_point.hpp&quot;</span>
<a name="l00022"></a>00022 <span class="preprocessor">#include &quot;./gtx/color_cast.hpp&quot;</span>
<a name="l00023"></a>00023 <span class="preprocessor">#include &quot;./gtx/color_space.hpp&quot;</span>
<a name="l00024"></a>00024 <span class="preprocessor">#include &quot;./gtx/color_space_YCoCg.hpp&quot;</span>
<a name="l00025"></a>00025 <span class="preprocessor">#include &quot;./gtx/compatibility.hpp&quot;</span>
<a name="l00026"></a>00026 <span class="preprocessor">#include &quot;./gtx/component_wise.hpp&quot;</span>
<a name="l00027"></a>00027 <span class="comment">//#include &quot;./gtx/complex.hpp&quot;</span>
<a name="l00028"></a>00028 <span class="preprocessor">#include &quot;./gtx/determinant.hpp&quot;</span>
<a name="l00029"></a>00029 <span class="preprocessor">#include &quot;./gtx/double_float.hpp&quot;</span>
<a name="l00030"></a>00030 <span class="preprocessor">#include &quot;./gtx/epsilon.hpp&quot;</span>
<a name="l00031"></a>00031 <span class="preprocessor">#include &quot;./gtx/euler_angles.hpp&quot;</span>
<a name="l00032"></a>00032 <span class="preprocessor">#include &quot;./gtx/extend.hpp&quot;</span>
<a name="l00033"></a>00033 <span class="preprocessor">#include &quot;./gtx/extented_min_max.hpp&quot;</span>
<a name="l00034"></a>00034 <span class="preprocessor">#include &quot;./gtx/fast_exponential.hpp&quot;</span>
<a name="l00035"></a>00035 <span class="preprocessor">#include &quot;./gtx/fast_square_root.hpp&quot;</span>
<a name="l00036"></a>00036 <span class="preprocessor">#include &quot;./gtx/fast_trigonometry.hpp&quot;</span>
<a name="l00037"></a>00037 <span class="comment">//#include &quot;./gtx/flexible_mix.hpp&quot;</span>
<a name="l00038"></a>00038 <span class="comment">//#include &quot;./gtx/gpu_shader4.hpp&quot;</span>
<a name="l00039"></a>00039 <span class="preprocessor">#include &quot;./gtx/gradient_paint.hpp&quot;</span>
<a name="l00040"></a>00040 <span class="preprocessor">#include &quot;./gtx/half_float.hpp&quot;</span>
<a name="l00041"></a>00041 <span class="preprocessor">#include &quot;./gtx/handed_coordinate_space.hpp&quot;</span>
<a name="l00042"></a>00042 <span class="preprocessor">#include &quot;./gtx/inertia.hpp&quot;</span>
<a name="l00043"></a>00043 <span class="preprocessor">#include &quot;./gtx/integer.hpp&quot;</span>
<a name="l00044"></a>00044 <span class="preprocessor">#include &quot;./gtx/intersect.hpp&quot;</span>
<a name="l00045"></a>00045 <span class="preprocessor">#include &quot;./gtx/inverse.hpp&quot;</span>
<a name="l00046"></a>00046 <span class="preprocessor">#include &quot;./gtx/inverse_transpose.hpp&quot;</span>
<a name="l00047"></a>00047 <span class="comment">//#include &quot;./gtx/mat_mn.hpp&quot;</span>
<a name="l00048"></a>00048 <span class="preprocessor">#include &quot;./gtx/log_base.hpp&quot;</span>
<a name="l00049"></a>00049 <span class="preprocessor">#include &quot;./gtx/matrix_access.hpp&quot;</span>
<a name="l00050"></a>00050 <span class="preprocessor">#include &quot;./gtx/matrix_cross_product.hpp&quot;</span>
<a name="l00051"></a>00051 <span class="preprocessor">#include &quot;./gtx/matrix_major_storage.hpp&quot;</span>
<a name="l00052"></a>00052 <span class="preprocessor">#include &quot;./gtx/matrix_projection.hpp&quot;</span>
<a name="l00053"></a>00053 <span class="preprocessor">#include &quot;./gtx/matrix_query.hpp&quot;</span>
<a name="l00054"></a>00054 <span class="preprocessor">#include &quot;./gtx/matrix_selection.hpp&quot;</span>
<a name="l00055"></a>00055 <span class="comment">//#include &quot;./gtx/matx.hpp&quot;</span>
<a name="l00056"></a>00056 <span class="preprocessor">#include &quot;./gtx/mixed_product.hpp&quot;</span>
<a name="l00057"></a>00057 <span class="preprocessor">#include &quot;./gtx/norm.hpp&quot;</span>
<a name="l00058"></a>00058 <span class="preprocessor">#include &quot;./gtx/normal.hpp&quot;</span>
<a name="l00059"></a>00059 <span class="preprocessor">#include &quot;./gtx/normalize_dot.hpp&quot;</span>
<a name="l00060"></a>00060 <span class="preprocessor">#include &quot;./gtx/number_precision.hpp&quot;</span>
<a name="l00061"></a>00061 <span class="preprocessor">#include &quot;./gtx/optimum_pow.hpp&quot;</span>
<a name="l00062"></a>00062 <span class="preprocessor">#include &quot;./gtx/orthonormalize.hpp&quot;</span>
<a name="l00063"></a>00063 <span class="preprocessor">#include &quot;./gtx/perpendicular.hpp&quot;</span>
<a name="l00064"></a>00064 <span class="preprocessor">#include &quot;./gtx/polar_coordinates.hpp&quot;</span>
<a name="l00065"></a>00065 <span class="preprocessor">#include &quot;./gtx/projection.hpp&quot;</span>
<a name="l00066"></a>00066 <span class="preprocessor">#include &quot;./gtx/quaternion.hpp&quot;</span>
<a name="l00067"></a>00067 <span class="preprocessor">#include &quot;./gtx/random.hpp&quot;</span>
<a name="l00068"></a>00068 <span class="preprocessor">#include &quot;./gtx/raw_data.hpp&quot;</span>
<a name="l00069"></a>00069 <span class="preprocessor">#include &quot;./gtx/reciprocal.hpp&quot;</span>
<a name="l00070"></a>00070 <span class="preprocessor">#include &quot;./gtx/rotate_vector.hpp&quot;</span>
<a name="l00071"></a>00071 <span class="preprocessor">#include &quot;./gtx/spline.hpp&quot;</span>
<a name="l00072"></a>00072 <span class="preprocessor">#include &quot;./gtx/std_based_type.hpp&quot;</span>
<a name="l00073"></a>00073 <span class="preprocessor">#include &quot;./gtx/string_cast.hpp&quot;</span>
<a name="l00074"></a>00074 <span class="preprocessor">#include &quot;./gtx/transform.hpp&quot;</span>
<a name="l00075"></a>00075 <span class="preprocessor">#include &quot;./gtx/transform2.hpp&quot;</span>
<a name="l00076"></a>00076 <span class="preprocessor">#include &quot;./gtx/unsigned_int.hpp&quot;</span>
<a name="l00077"></a>00077 <span class="preprocessor">#include &quot;./gtx/vector_access.hpp&quot;</span>
<a name="l00078"></a>00078 <span class="preprocessor">#include &quot;./gtx/vector_angle.hpp&quot;</span>
<a name="l00079"></a>00079 <span class="preprocessor">#include &quot;./gtx/vector_query.hpp&quot;</span>
<a name="l00080"></a>00080 <span class="comment">//#include &quot;./gtx/vecx.hpp&quot;</span>
<a name="l00081"></a>00081 <span class="preprocessor">#include &quot;./gtx/verbose_operator.hpp&quot;</span>
<a name="l00082"></a>00082
<a name="l00083"></a>00083 <span class="preprocessor">#endif//glm_gtx</span>
</pre></div></div>
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