dungeon/libs/glm/gtx/vector_angle.hpp
2017-09-17 14:45:57 +02:00

60 lines
1.6 KiB
C++

/// @ref gtx_vector_angle
/// @file glm/gtx/vector_angle.hpp
///
/// @see core (dependence)
/// @see gtx_quaternion (dependence)
/// @see gtx_epsilon (dependence)
///
/// @defgroup gtx_vector_angle GLM_GTX_vector_angle
/// @ingroup gtx
///
/// @brief Compute angle between vectors
///
/// <glm/gtx/vector_angle.hpp> need to be included to use these functionalities.
#pragma once
// Dependency:
#include "../glm.hpp"
#include "../gtc/epsilon.hpp"
#include "../gtx/quaternion.hpp"
#include "../gtx/rotate_vector.hpp"
#if GLM_MESSAGES == GLM_MESSAGES_ENABLED && !defined(GLM_EXT_INCLUDED)
# pragma message("GLM: GLM_GTX_vector_angle extension included")
#endif
namespace glm
{
/// @addtogroup gtx_vector_angle
/// @{
//! Returns the absolute angle between two vectors.
//! Parameters need to be normalized.
/// @see gtx_vector_angle extension.
template <typename vecType>
GLM_FUNC_DECL typename vecType::value_type angle(
vecType const & x,
vecType const & y);
//! Returns the oriented angle between two 2d vectors.
//! Parameters need to be normalized.
/// @see gtx_vector_angle extension.
template <typename T, precision P>
GLM_FUNC_DECL T orientedAngle(
tvec2<T, P> const & x,
tvec2<T, P> const & y);
//! Returns the oriented angle between two 3d vectors based from a reference axis.
//! Parameters need to be normalized.
/// @see gtx_vector_angle extension.
template <typename T, precision P>
GLM_FUNC_DECL T orientedAngle(
tvec3<T, P> const & x,
tvec3<T, P> const & y,
tvec3<T, P> const & ref);
/// @}
}// namespace glm
#include "vector_angle.inl"