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///////////////////////////////////////////////////////////////////////////////////
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/// OpenGL Mathematics (glm.g-truc.net)
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///
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/// Copyright (c) 2005 - 2014 G-Truc Creation (www.g-truc.net)
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/// Permission is hereby granted, free of charge, to any person obtaining a copy
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/// of this software and associated documentation files (the "Software"), to deal
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/// in the Software without restriction, including without limitation the rights
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/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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/// copies of the Software, and to permit persons to whom the Software is
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/// furnished to do so, subject to the following conditions:
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///
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/// The above copyright notice and this permission notice shall be included in
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/// all copies or substantial portions of the Software.
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///
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/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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/// THE SOFTWARE.
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///
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/// @ref gtx
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/// @file glm/gtx/scalar_multiplication.hpp
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/// @date 2014-09-22 / 2014-09-22
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/// @author Joshua Moerman
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///
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/// @brief Enables scalar multiplication for all types
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///
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/// Since GLSL is very strict about types, the following (often used) combinations do not work:
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/// double * vec4
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/// int * vec4
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/// vec4 / int
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/// So we'll fix that! Of course "float * vec4" should remain the same (hence the enable_if magic)
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///
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///////////////////////////////////////////////////////////////////////////////////
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#pragma once |
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#include "../vec2.hpp" |
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#include "../vec3.hpp" |
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#include "../vec4.hpp" |
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#include "../mat2x2.hpp" |
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#include <type_traits> |
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namespace glm{ |
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namespace detail |
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{ |
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template <typename T, typename Vec> |
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using return_type_scalar_multiplication = typename std::enable_if< |
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!std::is_same<T, float>::value // T may not be a float
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&& std::is_arithmetic<T>::value, Vec // But it may be an int or double (no vec3 or mat3, ...)
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>::type; |
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#define GLM_IMPLEMENT_SCAL_MULT(Vec) \ |
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template <typename T> \
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return_type_scalar_multiplication<T, Vec> \
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operator*(T const & s, Vec rh){ \
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return rh *= static_cast<float>(s); \
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} \
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\
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template <typename T> \
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return_type_scalar_multiplication<T, Vec> \
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operator*(Vec lh, T const & s){ \
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return lh *= static_cast<float>(s); \
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} \
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\
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template <typename T> \
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return_type_scalar_multiplication<T, Vec> \
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operator/(Vec lh, T const & s){ \
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return lh *= 1.0f / s; \
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} |
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GLM_IMPLEMENT_SCAL_MULT(vec2) |
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GLM_IMPLEMENT_SCAL_MULT(vec3) |
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GLM_IMPLEMENT_SCAL_MULT(vec4) |
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GLM_IMPLEMENT_SCAL_MULT(mat2) |
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GLM_IMPLEMENT_SCAL_MULT(mat2x3) |
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GLM_IMPLEMENT_SCAL_MULT(mat2x4) |
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GLM_IMPLEMENT_SCAL_MULT(mat3x2) |
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GLM_IMPLEMENT_SCAL_MULT(mat3) |
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GLM_IMPLEMENT_SCAL_MULT(mat3x4) |
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GLM_IMPLEMENT_SCAL_MULT(mat4x2) |
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GLM_IMPLEMENT_SCAL_MULT(mat4x3) |
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GLM_IMPLEMENT_SCAL_MULT(mat4) |
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#undef GLM_IMPLEMENT_SCAL_MULT |
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} // namespace detail
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} // namespace glm
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@ -0,0 +1,32 @@ |
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// OpenGL Mathematics Copyright (c) 2005 - 2014 G-Truc Creation (www.g-truc.net)
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Created : 2014-09-22
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// Updated : 2014-09-22
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// Licence : This source is under MIT licence
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// File : test/gtx/gtx_scalar_multiplication.cpp
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///////////////////////////////////////////////////////////////////////////////////////////////////
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#include <glm/glm.hpp> |
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#include <glm/gtx/scalar_multiplication.hpp> |
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int main() |
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{ |
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int Error(0); |
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glm::vec3 v(0.5, 3.1, -9.1); |
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Error += glm::all(glm::equal(v, 1.0 * v)) ? 0 : 1; |
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Error += glm::all(glm::equal(v, 1 * v)) ? 0 : 1; |
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Error += glm::all(glm::equal(v, 1u * v)) ? 0 : 1; |
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glm::mat3 m(1, 2, 3, 4, 5, 6, 7, 8, 9); |
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glm::vec3 w = 0.5f * m * v; |
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Error += glm::all(glm::equal((m*v)/2, w)) ? 0 : 1; |
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Error += glm::all(glm::equal(m*(v/2), w)) ? 0 : 1; |
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Error += glm::all(glm::equal((m/2)*v, w)) ? 0 : 1; |
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Error += glm::all(glm::equal((0.5*m)*v, w)) ? 0 : 1; |
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Error += glm::all(glm::equal(0.5*(m*v), w)) ? 0 : 1; |
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return Error; |
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} |
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