///////////////////////////////////////////////////////////////////////////////////////////////////
// OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
///////////////////////////////////////////////////////////////////////////////////////////////////
// Created : 2008-08-03
// Updated : 2010-02-04
// Licence : This source is under MIT License
// File : glm/core/func_geometric.hpp
///////////////////////////////////////////////////////////////////////////////////////////////////
#ifndef glm_core_func_geometric
#define glm_core_func_geometric
namespace glm
{
namespace test{
void main_core_func_geometric();
}//namespace test
namespace core{
namespace function{
//! Define all geometric functions from Section 8.4 of GLSL 1.30.8 specification. Included in glm namespace.
namespace geometric{
/// \addtogroup core_funcs
///@{
//! Returns the length of x, i.e., sqrt(x * x).
//!
//! \li GLSL length man page
//! \li GLSL 1.30.08 specification, section 8.4
template
typename genType::value_type length(
genType const & x);
//! Returns the distance betwwen p0 and p1, i.e., length(p0 - p1).
//!
//! \li GLSL distance man page
//! \li GLSL 1.30.08 specification, section 8.4
template
typename genType::value_type distance(
genType const & p0,
genType const & p1);
//! Returns the dot product of x and y, i.e., result = x * y.
//!
//! \li GLSL dot man page
//! \li GLSL 1.30.08 specification, section 8.4
template
typename genType::value_type dot(
genType const & x,
genType const & y);
//! Returns the cross product of x and y.
//!
//! \li GLSL cross man page
//! \li GLSL 1.30.08 specification, section 8.4
template
detail::tvec3 cross(
detail::tvec3 const & x,
detail::tvec3 const & y);
//! Returns a vector in the same direction as x but with length of 1.
//!
//! \li GLSL normalize man page
//! \li GLSL 1.30.08 specification, section 8.4
template
genType normalize(
genType const & x);
//! If dot(Nref, I) < 0.0, return N, otherwise, return -N.
//!
//! \li GLSL faceforward man page
//! \li GLSL 1.30.08 specification, section 8.4
template
genType faceforward(
genType const & N,
genType const & I,
genType const & Nref);
//! For the incident vector I and surface orientation N,
//! returns the reflection direction : result = I - 2.0 * dot(N, I) * N.
//!
//! \li GLSL reflect man page
//! \li GLSL 1.30.08 specification, section 8.4
template
genType reflect(
genType const & I,
genType const & N);
//! For the incident vector I and surface normal N,
//! and the ratio of indices of refraction eta,
//! return the refraction vector.
//!
//! \li GLSL refract man page
//! \li GLSL 1.30.08 specification, section 8.4
template
genType refract(
genType const & I,
genType const & N,
typename genType::value_type const & eta);
///@}
}//namespace geometric
}//namespace function
}//namespace core
using namespace core::function::geometric;
}//namespace glm
#include "func_geometric.inl"
#endif//glm_core_func_geometric