OpenGL Mathematics (GLM)
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///////////////////////////////////////////////////////////////////////////////////////////////////
// OpenGL Mathematics Copyright (c) 2005 - 2010 G-Truc Creation (www.g-truc.net)
///////////////////////////////////////////////////////////////////////////////////////////////////
// Created : 2007-03-06
// Updated : 2009-05-01
// Licence : This source is under MIT License
// File : glm/gtx/polar_coordinates.hpp
///////////////////////////////////////////////////////////////////////////////////////////////////
// Dependency:
// - GLM core
///////////////////////////////////////////////////////////////////////////////////////////////////
#ifndef glm_gtx_polar_coordinates
#define glm_gtx_polar_coordinates
// Dependency:
#include "../glm.hpp"
namespace glm
{
namespace gtx{
//! GLM_GTX_polar_coordinates extension: Conversion from Euclidean space to polar space and revert.
namespace polar_coordinates
{
//! Convert Euclidean to Polar coordinates, x is the xz distance, y, the latitude and z the longitude.
//! From GLM_GTX_polar_coordinates extension.
template <typename T>
detail::tvec3<T> polar(const detail::tvec3<T>& euclidean);
//! Convert Polar to Euclidean coordinates.
//! From GLM_GTX_polar_coordinates extension.
template <typename T>
detail::tvec3<T> euclidean(const detail::tvec3<T>& polar);
}//namespace polar_coordinates
}//namespace gtx
}//namespace glm
#include "polar_coordinates.inl"
namespace glm{using namespace gtx::polar_coordinates;}
#endif//glm_gtx_polar_coordinates