OpenGL Mathematics (GLM)
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///////////////////////////////////////////////////////////////////////////////////////////////////
// OpenGL Mathematics Copyright (c) 2005 - 2010 G-Truc Creation (www.g-truc.net)
///////////////////////////////////////////////////////////////////////////////////////////////////
// Created : 2005-12-21
// Updated : 2009-02-19
// Licence : This source is under MIT License
// File : glm/gtx/handed_coordinate_space.inl
///////////////////////////////////////////////////////////////////////////////////////////////////
namespace glm{
namespace gtx{
namespace handed_coordinate_space
{
template <typename T>
inline bool rightHanded(
detail::tvec3<T> const & tangent,
detail::tvec3<T> const & binormal,
detail::tvec3<T> const & normal)
{
return dot(cross(normal, tangent), binormal) > T(0);
}
template <typename T>
inline bool leftHanded(
detail::tvec3<T> const & tangent,
detail::tvec3<T> const & binormal,
detail::tvec3<T> const & normal)
{
return dot(cross(normal, tangent), binormal) < T(0);
}
}//namespace handed_coordinate_space
}//namespace gtx
}//namespace glm