OpenGL Mathematics (GLM)
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/// @ref gtx_handed_coordinate_space
/// @file glm/gtx/handed_coordinate_space.hpp
///
/// @see core (dependence)
///
/// @defgroup gtx_handed_coordinate_space GLM_GTX_handed_coordinate_space
/// @ingroup gtx
///
/// @brief To know if a set of three basis vectors defines a right or left-handed coordinate system.
///
/// <glm/gtx/handed_coordinate_system.hpp> need to be included to use these functionalities.
#pragma once
// Dependency:
#include "../glm.hpp"
#ifndef GLM_ENABLE_EXPERIMENTAL
# error "GLM: GLM_GTX_handed_coordinate_space is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
#endif
#if GLM_MESSAGES == GLM_MESSAGES_ENABLED && !defined(GLM_EXT_INCLUDED)
# pragma message("GLM: GLM_GTX_handed_coordinate_space extension included")
#endif
namespace glm
{
/// @addtogroup gtx_handed_coordinate_space
/// @{
//! Return if a trihedron right handed or not.
//! From GLM_GTX_handed_coordinate_space extension.
template <typename T, precision P>
GLM_FUNC_DECL bool rightHanded(
tvec3<T, P> const & tangent,
tvec3<T, P> const & binormal,
tvec3<T, P> const & normal);
//! Return if a trihedron left handed or not.
//! From GLM_GTX_handed_coordinate_space extension.
template <typename T, precision P>
GLM_FUNC_DECL bool leftHanded(
tvec3<T, P> const & tangent,
tvec3<T, P> const & binormal,
tvec3<T, P> const & normal);
/// @}
}// namespace glm
#include "handed_coordinate_space.inl"