58 lines
1.5 KiB
C++
58 lines
1.5 KiB
C++
///////////////////////////////////////////////////////////////////////////////////////////////////
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// OpenGL Mathematics Copyright (c) 2005 - 2013 G-Truc Creation (www.g-truc.net)
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Created : 2005-12-30
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// Updated : 2008-09-29
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// Licence : This source is under MIT License
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// File : glm/gtx/vector_angle.inl
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///////////////////////////////////////////////////////////////////////////////////////////////////
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namespace glm
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{
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template <typename genType>
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GLM_FUNC_QUALIFIER typename genType::value_type angle
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(
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genType const & x,
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genType const & y
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)
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{
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return degrees(acos(dot(x, y)));
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}
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//! \todo epsilon is hard coded to 0.01
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template <typename valType>
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GLM_FUNC_QUALIFIER valType orientedAngle
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(
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detail::tvec2<valType> const & x,
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detail::tvec2<valType> const & y
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)
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{
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#ifdef GLM_FORCE_RADIANS
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valType const Angle(acos(dot(x, y)));
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#else
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valType const Angle(glm::degrees(acos(dot(x, y))));
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#endif
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detail::tvec2<valType> const TransformedVector(glm::rotate(x, Angle));
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if(all(epsilonEqual(y, TransformedVector, valType(0.01))))
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return Angle;
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else
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return -Angle;
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}
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template <typename valType>
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GLM_FUNC_QUALIFIER valType orientedAngle
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(
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detail::tvec3<valType> const & x,
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detail::tvec3<valType> const & y,
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detail::tvec3<valType> const & ref
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)
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{
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valType const Angle(glm::degrees(glm::acos(glm::dot(x, y))));
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if(glm::dot(ref, glm::cross(x, y)) < valType(0))
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return -Angle;
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else
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return Angle;
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}
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}//namespace glm
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