ACE3/extensions/common/glm/gtc/epsilon.inl

155 lines
4.2 KiB
Plaintext
Raw Normal View History

///////////////////////////////////////////////////////////////////////////////////
/// OpenGL Mathematics (glm.g-truc.net)
///
/// Copyright (c) 2005 - 2015 G-Truc Creation (www.g-truc.net)
/// Permission is hereby granted, free of charge, to any person obtaining a copy
/// of this software and associated documentation files (the "Software"), to deal
/// in the Software without restriction, including without limitation the rights
/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
/// copies of the Software, and to permit persons to whom the Software is
/// furnished to do so, subject to the following conditions:
///
/// The above copyright notice and this permission notice shall be included in
/// all copies or substantial portions of the Software.
///
/// Restrictions:
/// By making use of the Software for military purposes, you choose to make
/// a Bunny unhappy.
///
/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
/// THE SOFTWARE.
///
/// @ref gtc_epsilon
/// @file glm/gtc/epsilon.inl
/// @date 2012-04-07 / 2012-04-07
/// @author Christophe Riccio
///////////////////////////////////////////////////////////////////////////////////
// Dependency:
#include "quaternion.hpp"
#include "../vector_relational.hpp"
#include "../common.hpp"
#include "../vec2.hpp"
#include "../vec3.hpp"
#include "../vec4.hpp"
namespace glm
{
template <>
GLM_FUNC_QUALIFIER bool epsilonEqual
(
float const & x,
float const & y,
float const & epsilon
)
{
return abs(x - y) < epsilon;
}
template <>
GLM_FUNC_QUALIFIER bool epsilonEqual
(
double const & x,
double const & y,
double const & epsilon
)
{
return abs(x - y) < epsilon;
}
template <>
GLM_FUNC_QUALIFIER bool epsilonNotEqual
(
float const & x,
float const & y,
float const & epsilon
)
{
return abs(x - y) >= epsilon;
}
template <>
GLM_FUNC_QUALIFIER bool epsilonNotEqual
(
double const & x,
double const & y,
double const & epsilon
)
{
return abs(x - y) >= epsilon;
}
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<bool, P> epsilonEqual
(
vecType<T, P> const & x,
vecType<T, P> const & y,
T const & epsilon
)
{
return lessThan(abs(x - y), vecType<T, P>(epsilon));
}
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<bool, P> epsilonEqual
(
vecType<T, P> const & x,
vecType<T, P> const & y,
vecType<T, P> const & epsilon
)
{
return lessThan(abs(x - y), vecType<T, P>(epsilon));
}
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<bool, P> epsilonNotEqual
(
vecType<T, P> const & x,
vecType<T, P> const & y,
T const & epsilon
)
{
return greaterThanEqual(abs(x - y), vecType<T, P>(epsilon));
}
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<bool, P> epsilonNotEqual
(
vecType<T, P> const & x,
vecType<T, P> const & y,
vecType<T, P> const & epsilon
)
{
return greaterThanEqual(abs(x - y), vecType<T, P>(epsilon));
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tvec4<bool, P> epsilonEqual
(
tquat<T, P> const & x,
tquat<T, P> const & y,
T const & epsilon
)
{
tvec4<T, P> v(x.x - y.x, x.y - y.y, x.z - y.z, x.w - y.w);
return lessThan(abs(v), tvec4<T, P>(epsilon));
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tvec4<bool, P> epsilonNotEqual
(
tquat<T, P> const & x,
tquat<T, P> const & y,
T const & epsilon
)
{
tvec4<T, P> v(x.x - y.x, x.y - y.y, x.z - y.z, x.w - y.w);
return greaterThanEqual(abs(v), tvec4<T, P>(epsilon));
}
}//namespace glm