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457 lines
25 KiB
C++
457 lines
25 KiB
C++
///////////////////////////////////////////////////////////////////////////////////
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/// OpenGL Mathematics (glm.g-truc.net)
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///
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/// Copyright (c) 2005 - 2015 G-Truc Creation (www.g-truc.net)
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/// Permission is hereby granted, free of charge, to any person obtaining a copy
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/// of this software and associated documentation files (the "Software"), to deal
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/// in the Software without restriction, including without limitation the rights
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/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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/// copies of the Software, and to permit persons to whom the Software is
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/// furnished to do so, subject to the following conditions:
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///
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/// The above copyright notice and this permission notice shall be included in
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/// all copies or substantial portions of the Software.
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///
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/// Restrictions:
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/// By making use of the Software for military purposes, you choose to make
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/// a Bunny unhappy.
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///
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/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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/// THE SOFTWARE.
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///
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/// @ref core
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/// @file glm/detail/func_common.hpp
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/// @date 2008-03-08 / 2010-01-26
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/// @author Christophe Riccio
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///
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
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///
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/// @defgroup core_func_common Common functions
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/// @ingroup core
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///
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/// These all operate component-wise. The description is per component.
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///////////////////////////////////////////////////////////////////////////////////
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#pragma once
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#include "setup.hpp"
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#include "precision.hpp"
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#include "type_int.hpp"
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#include "_fixes.hpp"
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namespace glm
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{
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/// @addtogroup core_func_common
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/// @{
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/// Returns x if x >= 0; otherwise, it returns -x.
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///
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/// @tparam genType floating-point or signed integer; scalar or vector types.
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///
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/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/abs.xml">GLSL abs man page</a>
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
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template <typename genType>
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GLM_FUNC_DECL genType abs(genType x);
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template <typename T, precision P, template <typename, precision> class vecType>
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GLM_FUNC_DECL vecType<T, P> abs(vecType<T, P> const & x);
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/// Returns 1.0 if x > 0, 0.0 if x == 0, or -1.0 if x < 0.
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///
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/// @tparam genType Floating-point or signed integer; scalar or vector types.
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///
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/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/sign.xml">GLSL sign man page</a>
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
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template <typename T, precision P, template <typename, precision> class vecType>
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GLM_FUNC_DECL vecType<T, P> sign(vecType<T, P> const & x);
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/// Returns a value equal to the nearest integer that is less then or equal to x.
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///
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/// @tparam genType Floating-point scalar or vector types.
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///
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/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/floor.xml">GLSL floor man page</a>
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
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template <typename T, precision P, template <typename, precision> class vecType>
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GLM_FUNC_DECL vecType<T, P> floor(vecType<T, P> const & x);
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/// Returns a value equal to the nearest integer to x
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/// whose absolute value is not larger than the absolute value of x.
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///
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/// @tparam genType Floating-point scalar or vector types.
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///
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/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/trunc.xml">GLSL trunc man page</a>
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
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template <typename T, precision P, template <typename, precision> class vecType>
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GLM_FUNC_DECL vecType<T, P> trunc(vecType<T, P> const & x);
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/// Returns a value equal to the nearest integer to x.
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/// The fraction 0.5 will round in a direction chosen by the
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/// implementation, presumably the direction that is fastest.
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/// This includes the possibility that round(x) returns the
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/// same value as roundEven(x) for all values of x.
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///
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/// @tparam genType Floating-point scalar or vector types.
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///
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/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/round.xml">GLSL round man page</a>
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
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template <typename T, precision P, template <typename, precision> class vecType>
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GLM_FUNC_DECL vecType<T, P> round(vecType<T, P> const & x);
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/// Returns a value equal to the nearest integer to x.
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/// A fractional part of 0.5 will round toward the nearest even
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/// integer. (Both 3.5 and 4.5 for x will return 4.0.)
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///
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/// @tparam genType Floating-point scalar or vector types.
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///
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/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/roundEven.xml">GLSL roundEven man page</a>
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
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/// @see <a href="http://developer.amd.com/documentation/articles/pages/New-Round-to-Even-Technique.aspx">New round to even technique</a>
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template <typename T, precision P, template <typename, precision> class vecType>
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GLM_FUNC_DECL vecType<T, P> roundEven(vecType<T, P> const & x);
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/// Returns a value equal to the nearest integer
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/// that is greater than or equal to x.
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///
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/// @tparam genType Floating-point scalar or vector types.
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///
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/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/ceil.xml">GLSL ceil man page</a>
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
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template <typename T, precision P, template <typename, precision> class vecType>
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GLM_FUNC_DECL vecType<T, P> ceil(vecType<T, P> const & x);
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/// Return x - floor(x).
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///
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/// @tparam genType Floating-point scalar or vector types.
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///
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/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/fract.xml">GLSL fract man page</a>
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
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template <typename genType>
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GLM_FUNC_DECL genType fract(genType x);
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template <typename T, precision P, template <typename, precision> class vecType>
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GLM_FUNC_DECL vecType<T, P> fract(vecType<T, P> const & x);
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/// Modulus. Returns x - y * floor(x / y)
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/// for each component in x using the floating point value y.
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///
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/// @tparam genType Floating-point scalar or vector types.
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///
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/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/mod.xml">GLSL mod man page</a>
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
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template <typename genType>
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GLM_FUNC_DECL genType mod(genType x, genType y);
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template <typename T, precision P, template <typename, precision> class vecType>
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GLM_FUNC_DECL vecType<T, P> mod(vecType<T, P> const & x, T y);
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template <typename T, precision P, template <typename, precision> class vecType>
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GLM_FUNC_DECL vecType<T, P> mod(vecType<T, P> const & x, vecType<T, P> const & y);
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/// Returns the fractional part of x and sets i to the integer
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/// part (as a whole number floating point value). Both the
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/// return value and the output parameter will have the same
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/// sign as x.
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///
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/// @tparam genType Floating-point scalar or vector types.
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///
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/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/modf.xml">GLSL modf man page</a>
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
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template <typename genType>
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GLM_FUNC_DECL genType modf(genType x, genType & i);
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/// Returns y if y < x; otherwise, it returns x.
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///
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/// @tparam genType Floating-point or integer; scalar or vector types.
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///
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/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/min.xml">GLSL min man page</a>
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
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template <typename genType>
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GLM_FUNC_DECL genType min(genType x, genType y);
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template <typename T, precision P, template <typename, precision> class vecType>
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GLM_FUNC_DECL vecType<T, P> min(vecType<T, P> const & x, T y);
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template <typename T, precision P, template <typename, precision> class vecType>
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GLM_FUNC_DECL vecType<T, P> min(vecType<T, P> const & x, vecType<T, P> const & y);
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/// Returns y if x < y; otherwise, it returns x.
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///
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/// @tparam genType Floating-point or integer; scalar or vector types.
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///
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/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/max.xml">GLSL max man page</a>
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
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template <typename genType>
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GLM_FUNC_DECL genType max(genType x, genType y);
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template <typename T, precision P, template <typename, precision> class vecType>
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GLM_FUNC_DECL vecType<T, P> max(vecType<T, P> const & x, T y);
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template <typename T, precision P, template <typename, precision> class vecType>
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GLM_FUNC_DECL vecType<T, P> max(vecType<T, P> const & x, vecType<T, P> const & y);
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/// Returns min(max(x, minVal), maxVal) for each component in x
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/// using the floating-point values minVal and maxVal.
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///
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/// @tparam genType Floating-point or integer; scalar or vector types.
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///
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/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/clamp.xml">GLSL clamp man page</a>
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
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template <typename genType>
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GLM_FUNC_DECL genType clamp(genType x, genType minVal, genType maxVal);
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template <typename T, precision P, template <typename, precision> class vecType>
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GLM_FUNC_DECL vecType<T, P> clamp(vecType<T, P> const & x, T minVal, T maxVal);
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template <typename T, precision P, template <typename, precision> class vecType>
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GLM_FUNC_DECL vecType<T, P> clamp(vecType<T, P> const & x, vecType<T, P> const & minVal, vecType<T, P> const & maxVal);
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/// If genTypeU is a floating scalar or vector:
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/// Returns x * (1.0 - a) + y * a, i.e., the linear blend of
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/// x and y using the floating-point value a.
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/// The value for a is not restricted to the range [0, 1].
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///
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/// If genTypeU is a boolean scalar or vector:
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/// Selects which vector each returned component comes
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/// from. For a component of <a> that is false, the
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/// corresponding component of x is returned. For a
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/// component of a that is true, the corresponding
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/// component of y is returned. Components of x and y that
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/// are not selected are allowed to be invalid floating point
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/// values and will have no effect on the results. Thus, this
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/// provides different functionality than
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/// genType mix(genType x, genType y, genType(a))
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/// where a is a Boolean vector.
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///
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/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/mix.xml">GLSL mix man page</a>
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
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///
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/// @param[in] x Value to interpolate.
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/// @param[in] y Value to interpolate.
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/// @param[in] a Interpolant.
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///
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/// @tparam genTypeT Floating point scalar or vector.
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/// @tparam genTypeU Floating point or boolean scalar or vector. It can't be a vector if it is the length of genTypeT.
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///
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/// @code
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/// #include <glm/glm.hpp>
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/// ...
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/// float a;
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/// bool b;
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/// glm::dvec3 e;
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/// glm::dvec3 f;
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/// glm::vec4 g;
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/// glm::vec4 h;
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/// ...
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/// glm::vec4 r = glm::mix(g, h, a); // Interpolate with a floating-point scalar two vectors.
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/// glm::vec4 s = glm::mix(g, h, b); // Teturns g or h;
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/// glm::dvec3 t = glm::mix(e, f, a); // Types of the third parameter is not required to match with the first and the second.
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/// glm::vec4 u = glm::mix(g, h, r); // Interpolations can be perform per component with a vector for the last parameter.
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/// @endcode
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template <typename T, typename U, precision P, template <typename, precision> class vecType>
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GLM_FUNC_DECL vecType<T, P> mix(vecType<T, P> const & x, vecType<T, P> const & y, vecType<U, P> const & a);
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template <typename T, typename U, precision P, template <typename, precision> class vecType>
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GLM_FUNC_DECL vecType<T, P> mix(vecType<T, P> const & x, vecType<T, P> const & y, U a);
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template <typename genTypeT, typename genTypeU>
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GLM_FUNC_DECL genTypeT mix(genTypeT x, genTypeT y, genTypeU a);
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/// Returns 0.0 if x < edge, otherwise it returns 1.0 for each component of a genType.
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///
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/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/step.xml">GLSL step man page</a>
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
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template <typename genType>
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GLM_FUNC_DECL genType step(genType edge, genType x);
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/// Returns 0.0 if x < edge, otherwise it returns 1.0.
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///
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/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/step.xml">GLSL step man page</a>
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
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template <template <typename, precision> class vecType, typename T, precision P>
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GLM_FUNC_DECL vecType<T, P> step(T edge, vecType<T, P> const & x);
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/// Returns 0.0 if x < edge, otherwise it returns 1.0.
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///
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/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/step.xml">GLSL step man page</a>
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
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template <template <typename, precision> class vecType, typename T, precision P>
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GLM_FUNC_DECL vecType<T, P> step(vecType<T, P> const & edge, vecType<T, P> const & x);
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/// Returns 0.0 if x <= edge0 and 1.0 if x >= edge1 and
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/// performs smooth Hermite interpolation between 0 and 1
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/// when edge0 < x < edge1. This is useful in cases where
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/// you would want a threshold function with a smooth
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/// transition. This is equivalent to:
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/// genType t;
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/// t = clamp ((x - edge0) / (edge1 - edge0), 0, 1);
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/// return t * t * (3 - 2 * t);
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/// Results are undefined if edge0 >= edge1.
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///
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/// @tparam genType Floating-point scalar or vector types.
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///
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/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/smoothstep.xml">GLSL smoothstep man page</a>
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
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template <typename genType>
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GLM_FUNC_DECL genType smoothstep(genType edge0, genType edge1, genType x);
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template <typename T, precision P, template <typename, precision> class vecType>
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GLM_FUNC_DECL vecType<T, P> smoothstep(T edge0, T edge1, vecType<T, P> const & x);
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template <typename T, precision P, template <typename, precision> class vecType>
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GLM_FUNC_DECL vecType<T, P> smoothstep(vecType<T, P> const & edge0, vecType<T, P> const & edge1, vecType<T, P> const & x);
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/// Returns true if x holds a NaN (not a number)
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/// representation in the underlying implementation's set of
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/// floating point representations. Returns false otherwise,
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/// including for implementations with no NaN
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/// representations.
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///
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/// /!\ When using compiler fast math, this function may fail.
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///
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/// @tparam genType Floating-point scalar or vector types.
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///
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/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/isnan.xml">GLSL isnan man page</a>
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
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template <typename T, precision P, template <typename, precision> class vecType>
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GLM_FUNC_DECL vecType<bool, P> isnan(vecType<T, P> const & x);
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/// Returns true if x holds a positive infinity or negative
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/// infinity representation in the underlying implementation's
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/// set of floating point representations. Returns false
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/// otherwise, including for implementations with no infinity
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/// representations.
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///
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/// @tparam genType Floating-point scalar or vector types.
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///
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/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/isinf.xml">GLSL isinf man page</a>
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
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template <typename T, precision P, template <typename, precision> class vecType>
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GLM_FUNC_DECL vecType<bool, P> isinf(vecType<T, P> const & x);
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/// Returns a signed integer value representing
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/// the encoding of a floating-point value. The floating-point
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/// value's bit-level representation is preserved.
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///
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/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/floatBitsToInt.xml">GLSL floatBitsToInt man page</a>
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
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GLM_FUNC_DECL int floatBitsToInt(float const & v);
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/// Returns a signed integer value representing
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/// the encoding of a floating-point value. The floatingpoint
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/// value's bit-level representation is preserved.
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///
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/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/floatBitsToInt.xml">GLSL floatBitsToInt man page</a>
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
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template <template <typename, precision> class vecType, precision P>
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GLM_FUNC_DECL vecType<int, P> floatBitsToInt(vecType<float, P> const & v);
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/// Returns a unsigned integer value representing
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/// the encoding of a floating-point value. The floatingpoint
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/// value's bit-level representation is preserved.
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///
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/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/floatBitsToUint.xml">GLSL floatBitsToUint man page</a>
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
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GLM_FUNC_DECL uint floatBitsToUint(float const & v);
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/// Returns a unsigned integer value representing
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/// the encoding of a floating-point value. The floatingpoint
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/// value's bit-level representation is preserved.
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///
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/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/floatBitsToUint.xml">GLSL floatBitsToUint man page</a>
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
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template <template <typename, precision> class vecType, precision P>
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GLM_FUNC_DECL vecType<uint, P> floatBitsToUint(vecType<float, P> const & v);
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/// Returns a floating-point value corresponding to a signed
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/// integer encoding of a floating-point value.
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/// If an inf or NaN is passed in, it will not signal, and the
|
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/// resulting floating point value is unspecified. Otherwise,
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/// the bit-level representation is preserved.
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///
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/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/intBitsToFloat.xml">GLSL intBitsToFloat man page</a>
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/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
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GLM_FUNC_DECL float intBitsToFloat(int const & v);
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/// Returns a floating-point value corresponding to a signed
|
|
/// integer encoding of a floating-point value.
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|
/// If an inf or NaN is passed in, it will not signal, and the
|
|
/// resulting floating point value is unspecified. Otherwise,
|
|
/// the bit-level representation is preserved.
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|
///
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|
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/intBitsToFloat.xml">GLSL intBitsToFloat man page</a>
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|
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
|
|
template <template <typename, precision> class vecType, precision P>
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|
GLM_FUNC_DECL vecType<float, P> intBitsToFloat(vecType<int, P> const & v);
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|
|
|
/// Returns a floating-point value corresponding to a
|
|
/// unsigned integer encoding of a floating-point value.
|
|
/// If an inf or NaN is passed in, it will not signal, and the
|
|
/// resulting floating point value is unspecified. Otherwise,
|
|
/// the bit-level representation is preserved.
|
|
///
|
|
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/uintBitsToFloat.xml">GLSL uintBitsToFloat man page</a>
|
|
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
|
|
GLM_FUNC_DECL float uintBitsToFloat(uint const & v);
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|
|
|
/// Returns a floating-point value corresponding to a
|
|
/// unsigned integer encoding of a floating-point value.
|
|
/// If an inf or NaN is passed in, it will not signal, and the
|
|
/// resulting floating point value is unspecified. Otherwise,
|
|
/// the bit-level representation is preserved.
|
|
///
|
|
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/uintBitsToFloat.xml">GLSL uintBitsToFloat man page</a>
|
|
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
|
|
template <template <typename, precision> class vecType, precision P>
|
|
GLM_FUNC_DECL vecType<float, P> uintBitsToFloat(vecType<uint, P> const & v);
|
|
|
|
/// Computes and returns a * b + c.
|
|
///
|
|
/// @tparam genType Floating-point scalar or vector types.
|
|
///
|
|
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/fma.xml">GLSL fma man page</a>
|
|
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
|
|
template <typename genType>
|
|
GLM_FUNC_DECL genType fma(genType const & a, genType const & b, genType const & c);
|
|
|
|
/// Splits x into a floating-point significand in the range
|
|
/// [0.5, 1.0) and an integral exponent of two, such that:
|
|
/// x = significand * exp(2, exponent)
|
|
///
|
|
/// The significand is returned by the function and the
|
|
/// exponent is returned in the parameter exp. For a
|
|
/// floating-point value of zero, the significant and exponent
|
|
/// are both zero. For a floating-point value that is an
|
|
/// infinity or is not a number, the results are undefined.
|
|
///
|
|
/// @tparam genType Floating-point scalar or vector types.
|
|
///
|
|
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/frexp.xml">GLSL frexp man page</a>
|
|
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
|
|
template <typename genType, typename genIType>
|
|
GLM_FUNC_DECL genType frexp(genType const & x, genIType & exp);
|
|
|
|
/// Builds a floating-point number from x and the
|
|
/// corresponding integral exponent of two in exp, returning:
|
|
/// significand * exp(2, exponent)
|
|
///
|
|
/// If this product is too large to be represented in the
|
|
/// floating-point type, the result is undefined.
|
|
///
|
|
/// @tparam genType Floating-point scalar or vector types.
|
|
///
|
|
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/ldexp.xml">GLSL ldexp man page</a>;
|
|
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
|
|
template <typename genType, typename genIType>
|
|
GLM_FUNC_DECL genType ldexp(genType const & x, genIType const & exp);
|
|
|
|
/// @}
|
|
}//namespace glm
|
|
|
|
#include "func_common.inl"
|
|
|