///////////////////////////////////////////////////////////////////////////////////
/// 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 core
/// @file glm/detail/func_common.hpp
/// @date 2008-03-08 / 2010-01-26
/// @author Christophe Riccio
///
/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
///
/// @defgroup core_func_common Common functions
/// @ingroup core
///
/// These all operate component-wise. The description is per component.
///////////////////////////////////////////////////////////////////////////////////
#pragma once
#include "setup.hpp"
#include "precision.hpp"
#include "type_int.hpp"
#include "_fixes.hpp"
namespace glm
{
/// @addtogroup core_func_common
/// @{
/// Returns x if x >= 0; otherwise, it returns -x.
///
/// @tparam genType floating-point or signed integer; scalar or vector types.
///
/// @see GLSL abs man page
/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
template
GLM_FUNC_DECL genType abs(genType x);
template class vecType>
GLM_FUNC_DECL vecType abs(vecType const & x);
/// Returns 1.0 if x > 0, 0.0 if x == 0, or -1.0 if x < 0.
///
/// @tparam genType Floating-point or signed integer; scalar or vector types.
///
/// @see GLSL sign man page
/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
template class vecType>
GLM_FUNC_DECL vecType sign(vecType const & x);
/// Returns a value equal to the nearest integer that is less then or equal to x.
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see GLSL floor man page
/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
template class vecType>
GLM_FUNC_DECL vecType floor(vecType const & x);
/// Returns a value equal to the nearest integer to x
/// whose absolute value is not larger than the absolute value of x.
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see GLSL trunc man page
/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
template class vecType>
GLM_FUNC_DECL vecType trunc(vecType const & x);
/// Returns a value equal to the nearest integer to x.
/// The fraction 0.5 will round in a direction chosen by the
/// implementation, presumably the direction that is fastest.
/// This includes the possibility that round(x) returns the
/// same value as roundEven(x) for all values of x.
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see GLSL round man page
/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
template class vecType>
GLM_FUNC_DECL vecType round(vecType const & x);
/// Returns a value equal to the nearest integer to x.
/// A fractional part of 0.5 will round toward the nearest even
/// integer. (Both 3.5 and 4.5 for x will return 4.0.)
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see GLSL roundEven man page
/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
/// @see New round to even technique
template class vecType>
GLM_FUNC_DECL vecType roundEven(vecType const & x);
/// Returns a value equal to the nearest integer
/// that is greater than or equal to x.
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see GLSL ceil man page
/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
template class vecType>
GLM_FUNC_DECL vecType ceil(vecType const & x);
/// Return x - floor(x).
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see GLSL fract man page
/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
template
GLM_FUNC_DECL genType fract(genType x);
template class vecType>
GLM_FUNC_DECL vecType fract(vecType const & x);
/// Modulus. Returns x - y * floor(x / y)
/// for each component in x using the floating point value y.
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see GLSL mod man page
/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
template
GLM_FUNC_DECL genType mod(genType x, genType y);
template class vecType>
GLM_FUNC_DECL vecType mod(vecType const & x, T y);
template class vecType>
GLM_FUNC_DECL vecType mod(vecType const & x, vecType const & y);
/// Returns the fractional part of x and sets i to the integer
/// part (as a whole number floating point value). Both the
/// return value and the output parameter will have the same
/// sign as x.
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see GLSL modf man page
/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
template
GLM_FUNC_DECL genType modf(genType x, genType & i);
/// Returns y if y < x; otherwise, it returns x.
///
/// @tparam genType Floating-point or integer; scalar or vector types.
///
/// @see GLSL min man page
/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
template
GLM_FUNC_DECL genType min(genType x, genType y);
template class vecType>
GLM_FUNC_DECL vecType min(vecType const & x, T y);
template class vecType>
GLM_FUNC_DECL vecType min(vecType const & x, vecType const & y);
/// Returns y if x < y; otherwise, it returns x.
///
/// @tparam genType Floating-point or integer; scalar or vector types.
///
/// @see GLSL max man page
/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
template
GLM_FUNC_DECL genType max(genType x, genType y);
template class vecType>
GLM_FUNC_DECL vecType max(vecType const & x, T y);
template class vecType>
GLM_FUNC_DECL vecType max(vecType const & x, vecType const & y);
/// Returns min(max(x, minVal), maxVal) for each component in x
/// using the floating-point values minVal and maxVal.
///
/// @tparam genType Floating-point or integer; scalar or vector types.
///
/// @see GLSL clamp man page
/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
template
GLM_FUNC_DECL genType clamp(genType x, genType minVal, genType maxVal);
template class vecType>
GLM_FUNC_DECL vecType clamp(vecType const & x, T minVal, T maxVal);
template class vecType>
GLM_FUNC_DECL vecType clamp(vecType const & x, vecType const & minVal, vecType const & maxVal);
/// If genTypeU is a floating scalar or vector:
/// Returns x * (1.0 - a) + y * a, i.e., the linear blend of
/// x and y using the floating-point value a.
/// The value for a is not restricted to the range [0, 1].
///
/// If genTypeU is a boolean scalar or vector:
/// Selects which vector each returned component comes
/// from. For a component of that is false, the
/// corresponding component of x is returned. For a
/// component of a that is true, the corresponding
/// component of y is returned. Components of x and y that
/// are not selected are allowed to be invalid floating point
/// values and will have no effect on the results. Thus, this
/// provides different functionality than
/// genType mix(genType x, genType y, genType(a))
/// where a is a Boolean vector.
///
/// @see GLSL mix man page
/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
///
/// @param[in] x Value to interpolate.
/// @param[in] y Value to interpolate.
/// @param[in] a Interpolant.
///
/// @tparam genTypeT Floating point scalar or vector.
/// @tparam genTypeU Floating point or boolean scalar or vector. It can't be a vector if it is the length of genTypeT.
///
/// @code
/// #include
/// ...
/// float a;
/// bool b;
/// glm::dvec3 e;
/// glm::dvec3 f;
/// glm::vec4 g;
/// glm::vec4 h;
/// ...
/// glm::vec4 r = glm::mix(g, h, a); // Interpolate with a floating-point scalar two vectors.
/// glm::vec4 s = glm::mix(g, h, b); // Teturns g or h;
/// glm::dvec3 t = glm::mix(e, f, a); // Types of the third parameter is not required to match with the first and the second.
/// glm::vec4 u = glm::mix(g, h, r); // Interpolations can be perform per component with a vector for the last parameter.
/// @endcode
template class vecType>
GLM_FUNC_DECL vecType mix(vecType const & x, vecType const & y, vecType const & a);
template class vecType>
GLM_FUNC_DECL vecType mix(vecType const & x, vecType const & y, U a);
template
GLM_FUNC_DECL genTypeT mix(genTypeT x, genTypeT y, genTypeU a);
/// Returns 0.0 if x < edge, otherwise it returns 1.0 for each component of a genType.
///
/// @see GLSL step man page
/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
template
GLM_FUNC_DECL genType step(genType edge, genType x);
/// Returns 0.0 if x < edge, otherwise it returns 1.0.
///
/// @see GLSL step man page
/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
template class vecType, typename T, precision P>
GLM_FUNC_DECL vecType step(T edge, vecType const & x);
/// Returns 0.0 if x < edge, otherwise it returns 1.0.
///
/// @see GLSL step man page
/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
template class vecType, typename T, precision P>
GLM_FUNC_DECL vecType step(vecType const & edge, vecType const & x);
/// Returns 0.0 if x <= edge0 and 1.0 if x >= edge1 and
/// performs smooth Hermite interpolation between 0 and 1
/// when edge0 < x < edge1. This is useful in cases where
/// you would want a threshold function with a smooth
/// transition. This is equivalent to:
/// genType t;
/// t = clamp ((x - edge0) / (edge1 - edge0), 0, 1);
/// return t * t * (3 - 2 * t);
/// Results are undefined if edge0 >= edge1.
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see GLSL smoothstep man page
/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
template
GLM_FUNC_DECL genType smoothstep(genType edge0, genType edge1, genType x);
template class vecType>
GLM_FUNC_DECL vecType smoothstep(T edge0, T edge1, vecType const & x);
template class vecType>
GLM_FUNC_DECL vecType smoothstep(vecType const & edge0, vecType const & edge1, vecType const & x);
/// Returns true if x holds a NaN (not a number)
/// representation in the underlying implementation's set of
/// floating point representations. Returns false otherwise,
/// including for implementations with no NaN
/// representations.
///
/// /!\ When using compiler fast math, this function may fail.
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see GLSL isnan man page
/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
template class vecType>
GLM_FUNC_DECL vecType isnan(vecType const & x);
/// Returns true if x holds a positive infinity or negative
/// infinity representation in the underlying implementation's
/// set of floating point representations. Returns false
/// otherwise, including for implementations with no infinity
/// representations.
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see GLSL isinf man page
/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
template class vecType>
GLM_FUNC_DECL vecType isinf(vecType const & x);
/// Returns a signed integer value representing
/// the encoding of a floating-point value. The floating-point
/// value's bit-level representation is preserved.
///
/// @see GLSL floatBitsToInt man page
/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
GLM_FUNC_DECL int floatBitsToInt(float const & v);
/// Returns a signed integer value representing
/// the encoding of a floating-point value. The floatingpoint
/// value's bit-level representation is preserved.
///
/// @see GLSL floatBitsToInt man page
/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
template class vecType, precision P>
GLM_FUNC_DECL vecType floatBitsToInt(vecType const & v);
/// Returns a unsigned integer value representing
/// the encoding of a floating-point value. The floatingpoint
/// value's bit-level representation is preserved.
///
/// @see GLSL floatBitsToUint man page
/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
GLM_FUNC_DECL uint floatBitsToUint(float const & v);
/// Returns a unsigned integer value representing
/// the encoding of a floating-point value. The floatingpoint
/// value's bit-level representation is preserved.
///
/// @see GLSL floatBitsToUint man page
/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
template class vecType, precision P>
GLM_FUNC_DECL vecType floatBitsToUint(vecType const & v);
/// Returns a floating-point value corresponding to a signed
/// 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 GLSL intBitsToFloat man page
/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
GLM_FUNC_DECL float intBitsToFloat(int const & v);
/// Returns a floating-point value corresponding to a signed
/// 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 GLSL intBitsToFloat man page
/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
template class vecType, precision P>
GLM_FUNC_DECL vecType intBitsToFloat(vecType const & v);
/// 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 GLSL uintBitsToFloat man page
/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
GLM_FUNC_DECL float uintBitsToFloat(uint const & v);
/// 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 GLSL uintBitsToFloat man page
/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
template class vecType, precision P>
GLM_FUNC_DECL vecType uintBitsToFloat(vecType const & v);
/// Computes and returns a * b + c.
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see GLSL fma man page
/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
template
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 GLSL frexp man page
/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
template
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 GLSL ldexp man page;
/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
template
GLM_FUNC_DECL genType ldexp(genType const & x, genIType const & exp);
/// @}
}//namespace glm
#include "func_common.inl"