1 ///////////////////////////////////////////////////////////////////////////////////
2 /// OpenGL Mathematics (glm.g-truc.net)
3 ///
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23 /// @ref gtx_handed_coordinate_space
24 /// @file glm/gtx/handed_coordinate_space.hpp
25 /// @date 2005-12-21 / 2011-06-07
26 /// @author Christophe Riccio
27 ///
28 /// @see core (dependence)
29 ///
30 /// @defgroup gtx_handed_coordinate_space GLM_GTX_handed_coordinate_space
31 /// @ingroup gtx
32 ///
33 /// @brief To know if a set of three basis vectors defines a right or left-handed coordinate system.
34 ///
35 /// <glm/gtx/handed_coordinate_system.hpp> need to be included to use these functionalities.
36 ///////////////////////////////////////////////////////////////////////////////////
37 
38 #ifndef GLM_GTX_handed_coordinate_space
39 #define GLM_GTX_handed_coordinate_space
40 
41 // Dependency:
42 #include "../glm.hpp"
43 
44 #if(defined(GLM_MESSAGES) && !defined(GLM_EXT_INCLUDED))
45 #	pragma message("GLM: GLM_GTX_handed_coordinate_space extension included")
46 #endif
47 
48 namespace glm
49 {
50 	/// @addtogroup gtx_handed_coordinate_space
51 	/// @{
52 
53 	//! Return if a trihedron right handed or not.
54 	//! From GLM_GTX_handed_coordinate_space extension.
55 	template <typename T, precision P>
56 	GLM_FUNC_DECL bool rightHanded(
57 		detail::tvec3<T, P> const & tangent,
58 		detail::tvec3<T, P> const & binormal,
59 		detail::tvec3<T, P> const & normal);
60 
61 	//! Return if a trihedron left handed or not.
62 	//! From GLM_GTX_handed_coordinate_space extension.
63 	template <typename T, precision P>
64 	GLM_FUNC_DECL bool leftHanded(
65 		detail::tvec3<T, P> const & tangent,
66 		detail::tvec3<T, P> const & binormal,
67 		detail::tvec3<T, P> const & normal);
68 
69 	/// @}
70 }// namespace glm
71 
72 #include "handed_coordinate_space.inl"
73 
74 #endif//GLM_GTX_handed_coordinate_space
75