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2f08e760ff
depends on glm for now and is C++-based, no way around that for now
45 lines
1.2 KiB
C++
45 lines
1.2 KiB
C++
///////////////////////////////////////////////////////////////////////////////////////////////////
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// OpenGL Mathematics Copyright (c) 2005 - 2014 G-Truc Creation (www.g-truc.net)
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Created : 2005-12-21
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// Updated : 2005-12-21
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// Licence : This source is under MIT License
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// File : glm/gtx/matrix_cross_product.inl
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///////////////////////////////////////////////////////////////////////////////////////////////////
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namespace glm
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{
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template <typename T, precision P>
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GLM_FUNC_QUALIFIER detail::tmat3x3<T, P> matrixCross3
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(
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detail::tvec3<T, P> const & x
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)
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{
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detail::tmat3x3<T, P> Result(T(0));
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Result[0][1] = x.z;
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Result[1][0] = -x.z;
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Result[0][2] = -x.y;
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Result[2][0] = x.y;
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Result[1][2] = x.x;
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Result[2][1] = -x.x;
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return Result;
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}
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template <typename T, precision P>
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GLM_FUNC_QUALIFIER detail::tmat4x4<T, P> matrixCross4
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(
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detail::tvec3<T, P> const & x
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)
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{
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detail::tmat4x4<T, P> Result(T(0));
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Result[0][1] = x.z;
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Result[1][0] = -x.z;
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Result[0][2] = -x.y;
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Result[2][0] = x.y;
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Result[1][2] = x.x;
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Result[2][1] = -x.x;
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return Result;
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}
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}//namespace glm
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