Update GLM to latest version (0.9.9.3). This includes GLM's change of matrices no longer default initializing to the identity matrix. This commit thus also includes the update of all of LearnOpenGL's code to reflect this: all matrices are now constructor-initialized to the identity matrix where relevant.

This commit is contained in:
Joey de Vries
2018-12-30 14:27:14 +01:00
parent 239c456ae9
commit f4b6763356
474 changed files with 38219 additions and 38025 deletions

View File

@@ -1,43 +1,13 @@
///////////////////////////////////////////////////////////////////////////////////
/// 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 gtx_rotate_vector
/// @file glm/gtx/rotate_vector.inl
/// @date 2006-11-02 / 2011-06-07
/// @author Christophe Riccio
///////////////////////////////////////////////////////////////////////////////////
namespace glm
{
template <typename T, precision P>
GLM_FUNC_QUALIFIER tvec3<T, P> slerp
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<3, T, Q> slerp
(
tvec3<T, P> const & x,
tvec3<T, P> const & y,
T const & a
vec<3, T, Q> const& x,
vec<3, T, Q> const& y,
T const& a
)
{
// get cosine of angle between vectors (-1 -> 1)
@@ -54,14 +24,14 @@ namespace glm
return x * t1 + y * t2;
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tvec2<T, P> rotate
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<2, T, Q> rotate
(
tvec2<T, P> const & v,
T const & angle
vec<2, T, Q> const& v,
T const& angle
)
{
tvec2<T, P> Result;
vec<2, T, Q> Result;
T const Cos(cos(angle));
T const Sin(sin(angle));
@@ -70,47 +40,47 @@ namespace glm
return Result;
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tvec3<T, P> rotate
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<3, T, Q> rotate
(
tvec3<T, P> const & v,
T const & angle,
tvec3<T, P> const & normal
vec<3, T, Q> const& v,
T const& angle,
vec<3, T, Q> const& normal
)
{
return tmat3x3<T, P>(glm::rotate(angle, normal)) * v;
return mat<3, 3, T, Q>(glm::rotate(angle, normal)) * v;
}
/*
template <typename T, precision P>
GLM_FUNC_QUALIFIER tvec3<T, P> rotateGTX(
const tvec3<T, P>& x,
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<3, T, Q> rotateGTX(
const vec<3, T, Q>& x,
T angle,
const tvec3<T, P>& normal)
const vec<3, T, Q>& normal)
{
const T Cos = cos(radians(angle));
const T Sin = sin(radians(angle));
return x * Cos + ((x * normal) * (T(1) - Cos)) * normal + cross(x, normal) * Sin;
}
*/
template <typename T, precision P>
GLM_FUNC_QUALIFIER tvec4<T, P> rotate
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<4, T, Q> rotate
(
tvec4<T, P> const & v,
T const & angle,
tvec3<T, P> const & normal
vec<4, T, Q> const& v,
T const& angle,
vec<3, T, Q> const& normal
)
{
return rotate(angle, normal) * v;
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tvec3<T, P> rotateX
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<3, T, Q> rotateX
(
tvec3<T, P> const & v,
T const & angle
vec<3, T, Q> const& v,
T const& angle
)
{
tvec3<T, P> Result(v);
vec<3, T, Q> Result(v);
T const Cos(cos(angle));
T const Sin(sin(angle));
@@ -119,14 +89,14 @@ namespace glm
return Result;
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tvec3<T, P> rotateY
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<3, T, Q> rotateY
(
tvec3<T, P> const & v,
T const & angle
vec<3, T, Q> const& v,
T const& angle
)
{
tvec3<T, P> Result = v;
vec<3, T, Q> Result = v;
T const Cos(cos(angle));
T const Sin(sin(angle));
@@ -135,14 +105,14 @@ namespace glm
return Result;
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tvec3<T, P> rotateZ
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<3, T, Q> rotateZ
(
tvec3<T, P> const & v,
T const & angle
vec<3, T, Q> const& v,
T const& angle
)
{
tvec3<T, P> Result = v;
vec<3, T, Q> Result = v;
T const Cos(cos(angle));
T const Sin(sin(angle));
@@ -151,14 +121,14 @@ namespace glm
return Result;
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tvec4<T, P> rotateX
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<4, T, Q> rotateX
(
tvec4<T, P> const & v,
T const & angle
vec<4, T, Q> const& v,
T const& angle
)
{
tvec4<T, P> Result = v;
vec<4, T, Q> Result = v;
T const Cos(cos(angle));
T const Sin(sin(angle));
@@ -167,14 +137,14 @@ namespace glm
return Result;
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tvec4<T, P> rotateY
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<4, T, Q> rotateY
(
tvec4<T, P> const & v,
T const & angle
vec<4, T, Q> const& v,
T const& angle
)
{
tvec4<T, P> Result = v;
vec<4, T, Q> Result = v;
T const Cos(cos(angle));
T const Sin(sin(angle));
@@ -183,14 +153,14 @@ namespace glm
return Result;
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tvec4<T, P> rotateZ
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<4, T, Q> rotateZ
(
tvec4<T, P> const & v,
T const & angle
vec<4, T, Q> const& v,
T const& angle
)
{
tvec4<T, P> Result = v;
vec<4, T, Q> Result = v;
T const Cos(cos(angle));
T const Sin(sin(angle));
@@ -199,17 +169,17 @@ namespace glm
return Result;
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat4x4<T, P> orientation
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER mat<4, 4, T, Q> orientation
(
tvec3<T, P> const & Normal,
tvec3<T, P> const & Up
vec<3, T, Q> const& Normal,
vec<3, T, Q> const& Up
)
{
if(all(equal(Normal, Up)))
return tmat4x4<T, P>(T(1));
if(all(equal(Normal, Up, epsilon<T>())))
return mat<4, 4, T, Q>(static_cast<T>(1));
tvec3<T, P> RotationAxis = cross(Up, Normal);
vec<3, T, Q> RotationAxis = cross(Up, Normal);
T Angle = acos(dot(Normal, Up));
return rotate(Angle, RotationAxis);