Fix for polluted headers that were messing with glm

This commit is contained in:
KimLS
2015-01-23 17:58:03 -08:00
parent 17af9e3808
commit a7710c027b
4 changed files with 30 additions and 70 deletions
+28 -28
View File
@@ -6,99 +6,99 @@
#include "../common/string_util.h"
std::string to_string(const glm::vec4 &position) {
return StringFormat("(%.3f, %.3f, %.3f, %.3f)", position.x,position.y,position.z,position.w);
return StringFormat("(%.3f, %.3f, %.3f, %.3f)", position.x,position.y,position.z,position.w);
}
std::string to_string(const glm::vec3 &position){
return StringFormat("(%.3f, %.3f, %.3f)", position.x,position.y,position.z);
return StringFormat("(%.3f, %.3f, %.3f)", position.x,position.y,position.z);
}
std::string to_string(const glm::vec2 &position){
return StringFormat("(%.3f, %.3f)", position.x,position.y);
return StringFormat("(%.3f, %.3f)", position.x,position.y);
}
bool IsOrigin(const glm::vec2 &position) {
return position.x == 0.0f && position.y == 0.0f;
return glm::dot(position, position) == 0;
}
bool IsOrigin(const glm::vec3 &position) {
return position.x == 0.0f && position.y == 0.0f && position.z == 0.0f;
return glm::dot(position, position) == 0;
}
bool IsOrigin(const glm::vec4 &position) {
return position.x == 0.0f && position.y == 0.0f && position.z == 0.0f;
return IsOrigin(glm::vec3(position));
}
/**
* Produces the non square root'ed distance between the two points within the XY plane.
*/
float DistanceSquared(const glm::vec2& point1, const glm::vec2& point2) {
auto diff = point1 - point2;
return diff.x * diff.x + diff.y * diff.y;
auto diff = point1 - point2;
return glm::dot(diff, diff);
}
/**
* Produces the distance between the two points on the XY plane.
*/
float Distance(const glm::vec2& point1, const glm::vec2& point2) {
return sqrt(DistanceSquared(point1, point2));
return std::sqrt(DistanceSquared(point1, point2));
}
/**
* Produces the non square root'ed distance between the two points.
*/
float DistanceSquared(const glm::vec3& point1, const glm::vec3& point2) {
auto diff = point1 - point2;
return diff.x * diff.x + diff.y * diff.y + diff.z * diff.z;
auto diff = point1 - point2;
return glm::dot(diff, diff);
}
/**
* Produces the non square root'ed distance between the two points.
*/
float DistanceSquared(const glm::vec4& point1, const glm::vec4& point2) {
return DistanceSquared(static_cast<glm::vec3>(point1), static_cast<glm::vec3>(point2));
return DistanceSquared(static_cast<glm::vec3>(point1), static_cast<glm::vec3>(point2));
}
/**
* Produces the distance between the two points.
*/
float Distance(const glm::vec3& point1, const glm::vec3& point2) {
return sqrt(DistanceSquared(point1, point2));
return std::sqrt(DistanceSquared(point1, point2));
}
/**
* Produces the distance between the two points.
*/
float Distance(const glm::vec4& point1, const glm::vec4& point2) {
return Distance(static_cast<glm::vec3>(point1), static_cast<glm::vec3>(point2));
return Distance(static_cast<glm::vec3>(point1), static_cast<glm::vec3>(point2));
}
/**
* Produces the distance between the two points within the XY plane.
*/
float DistanceNoZ(const glm::vec3& point1, const glm::vec3& point2) {
return Distance(static_cast<glm::vec2>(point1),static_cast<glm::vec2>(point2));
return Distance(static_cast<glm::vec2>(point1),static_cast<glm::vec2>(point2));
}
/**
* Produces the distance between the two points within the XY plane.
*/
float DistanceNoZ(const glm::vec4& point1, const glm::vec4& point2) {
return Distance(static_cast<glm::vec2>(point1),static_cast<glm::vec2>(point2));
return Distance(static_cast<glm::vec2>(point1),static_cast<glm::vec2>(point2));
}
/**
* Produces the non square root'ed distance between the two points within the XY plane.
*/
float DistanceSquaredNoZ(const glm::vec3& point1, const glm::vec3& point2) {
return DistanceSquared(static_cast<glm::vec2>(point1),static_cast<glm::vec2>(point2));
return DistanceSquared(static_cast<glm::vec2>(point1),static_cast<glm::vec2>(point2));
}
/**
* Produces the non square root'ed distance between the two points within the XY plane.
*/
float DistanceSquaredNoZ(const glm::vec4& point1, const glm::vec4& point2) {
return DistanceSquared(static_cast<glm::vec2>(point1),static_cast<glm::vec2>(point2));
return DistanceSquared(static_cast<glm::vec2>(point1),static_cast<glm::vec2>(point2));
}
/**
@@ -106,12 +106,12 @@ float DistanceSquaredNoZ(const glm::vec4& point1, const glm::vec4& point2) {
* box (3 dimensional) formed from the points minimum and maximum.
*/
bool IsWithinAxisAlignedBox(const glm::vec3 &position, const glm::vec3 &minimum, const glm::vec3 &maximum) {
auto actualMinimum = glm::vec3(std::min(minimum.x, maximum.x), std::min(minimum.y, maximum.y),std::min(minimum.z, maximum.z));
auto actualMaximum = glm::vec3(std::max(minimum.x, maximum.x), std::max(minimum.y, maximum.y),std::max(minimum.z, maximum.z));
auto actualMinimum = glm::vec3(std::min(minimum.x, maximum.x), std::min(minimum.y, maximum.y),std::min(minimum.z, maximum.z));
auto actualMaximum = glm::vec3(std::max(minimum.x, maximum.x), std::max(minimum.y, maximum.y),std::max(minimum.z, maximum.z));
bool xcheck = position.x >= actualMinimum.x && position.x <= actualMaximum.x;
bool ycheck = position.y >= actualMinimum.y && position.y <= actualMaximum.y;
bool zcheck = position.z >= actualMinimum.z && position.z <= actualMaximum.z;
bool xcheck = position.x >= actualMinimum.x && position.x <= actualMaximum.x;
bool ycheck = position.y >= actualMinimum.y && position.y <= actualMaximum.y;
bool zcheck = position.z >= actualMinimum.z && position.z <= actualMaximum.z;
return xcheck && ycheck && zcheck;
}
@@ -121,11 +121,11 @@ bool IsWithinAxisAlignedBox(const glm::vec3 &position, const glm::vec3 &minimum,
* box (2 dimensional) formed from the points minimum and maximum.
*/
bool IsWithinAxisAlignedBox(const glm::vec2 &position, const glm::vec2 &minimum, const glm::vec2 &maximum) {
auto actualMinimum = glm::vec2(std::min(minimum.x, maximum.x), std::min(minimum.y, maximum.y));
auto actualMaximum = glm::vec2(std::max(minimum.x, maximum.x), std::max(minimum.y, maximum.y));
auto actualMinimum = glm::vec2(std::min(minimum.x, maximum.x), std::min(minimum.y, maximum.y));
auto actualMaximum = glm::vec2(std::max(minimum.x, maximum.x), std::max(minimum.y, maximum.y));
bool xcheck = position.x >= actualMinimum.x && position.x <= actualMaximum.x;
bool ycheck = position.y >= actualMinimum.y && position.y <= actualMaximum.y;
bool xcheck = position.x >= actualMinimum.x && position.x <= actualMaximum.x;
bool ycheck = position.y >= actualMinimum.y && position.y <= actualMaximum.y;
return xcheck && ycheck;
}
@@ -137,7 +137,7 @@ bool IsWithinAxisAlignedBox(const glm::vec2 &position, const glm::vec2 &minimum,
* an EQFloat.
*/
float GetReciprocalHeading(const glm::vec4& point1) {
return GetReciprocalHeading(point1.w);
return GetReciprocalHeading(point1.w);
}
/**