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- This library [initially] used some [piece of] implementations
- (may include codes) from these open source projects/resources:
- 1. Initial Affine Transforms
- The original glm repo (g-truc), url: https://github.com/g-truc/glm
- LICENSE[S]:
- The Happy Bunny License (Modified MIT License)
- The MIT License
- Copyright (c) 2005 - 2016 G-Truc Creation
- FULL LICENSE: https://github.com/g-truc/glm/blob/master/copying.txt
- 2. Initial Quaternions
- Anton's OpenGL 4 Tutorials book source code:
- LICENSE:
- OpenGL 4 Example Code.
- Accompanies written series "Anton's OpenGL 4 Tutorials"
- Email: anton at antongerdelan dot net
- First version 27 Jan 2014
- Copyright Dr Anton Gerdelan, Trinity College Dublin, Ireland.
- 3. Euler Angles
- David Eberly
- Geometric Tools, LLC http://www.geometrictools.com/
- Copyright (c) 1998-2016. All Rights Reserved.
- Computing Euler angles from a rotation matrix (euler.pdf)
- Gregory G. Slabaugh
- 4. Extracting Planes
- Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix
- Authors:
- Gil Gribb ([email protected])
- Klaus Hartmann ([email protected])
- 5. Transform AABB
- Transform Axis Aligned Bounding Boxes:
- http://dev.theomader.com/transform-bounding-boxes/
- https://github.com/erich666/GraphicsGems/blob/master/gems/TransBox.c
- 6. Cull frustum
- http://www.txutxi.com/?p=584
- http://old.cescg.org/CESCG-2002/DSykoraJJelinek/
- 7. Quaternions
- Initial mat4_quat is borrowed from Apple's simd library
- 8. Vector Rotation using Quaternion
- https://gamedev.stackexchange.com/questions/28395/rotating-vector3-by-a-quaternion
- 9. Sphere AABB intersect
- https://github.com/erich666/GraphicsGems/blob/master/gems/BoxSphere.c
- 10. Horizontal add
- https://stackoverflow.com/questions/6996764/fastest-way-to-do-horizontal-float-vector-sum-on-x86
- 11. de casteljau implementation and comments
- https://forums.khronos.org/showthread.php/10264-Animations-in-1-4-1-release-notes-revision-A/page2?highlight=bezier
- https://forums.khronos.org/showthread.php/10644-Animation-Bezier-interpolation
- https://forums.khronos.org/showthread.php/10387-2D-Tangents-in-Bezier-Splines?p=34164&viewfull=1#post34164
- https://forums.khronos.org/showthread.php/10651-Animation-TCB-Spline-Interpolation-in-COLLADA?highlight=bezier
- 12. vec2 cross product
- http://allenchou.net/2013/07/cross-product-of-2d-vectors/
- 13. Ken Shoemake's algorithm Implementation and Euler
- Ken Shoemake's algorithm impl. is taken from this repo by permission:
- https://github.com/erich666/GraphicsGems/blob/master/gemsiv/euler_angle
- * -------------------------- GraphicsGems EULA ----------------------------- *
- | http://www.realtimerendering.com/resources/GraphicsGems/ |
- | |
- | EULA: The Graphics Gems code is copyright-protected. In other words, you |
- | cannot claim the text of the code as your own and resell it. Using the |
- | code is permitted in any program, product, or library, non-commercial or |
- | commercial. Giving credit is not required, though is a nice gesture. |
- | The code comes as-is, and if there are any flaws or problems with any Gems |
- | code, nobody involved with Gems - authors, editors, publishers, or |
- | webmasters - are to be held responsible. Basically, don't be a jerk, and |
- | remember that anything free comes with no guarantee. |
- * -------------------------------- END --------------------------------------*/
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