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+///////////////////////////////////////////////////////////////////////////////////
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+/// OpenGL Mathematics (glm.g-truc.net)
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+///
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+/// Copyright (c) 2005 - 2014 G-Truc Creation (www.g-truc.net)
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+/// Permission is hereby granted, free of charge, to any person obtaining a copy
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+/// of this software and associated documentation files (the "Software"), to deal
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+/// in the Software without restriction, including without limitation the rights
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+/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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+/// copies of the Software, and to permit persons to whom the Software is
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+/// furnished to do so, subject to the following conditions:
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+///
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+/// The above copyright notice and this permission notice shall be included in
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+/// all copies or substantial portions of the Software.
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+///
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+/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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+/// THE SOFTWARE.
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+///
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+/// @ref gtx
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+/// @file glm/gtx/scalar_multiplication.hpp
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+/// @date 2014-09-22 / 2014-09-22
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+/// @author Joshua Moerman
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+///
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+/// @brief Enables scalar multiplication for all types
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+///
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+/// Since GLSL is very strict about types, the following (often used) combinations do not work:
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+/// double * vec4
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+/// int * vec4
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+/// vec4 / int
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+/// So we'll fix that! Of course "float * vec4" should remain the same (hence the enable_if magic)
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+///
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+///////////////////////////////////////////////////////////////////////////////////
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+
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+#pragma once
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+
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+#include "../vec2.hpp"
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+#include "../vec3.hpp"
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+#include "../vec4.hpp"
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+#include "../mat2x2.hpp"
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+#include <type_traits>
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+
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+namespace glm{
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+namespace detail
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+{
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+ template <typename T, typename Vec>
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+ using return_type_scalar_multiplication = typename std::enable_if<
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+ !std::is_same<T, float>::value // T may not be a float
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+ && std::is_arithmetic<T>::value, Vec // But it may be an int or double (no vec3 or mat3, ...)
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+ >::type;
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+
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+#define GLM_IMPLEMENT_SCAL_MULT(Vec) \
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+ template <typename T> \
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+ return_type_scalar_multiplication<T, Vec> \
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+ operator*(T const & s, Vec rh){ \
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+ return rh *= static_cast<float>(s); \
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+ } \
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+ \
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+ template <typename T> \
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+ return_type_scalar_multiplication<T, Vec> \
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+ operator*(Vec lh, T const & s){ \
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+ return lh *= static_cast<float>(s); \
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+ } \
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+ \
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+ template <typename T> \
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+ return_type_scalar_multiplication<T, Vec> \
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+ operator/(Vec lh, T const & s){ \
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+ return lh *= 1.0f / s; \
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+ }
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+
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+GLM_IMPLEMENT_SCAL_MULT(vec2)
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+GLM_IMPLEMENT_SCAL_MULT(vec3)
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+GLM_IMPLEMENT_SCAL_MULT(vec4)
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+
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+GLM_IMPLEMENT_SCAL_MULT(mat2)
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+GLM_IMPLEMENT_SCAL_MULT(mat2x3)
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+GLM_IMPLEMENT_SCAL_MULT(mat2x4)
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+GLM_IMPLEMENT_SCAL_MULT(mat3x2)
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+GLM_IMPLEMENT_SCAL_MULT(mat3)
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+GLM_IMPLEMENT_SCAL_MULT(mat3x4)
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+GLM_IMPLEMENT_SCAL_MULT(mat4x2)
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+GLM_IMPLEMENT_SCAL_MULT(mat4x3)
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+GLM_IMPLEMENT_SCAL_MULT(mat4)
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+
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+#undef GLM_IMPLEMENT_SCAL_MULT
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+
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+} // namespace detail
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+} // namespace glm
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