Christophe Riccio 14 年 前
コミット
dd4b416cd5
3 ファイル変更2 行追加39 行削除
  1. 2 2
      glm/gtx/rotate_vector.inl
  2. 0 32
      glm/gtx/vector_angle.inl
  3. 0 5
      test/gtx/gtx_vector_angle.cpp

+ 2 - 2
glm/gtx/rotate_vector.inl

@@ -50,7 +50,7 @@ namespace rotate_vector
 		T const & angle, 
         detail::tvec3<T> const & normal)
 	{
-		return glm::gtx::transform::::rotate(angle, normal) * v;
+		return glm::gtx::transform::rotate(angle, normal) * v;
 	}
 
 	template <typename T>
@@ -141,7 +141,7 @@ namespace rotate_vector
 
 		detail::tvec3<T> RotationAxis = cross(Up, Normal);
 		T Angle = degrees(acos(dot(Normal, Up)));
-		return rotate(Angle, RotationAxis);
+		return glm::gtx::transform::rotate(Angle, RotationAxis);
 	}
 
 }//namespace rotate_vector

+ 0 - 32
glm/gtx/vector_angle.inl

@@ -55,22 +55,6 @@ GLM_FUNC_QUALIFIER valType orientedAngle
 	   return Angle;
 }
 
-//! \todo epsilon is hard coded to 0.01
-template <typename valType>
-GLM_FUNC_QUALIFIER valType orientedAngle
-(
-	detail::tvec4<valType> const & x, 
-	detail::tvec4<valType> const & y
-)
-{
-    valType Angle = degrees(acos(dot(x, y)));
-    detail::tvec4<valType> TransformedVector = glm::gtx::rotate_vector::rotate(y, Angle, glm::core::function::geometric::cross(x, y));
-    if(all(equalEpsilon(x, TransformedVector, valType(0.01))))
-        return -Angle;
-    else
-        return Angle;
-}
-
 template <typename valType>
 GLM_FUNC_QUALIFIER valType orientedAngleFromRef
 (
@@ -103,22 +87,6 @@ GLM_FUNC_QUALIFIER valType orientedAngleFromRef
 		return glm::degrees(Angle);
 }
 
-template <typename valType>
-GLM_FUNC_QUALIFIER valType orientedAngleFromRef
-(
-	detail::tvec4<valType> const & x,
-	detail::tvec4<valType> const & y,
-	detail::tvec3<valType> const & ref
-)
-{
-	valType Angle = glm::acos(glm::dot(x, y));
-
-	if(glm::dot(ref, glm::cross(detail::tvec3<valType>(x), detail::tvec3<valType>(y))) < valType(0))
-		return -glm::degrees(Angle);
-	else
-		return glm::degrees(Angle);
-}
-
 }//namespace vector_angle
 }//namespace gtx
 }//namespace glm

+ 0 - 5
test/gtx/gtx_vector_angle.cpp

@@ -38,11 +38,6 @@ int test_vector_angle_orientedAngle()
 	float AngleD = glm::orientedAngle(glm::vec3(0, 1, 0), glm::normalize(glm::vec3(1, 1, 0)));    
     Error += AngleD == -45.f ? 0 : 1;
     
-	float AngleE = glm::orientedAngle(glm::vec4(1, 0, 0, 0), glm::normalize(glm::vec4(1, 1, 0, 0)));
-    Error += AngleE == 45.f ? 0 : 1;
-	float AngleF = glm::orientedAngle(glm::vec4(0, 1, 0, 0), glm::normalize(glm::vec4(1, 1, 0, 0))); 
-    Error += AngleF == -45.f ? 0 : 1;
-    
     return Error;
 }