CS计算机代考程序代写 ///////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////////
/// OpenGL Mathematics (glm.g-truc.net)
///
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/// @ref gtx_polar_coordinates
/// @file glm/gtx/polar_coordinates.hpp
/// @date 2007-03-06 / 2011-06-07
/// @author Christophe Riccio
///
/// @see core (dependence)
///
/// @defgroup gtx_polar_coordinates GLM_GTX_polar_coordinates
/// @ingroup gtx
///
/// @brief Conversion from Euclidean space to polar space and revert.
///
/// need to be included to use these functionalities.
///////////////////////////////////////////////////////////////////////////////////

#pragma once

// Dependency:
#include “../glm.hpp”

#if(defined(GLM_MESSAGES) && !defined(GLM_EXT_INCLUDED))
# pragma message(“GLM: GLM_GTX_polar_coordinates extension included”)
#endif

namespace glm
{
/// @addtogroup gtx_polar_coordinates
/// @{

/// Convert Euclidean to Polar coordinates, x is the xz distance, y, the latitude and z the longitude.
///
/// @see gtx_polar_coordinates
template
GLM_FUNC_DECL tvec3 polar(
tvec3 const & euclidean);

/// Convert Polar to Euclidean coordinates.
///
/// @see gtx_polar_coordinates
template
GLM_FUNC_DECL tvec3 euclidean(
tvec2 const & polar);

/// @}
}//namespace glm

#include “polar_coordinates.inl”