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

///////////////////////////////////////////////////////////////////////////////////
/// OpenGL Mathematics (glm.g-truc.net)
///
/// Copyright (c) 2005 – 2015 G-Truc Creation (www.g-truc.net)
/// Permission is hereby granted, free of charge, to any person obtaining a copy
/// of this software and associated documentation files (the “Software”), to deal
/// in the Software without restriction, including without limitation the rights
/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
/// copies of the Software, and to permit persons to whom the Software is
/// furnished to do so, subject to the following conditions:
///
/// The above copyright notice and this permission notice shall be included in
/// all copies or substantial portions of the Software.
///
/// Restrictions:
/// By making use of the Software for military purposes, you choose to make
/// a Bunny unhappy.
///
/// THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
/// THE SOFTWARE.
///
/// @ref core
/// @file glm/detail/func_common.hpp
/// @date 2008-03-08 / 2010-01-26
/// @author Christophe Riccio
///
/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
///
/// @defgroup core_func_common Common functions
/// @ingroup core
///
/// These all operate component-wise. The description is per component.
///////////////////////////////////////////////////////////////////////////////////

#pragma once

#include “setup.hpp”
#include “precision.hpp”
#include “type_int.hpp”
#include “_fixes.hpp”

namespace glm
{
/// @addtogroup core_func_common
/// @{

/// Returns x if x >= 0; otherwise, it returns -x.
///
/// @tparam genType floating-point or signed integer; scalar or vector types.
///
/// @see GLSL abs man page
/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
template
GLM_FUNC_DECL genType abs(genType x);

template class vecType>
GLM_FUNC_DECL vecType abs(vecType const & x);

/// Returns 1.0 if x > 0, 0.0 if x == 0, or -1.0 if x < 0. /// /// @tparam genType Floating-point or signed integer; scalar or vector types. /// /// @see GLSL sign man page
/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
template class vecType>
GLM_FUNC_DECL vecType sign(vecType const & x);

/// Returns a value equal to the nearest integer that is less then or equal to x.
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see GLSL floor man page
/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
template class vecType>
GLM_FUNC_DECL vecType floor(vecType const & x);

/// Returns a value equal to the nearest integer to x
/// whose absolute value is not larger than the absolute value of x.
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see GLSL trunc man page
/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
template class vecType>
GLM_FUNC_DECL vecType trunc(vecType const & x);

/// Returns a value equal to the nearest integer to x.
/// The fraction 0.5 will round in a direction chosen by the
/// implementation, presumably the direction that is fastest.
/// This includes the possibility that round(x) returns the
/// same value as roundEven(x) for all values of x.
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see GLSL round man page
/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
template class vecType>
GLM_FUNC_DECL vecType round(vecType const & x);

/// Returns a value equal to the nearest integer to x.
/// A fractional part of 0.5 will round toward the nearest even
/// integer. (Both 3.5 and 4.5 for x will return 4.0.)
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see GLSL roundEven man page
/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
/// @see New round to even technique
template class vecType>
GLM_FUNC_DECL vecType roundEven(vecType const & x);

/// Returns a value equal to the nearest integer
/// that is greater than or equal to x.
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see GLSL ceil man page
/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
template class vecType>
GLM_FUNC_DECL vecType ceil(vecType const & x);

/// Return x – floor(x).
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see GLSL fract man page
/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
template
GLM_FUNC_DECL genType fract(genType x);

template class vecType>
GLM_FUNC_DECL vecType fract(vecType const & x);

/// Modulus. Returns x – y * floor(x / y)
/// for each component in x using the floating point value y.
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see GLSL mod man page
/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
template
GLM_FUNC_DECL genType mod(genType x, genType y);

template class vecType>
GLM_FUNC_DECL vecType mod(vecType const & x, T y);

template class vecType>
GLM_FUNC_DECL vecType mod(vecType const & x, vecType const & y);

/// Returns the fractional part of x and sets i to the integer
/// part (as a whole number floating point value). Both the
/// return value and the output parameter will have the same
/// sign as x.
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see GLSL modf man page
/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
template
GLM_FUNC_DECL genType modf(genType x, genType & i);

/// Returns y if y < x; otherwise, it returns x. /// /// @tparam genType Floating-point or integer; scalar or vector types. /// /// @see GLSL min man page
/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
template
GLM_FUNC_DECL genType min(genType x, genType y);

template class vecType>
GLM_FUNC_DECL vecType min(vecType const & x, T y);

template class vecType>
GLM_FUNC_DECL vecType min(vecType const & x, vecType const & y);

/// Returns y if x < y; otherwise, it returns x. /// /// @tparam genType Floating-point or integer; scalar or vector types. /// /// @see GLSL max man page
/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
template
GLM_FUNC_DECL genType max(genType x, genType y);

template class vecType>
GLM_FUNC_DECL vecType max(vecType const & x, T y);

template class vecType>
GLM_FUNC_DECL vecType max(vecType const & x, vecType const & y);

/// Returns min(max(x, minVal), maxVal) for each component in x
/// using the floating-point values minVal and maxVal.
///
/// @tparam genType Floating-point or integer; scalar or vector types.
///
/// @see GLSL clamp man page
/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
template
GLM_FUNC_DECL genType clamp(genType x, genType minVal, genType maxVal);

template class vecType>
GLM_FUNC_DECL vecType clamp(vecType const & x, T minVal, T maxVal);

template class vecType>
GLM_FUNC_DECL vecType clamp(vecType const & x, vecType const & minVal, vecType const & maxVal);

/// If genTypeU is a floating scalar or vector:
/// Returns x * (1.0 – a) + y * a, i.e., the linear blend of
/// x and y using the floating-point value a.
/// The value for a is not restricted to the range [0, 1].
///
/// If genTypeU is a boolean scalar or vector:
/// Selects which vector each returned component comes
/// from. For a component of that is false, the
/// corresponding component of x is returned. For a
/// component of a that is true, the corresponding
/// component of y is returned. Components of x and y that
/// are not selected are allowed to be invalid floating point
/// values and will have no effect on the results. Thus, this
/// provides different functionality than
/// genType mix(genType x, genType y, genType(a))
/// where a is a Boolean vector.
///
/// @see
GLSL mix man page
/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
///
/// @param[in] x Value to interpolate.
/// @param[in] y Value to interpolate.
/// @param[in] a Interpolant.
///
/// @tparam genTypeT Floating point scalar or vector.
/// @tparam genTypeU Floating point or boolean scalar or vector. It can’t be a vector if it is the length of genTypeT.
///
/// @code
/// #include
/// …
/// float a;
/// bool b;
/// glm::dvec3 e;
/// glm::dvec3 f;
/// glm::vec4 g;
/// glm::vec4 h;
/// …
/// glm::vec4 r = glm::mix(g, h, a); // Interpolate with a floating-point scalar two vectors.
/// glm::vec4 s = glm::mix(g, h, b); // Teturns g or h;
/// glm::dvec3 t = glm::mix(e, f, a); // Types of the third parameter is not required to match with the first and the second.
/// glm::vec4 u = glm::mix(g, h, r); // Interpolations can be perform per component with a vector for the last parameter.
/// @endcode
template class vecType>
GLM_FUNC_DECL vecType mix(vecType const & x, vecType const & y, vecType const & a);

template class vecType>
GLM_FUNC_DECL vecType mix(vecType const & x, vecType const & y, U a);

template
GLM_FUNC_DECL genTypeT mix(genTypeT x, genTypeT y, genTypeU a);

/// Returns 0.0 if x < edge, otherwise it returns 1.0 for each component of a genType. /// /// @see GLSL step man page
/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
template
GLM_FUNC_DECL genType step(genType edge, genType x);

/// Returns 0.0 if x < edge, otherwise it returns 1.0. /// /// @see GLSL step man page
/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
template