///////////////////////////////////////////////////////////////////////////////////
/// OpenGL Mathematics (glm.g-truc.net)
///
/// Copyright (c) 2005 - 2013 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.
///
/// 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/core/type.hpp
/// @date 2008-01-08 / 2011-06-15
/// @author Christophe Riccio
///////////////////////////////////////////////////////////////////////////////////
#ifndef glm_core_type
#define glm_core_type
#include "type_half.hpp"
#include "type_float.hpp"
#include "type_int.hpp"
#include "type_gentype.hpp"
#include "type_vec1.hpp"
#include "type_vec2.hpp"
#include "type_vec3.hpp"
#include "type_vec4.hpp"
#include "type_mat2x2.hpp"
#include "type_mat2x3.hpp"
#include "type_mat2x4.hpp"
#include "type_mat3x2.hpp"
#include "type_mat3x3.hpp"
#include "type_mat3x4.hpp"
#include "type_mat4x2.hpp"
#include "type_mat4x3.hpp"
#include "type_mat4x4.hpp"
namespace glm
{
/// @addtogroup core_types
/// @{
//////////////////////////
// Float definition
#if(defined(GLM_PRECISION_HIGHP_FLOAT))
typedef highp_vec2 vec2;
typedef highp_vec3 vec3;
typedef highp_vec4 vec4;
typedef highp_mat2x2 mat2x2;
typedef highp_mat2x3 mat2x3;
typedef highp_mat2x4 mat2x4;
typedef highp_mat3x2 mat3x2;
typedef highp_mat3x3 mat3x3;
typedef highp_mat3x4 mat3x4;
typedef highp_mat4x2 mat4x2;
typedef highp_mat4x3 mat4x3;
typedef highp_mat4x4 mat4x4;
#elif(defined(GLM_PRECISION_MEDIUMP_FLOAT))
typedef mediump_vec2 vec2;
typedef mediump_vec3 vec3;
typedef mediump_vec4 vec4;
typedef mediump_mat2x2 mat2x2;
typedef mediump_mat2x3 mat2x3;
typedef mediump_mat2x4 mat2x4;
typedef mediump_mat3x2 mat3x2;
typedef mediump_mat3x3 mat3x3;
typedef mediump_mat3x4 mat3x4;
typedef mediump_mat4x2 mat4x2;
typedef mediump_mat4x3 mat4x3;
typedef mediump_mat4x4 mat4x4;
#elif(defined(GLM_PRECISION_LOWP_FLOAT))
typedef lowp_vec2 vec2;
typedef lowp_vec3 vec3;
typedef lowp_vec4 vec4;
typedef lowp_mat2x2 mat2x2;
typedef lowp_mat2x3 mat2x3;
typedef lowp_mat2x4 mat2x4;
typedef lowp_mat3x2 mat3x2;
typedef lowp_mat3x3 mat3x3;
typedef lowp_mat3x4 mat3x4;
typedef lowp_mat4x2 mat4x2;
typedef lowp_mat4x3 mat4x3;
typedef lowp_mat4x4 mat4x4;
#else
/// 2 components vector of floating-point numbers.
///
/// @see GLSL 4.20.8 specification, section 4.1.5 Vectors
typedef mediump_vec2 vec2;
//! 3 components vector of floating-point numbers.
///
/// @see GLSL 4.20.8 specification, section 4.1.5 Vectors
typedef mediump_vec3 vec3;
//! 4 components vector of floating-point numbers.
///
/// @see GLSL 4.20.8 specification, section 4.1.5 Vectors
typedef mediump_vec4 vec4;
//! 2 columns of 2 components matrix of floating-point numbers.
///
/// @see GLSL 4.20.8 specification, section 4.1.6 Matrices
typedef mediump_mat2x2 mat2x2;
//! 2 columns of 3 components matrix of floating-point numbers.
///
/// @see GLSL 4.20.8 specification, section 4.1.6 Matrices
typedef mediump_mat2x3 mat2x3;
//! 2 columns of 4 components matrix of floating-point numbers.
///
/// @see GLSL 4.20.8 specification, section 4.1.6 Matrices
typedef mediump_mat2x4 mat2x4;
//! 3 columns of 2 components matrix of floating-point numbers.
///
/// @see GLSL 4.20.8 specification, section 4.1.6 Matrices
typedef mediump_mat3x2 mat3x2;
//! 3 columns of 3 components matrix of floating-point numbers.
///
/// @see GLSL 4.20.8 specification, section 4.1.6 Matrices
typedef mediump_mat3x3 mat3x3;
//! 3 columns of 4 components matrix of floating-point numbers.
///
/// @see GLSL 4.20.8 specification, section 4.1.6 Matrices
typedef mediump_mat3x4 mat3x4;
//! 4 columns of 2 components matrix of floating-point numbers.
///
/// @see GLSL 4.20.8 specification, section 4.1.6 Matrices
typedef mediump_mat4x2 mat4x2;
//! 4 columns of 3 components matrix of floating-point numbers.
///
/// @see GLSL 4.20.8 specification, section 4.1.6 Matrices
typedef mediump_mat4x3 mat4x3;
//! 4 columns of 4 components matrix of floating-point numbers.
///
/// @see GLSL 4.20.8 specification, section 4.1.6 Matrices
typedef mediump_mat4x4 mat4x4;
#endif//GLM_PRECISION
//! 2 columns of 2 components matrix of floating-point numbers.
///
/// @see GLSL 4.20.8 specification, section 4.1.6 Matrices
typedef mat2x2 mat2;
//! 3 columns of 3 components matrix of floating-point numbers.
///
/// @see GLSL 4.20.8 specification, section 4.1.6 Matrices
typedef mat3x3 mat3;
//! 4 columns of 4 components matrix of floating-point numbers.
///
/// @see GLSL 4.20.8 specification, section 4.1.6 Matrices
typedef mat4x4 mat4;
//////////////////////////
// Signed integer definition
#if(defined(GLM_PRECISION_HIGHP_INT))
typedef highp_ivec2 ivec2;
typedef highp_ivec3 ivec3;
typedef highp_ivec4 ivec4;
#elif(defined(GLM_PRECISION_MEDIUMP_INT))
typedef mediump_ivec2 ivec2;
typedef mediump_ivec3 ivec3;
typedef mediump_ivec4 ivec4;
#elif(defined(GLM_PRECISION_LOWP_INT))
typedef lowp_ivec2 ivec2;
typedef lowp_ivec3 ivec3;
typedef lowp_ivec4 ivec4;
#else
//! 2 components vector of signed integer numbers.
///
/// @see GLSL 4.20.8 specification, section 4.1.5 Vectors
typedef mediump_ivec2 ivec2;
//! 3 components vector of signed integer numbers.
///
/// @see GLSL 4.20.8 specification, section 4.1.5 Vectors
typedef mediump_ivec3 ivec3;
//! 4 components vector of signed integer numbers.
///
/// @see GLSL 4.20.8 specification, section 4.1.5 Vectors
typedef mediump_ivec4 ivec4;
#endif//GLM_PRECISION
//////////////////////////
// Unsigned integer definition
#if(defined(GLM_PRECISION_HIGHP_UINT))
typedef highp_uvec2 uvec2;
typedef highp_uvec3 uvec3;
typedef highp_uvec4 uvec4;
#elif(defined(GLM_PRECISION_MEDIUMP_UINT))
typedef mediump_uvec2 uvec2;
typedef mediump_uvec3 uvec3;
typedef mediump_uvec4 uvec4;
#elif(defined(GLM_PRECISION_LOWP_UINT))
typedef lowp_uvec2 uvec2;
typedef lowp_uvec3 uvec3;
typedef lowp_uvec4 uvec4;
#else
//! 2 components vector of unsigned integer numbers.
///
/// @see GLSL 4.20.8 specification, section 4.1.5 Vectors
typedef mediump_uvec2 uvec2;
//! 3 components vector of unsigned integer numbers.
///
/// @see GLSL 4.20.8 specification, section 4.1.5 Vectors
typedef mediump_uvec3 uvec3;
//! 4 components vector of unsigned integer numbers.
///
/// @see GLSL 4.20.8 specification, section 4.1.5 Vectors
typedef mediump_uvec4 uvec4;
#endif//GLM_PRECISION
//////////////////////////
// Boolean definition
//! 2 components vector of boolean.
///
/// @see GLSL 4.20.8 specification, section 4.1.5 Vectors
typedef detail::tvec2 bvec2;
//! 3 components vector of boolean.
///
/// @see GLSL 4.20.8 specification, section 4.1.5 Vectors
typedef detail::tvec3 bvec3;
//! 4 components vector of boolean.
///
/// @see GLSL 4.20.8 specification, section 4.1.5 Vectors
typedef detail::tvec4 bvec4;
//////////////////////////
// Double definition
//! Vector of 2 double-precision floating-point numbers.
///
/// @see GLSL 4.20.8 specification, section 4.1.5 Vectors
typedef detail::tvec2 dvec2;
//! Vector of 3 double-precision floating-point numbers.
///
/// @see GLSL 4.20.8 specification, section 4.1.5 Vectors
typedef detail::tvec3 dvec3;
//! Vector of 4 double-precision floating-point numbers.
///
/// @see GLSL 4.20.8 specification, section 4.1.5 Vectors
typedef detail::tvec4 dvec4;
//! 2 * 2 matrix of double-precision floating-point numbers.
///
/// @see GLSL 4.20.8 specification, section 4.1.6 Matrices
typedef detail::tmat2x2 dmat2;
//! 3 * 3 matrix of double-precision floating-point numbers.
///
/// @see GLSL 4.20.8 specification, section 4.1.6 Matrices
typedef detail::tmat3x3 dmat3;
//! 4 * 4 matrix of double-precision floating-point numbers.
///
/// @see GLSL 4.20.8 specification, section 4.1.6 Matrices
typedef detail::tmat4x4 dmat4;
//! 2 * 2 matrix of double-precision floating-point numbers.
///
/// @see GLSL 4.20.8 specification, section 4.1.6 Matrices
typedef detail::tmat2x2 dmat2x2;
//! 2 * 3 matrix of double-precision floating-point numbers.
///
/// @see GLSL 4.20.8 specification, section 4.1.6 Matrices
typedef detail::tmat2x3 dmat2x3;
//! 2 * 4 matrix of double-precision floating-point numbers.
///
/// @see GLSL 4.20.8 specification, section 4.1.6 Matrices
typedef detail::tmat2x4 dmat2x4;
//! 3 * 2 matrix of double-precision floating-point numbers.
///
/// @see GLSL 4.20.8 specification, section 4.1.6 Matrices
typedef detail::tmat3x2 dmat3x2;
//! 3 * 3 matrix of double-precision floating-point numbers.
///
/// @see GLSL 4.20.8 specification, section 4.1.6 Matrices
typedef detail::tmat3x3 dmat3x3;
//! 3 * 4 matrix of double-precision floating-point numbers.
///
/// @see GLSL 4.20.8 specification, section 4.1.6 Matrices
typedef detail::tmat3x4 dmat3x4;
//! 4 * 2 matrix of double-precision floating-point numbers.
///
/// @see GLSL 4.20.8 specification, section 4.1.6 Matrices
typedef detail::tmat4x2 dmat4x2;
//! 4 * 3 matrix of double-precision floating-point numbers.
///
/// @see GLSL 4.20.8 specification, section 4.1.6 Matrices
typedef detail::tmat4x3 dmat4x3;
//! 4 * 4 matrix of double-precision floating-point numbers.
///
/// @see GLSL 4.20.8 specification, section 4.1.6 Matrices
typedef detail::tmat4x4 dmat4x4;
/// @}
}//namespace glm
#endif//glm_core_type