Polyphase Game Engine
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Maths.h File Reference
#include <stdint.h>
#include <glm/glm.hpp>
#include <glm/gtx/transform.hpp>
#include <glm/gtx/quaternion.hpp>
#include <glm/gtx/rotate_vector.hpp>
#include <glm/gtx/matrix_decompose.hpp>
#include <glm/gtx/matrix_transform_2d.hpp>
#include <glm/gtx/vector_angle.hpp>
#include <glm/gtx/euler_angles.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <vector>

Go to the source code of this file.

Classes

class  Maths
 

Macros

#define GLM_FORCE_DEPTH_ZERO_TO_ONE   1
 
#define PI   3.14159265359f
 
#define DEGREES_TO_RADIANS   (PI / 180)
 
#define RADIANS_TO_DEGREES   (180 / PI)
 

Functions

template<>
glm::vec2 Maths::RandRange< glm::vec2 > (glm::vec2 min, glm::vec2 max)
 
template<>
glm::vec3 Maths::RandRange< glm::vec3 > (glm::vec3 min, glm::vec3 max)
 
template<>
glm::vec4 Maths::RandRange< glm::vec4 > (glm::vec4 min, glm::vec4 max)
 

Macro Definition Documentation

◆ DEGREES_TO_RADIANS

#define DEGREES_TO_RADIANS   (PI / 180)

◆ GLM_FORCE_DEPTH_ZERO_TO_ONE

#define GLM_FORCE_DEPTH_ZERO_TO_ONE   1

◆ PI

#define PI   3.14159265359f

◆ RADIANS_TO_DEGREES

#define RADIANS_TO_DEGREES   (180 / PI)

Function Documentation

◆ Maths::RandRange< glm::vec2 >()

template<>
glm::vec2 Maths::RandRange< glm::vec2 > ( glm::vec2  min,
glm::vec2  max 
)

◆ Maths::RandRange< glm::vec3 >()

template<>
glm::vec3 Maths::RandRange< glm::vec3 > ( glm::vec3  min,
glm::vec3  max 
)

◆ Maths::RandRange< glm::vec4 >()

template<>
glm::vec4 Maths::RandRange< glm::vec4 > ( glm::vec4  min,
glm::vec4  max 
)