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///////////////////////////////////////////////////////////////////////////////////////////////////
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// OpenGL Mathematics Copyright (c) 2005 - 2014 G-Truc Creation (www.g-truc.net)
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Created : 2005-12-21
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// Updated : 2009-02-19
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// Licence : This source is under MIT License
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// File : glm/gtx/handed_coordinate_space.inl
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///////////////////////////////////////////////////////////////////////////////////////////////////
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namespace glm
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{
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template <typename T, precision P>
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inline bool rightHanded
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(
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detail::tvec3<T, P> const & tangent,
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detail::tvec3<T, P> const & binormal,
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detail::tvec3<T, P> const & normal
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)
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{
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return dot(cross(normal, tangent), binormal) > T(0);
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}
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template <typename T, precision P>
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inline bool leftHanded
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2016-06-15 19:16:27 +02:00
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(
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detail::tvec3<T, P> const & tangent,
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detail::tvec3<T, P> const & binormal,
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detail::tvec3<T, P> const & normal
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)
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{
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return dot(cross(normal, tangent), binormal) < T(0);
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}
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}//namespace glm
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