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imGuIZMO.quat/imguizmo_quat/vgMath_config.h

132 lines
5.6 KiB
C++

//------------------------------------------------------------------------------
// Copyright (c) 2018-2025 Michele Morrone
// All rights reserved.
//
// https://michelemorrone.eu - https://brutpitt.com
//
// X: https://x.com/BrutPitt - GitHub: https://github.com/BrutPitt
//
// direct mail: brutpitt(at)gmail.com - me(at)michelemorrone.eu
//
// This software is distributed under the terms of the BSD 2-Clause license
//------------------------------------------------------------------------------
#pragma once
////////////////////////////////////////////////////////////////////////////////
// v g M a t h C O N F I G start
//------------------------------------------------------------------------------
// EXPERIMENTAL ==> NOT FULL TESTED (YET)
//
// uncomment to use DOUBLE precision
// It automatically enable also VGM_USES_TEMPLATE (read below)
// Default ==> SINGLE precision: float
//------------------------------------------------------------------------------
//#define VGM_USES_DOUBLE_PRECISION
//------------------------------------------------------------------------------
// uncomment to use TEMPLATE internal vgMath classes/types
//
// This is if you need to extend the use of different math types in your code
// or for your purposes, there are predefined alias:
// float ==> vec2 / vec3 / vec4 / quat / mat3|mat3x3 / mat4|mat4x4
// and more TEMPLATE (only!) alias:
// double ==> dvec2 / dvec3 / dvec4 / dquat / dmat3|dmat3x3 / dmat4|dmat4x4
// int ==> ivec2 / ivec3 / ivec4
// uint ==> uvec2 / uvec3 / uvec4
// If you select TEMPLATE classes the widget too will use internally them
// with single precision (float)
//
// Default ==> NO template
//------------------------------------------------------------------------------
//#define VGM_USES_TEMPLATE
//------------------------------------------------------------------------------
// uncomment to use "glm" (0.9.9 or higher) library instead of vgMath
// Need to have "glm" installed and in your INCLUDE research compiler path
//
// vgMath is a subset of "glm" and is compatible with glm types and calls
// change only namespace from "vgm" to "glm". It's automatically set by
// including vGizmo.h or vgMath.h or imGuIZMOquat.h
//
// note: affects only virtualGizmo3D / imGuIZMO.quat on which library to use
// internally: vgMath | glm
//
// Default ==> use vgMath
// If you enable GLM use, automatically is enabled also VGM_USES_TEMPLATE
//------------------------------------------------------------------------------
//#define VGIZMO_USES_GLM
//------------------------------------------------------------------------------
// uncomment to avoid vgMath.h add folow line code:
// using namespace vgm | glm; // if (!VGIZMO_USES_GLM | VGIZMO_USES_GLM)
//
// Automatically "using namespace" is added to the end vgMath.h:
// it help to maintain compatibilty between vgMath & glm declaration types,
// but can go in confict with other pre-exist data types in your project
//
// note: this is only if you use vgMath.h in your project, for your data types:
// it have no effect for vGizmo | imGuIZMO internal use
//
// Default ==> vgMath.h add: using namespace vgm | glm;
//------------------------------------------------------------------------------
//#define VGM_DISABLE_AUTO_NAMESPACE
//------------------------------------------------------------------------------
// uncomment to use HLSL name types (in addition!)
//
// It add also the HLSL notation in addition to existing one:
// alias types:
// float ==> float2 / float3 / float4 / quat / float3x3 / float4x4
// and more TEMPLATE (only!) alias:
// double ==> double2 / double3 / double4 / dquat / double3x3 / double4x4
// int ==> int2 / int3 / int4
// uint ==> uint2 / uint3 / uint4
//
// Default ==> NO HLSL alia types defined
//------------------------------------------------------------------------------
//#define VGM_USES_HLSL_TYPES
//------------------------------------------------------------------------------
// uncomment to use Left Handed system default call for specific functions:
//
// lookAt
// perspective
// ortho
// frustrum
//
// They have ALSO independent direct calls adding:
// RH / LH ==> Right Hand / Left Hand
// _ZO / _NO ==> Z-Buffer / depth-Buffer type range [0, 1] / [-1, 1]
//
// Example: perspectiveRH_ZO ==> call "perspective" for Right Handed system and
// using z-Buffer in range [0, 1]
//
// N.B. lookAt have only lookAtRH and lookAtLH direct calls (obviously)
//
// Default ==> Right Handed
//------------------------------------------------------------------------------
//#define VGM_USES_LEFT_HAND_AXES
//------------------------------------------------------------------------------
// uncomment to use Z-Buffer / depth-Buffer range [0, 1] default call for
// specific functions:
//
// perspective
// ortho
// frustrum
//
// They have ALSO independent direct calls adding:
// RH / LH ==> Right Hand / Left Hand
// _ZO / _NO ==> Z-Buffer / depth-Buffer type range [0, 1] / [-1, 1]
//
// Example: orthoLH_NO ==> call "ortho" for Left Handed system and using
// z-Buffer in range [-1, 1]
//
// Default ==> Z-Buffer / depth-Buffer range [-1, 1]
//------------------------------------------------------------------------------
//#define VGM_USES_ZERO_ONE_ZBUFFER
// v g M a t h C O N F I G end
////////////////////////////////////////////////////////////////////////////////