Common Functions
norm
// file 05_vec/vec3/vec3.hpp
float norm(vec3 p);
// file 04_grid_container/matrix_stack/matrix_stack.hpp
T norm(matrix_stack<T,N1,N2> m);
// file 02_numarray/numarray_stack/implementation/numarray_stack.hpp
T norm(numarray_stack<T, N> v);
normalize
// file 09_geometric_transformation/quaternion/quaternion.hpp
quaternion normalize(quaternion q);
// file 02_numarray/numarray_stack/implementation/numarray_stack.hpp
numarray_stack<T, N> normalize(numarray_stack<T, N> v);
// file 02_numarray/numarray_stack/implementation/numarray_stack.hpp
numarray_stack<T, N> normalize(numarray_stack<T, N> v, numarray_stack<T, N> default_zero_norm);
dot
// file 05_vec/vec3/vec3.hpp
float dot(vec3 a, vec3 b);
// file 02_numarray/numarray_stack/implementation/numarray_stack.hpp
T dot(numarray_stack<T, N> a, numarray_stack<T, N> b);
draw
// file 16_drawable/triangles_drawable/triangles_drawable.hpp
void draw(triangles_drawable drawable, environment_generic_structure environment = environment_generic_structure(), uniform_generic_structure additional_uniforms = uniform_generic_structure());
// file 16_drawable/special_drawable/skybox_drawable/skybox_drawable.hpp
void draw(skybox_drawable drawable, environment_generic_structure environment = environment_generic_structure());
// file 16_drawable/special_drawable/trajectory_drawable/trajectory_drawable.hpp
void draw(trajectory_drawable drawable, environment_generic_structure environment);
// file 16_drawable/mesh_drawable/mesh_drawable.hpp
void draw(mesh_drawable drawable, environment_generic_structure environment = environment_generic_structure(), int instance_count=1, bool expected_uniforms=true, uniform_generic_structure additional_uniforms = uniform_generic_structure(), GLenum draw_mode=GL_TRIANGLES);
// file 16_drawable/curve_drawable/curve_drawable.hpp
void draw(curve_drawable drawable, environment_generic_structure environment, int N_points=-1);
// file 16_drawable/curve_drawable_dynamic_extend/curve_drawable_dynamic_extend.hpp
void draw(curve_drawable_dynamic_extend drawable, environment_generic_structure environment);
// file 16_drawable/hierarchy_mesh_drawable/hierarchy_mesh_drawable.hpp
void draw(hierarchy_mesh_drawable drawable, environment_generic_structure environment = environment_generic_structure(), int instance_count=1, bool expected_uniforms=true, uniform_generic_structure additional_uniforms = uniform_generic_structure());
cross
// file 05_vec/vec3/vec3.hpp
vec3 cross(vec3 a, vec3 b);
inverse
// file 09_geometric_transformation/rotation_transform/rotation_transform.hpp
rotation_transform inverse(rotation_transform r);
// file 09_geometric_transformation/frame/frame.hpp
frame inverse(frame f);
// file 09_geometric_transformation/affine/affine/affine.hpp
affine inverse(affine T);
// file 09_geometric_transformation/affine/affine_rt/affine_rt.hpp
affine_rt inverse(affine_rt T);
// file 09_geometric_transformation/affine/affine_rts/affine_rts.hpp
affine_rts inverse(affine_rts T);
// file 09_geometric_transformation/quaternion/quaternion.hpp
quaternion inverse(quaternion q);
// file 06_mat/functions/mat_functions.hpp
mat2 inverse(mat2 m);
// file 06_mat/functions/mat_functions.hpp
mat3 inverse(mat3 m);
// file 06_mat/functions/mat_functions.hpp
mat4 inverse(mat4 m);
transpose
// file 04_grid_container/matrix_stack/matrix_stack.hpp
matrix_stack<T, N2, N1> transpose(matrix_stack<T, N1, N2> m);
rotation_axis_angle
// file 09_geometric_transformation/rotation_transform/rotation_transform.hpp
rotation_transform rotation_axis_angle(vec3 axis, float angle);
// File 13_opengl/uniform/uniform.hpp
// file 13_opengl/uniform/uniform.hpp
void opengl_uniform(opengl_shader_structure shader, std::string name, int value, bool expected = true);
// file 13_opengl/uniform/uniform.hpp
void opengl_uniform(opengl_shader_structure shader, std::string name, GLuint value, bool expected = true);
// file 13_opengl/uniform/uniform.hpp
void opengl_uniform(opengl_shader_structure shader, std::string name, float value, bool expected = true);
// file 13_opengl/uniform/uniform.hpp
void opengl_uniform(opengl_shader_structure shader, std::string name, vec2 value, bool expected = true);
// file 13_opengl/uniform/uniform.hpp
void opengl_uniform(opengl_shader_structure shader, std::string name, vec3 value, bool expected = true);
// file 13_opengl/uniform/uniform.hpp
void opengl_uniform(opengl_shader_structure shader, std::string name, vec4 value, bool expected = true);
// file 13_opengl/uniform/uniform.hpp
void opengl_uniform(opengl_shader_structure shader, std::string name, float x, float y, bool expected = true);
// file 13_opengl/uniform/uniform.hpp
void opengl_uniform(opengl_shader_structure shader, std::string name, float x, float y, float z, bool expected = true);
// file 13_opengl/uniform/uniform.hpp
void opengl_uniform(opengl_shader_structure shader, std::string name, float x, float y, float z, float w, bool expected = true);
// file 13_opengl/uniform/uniform.hpp
void opengl_uniform(opengl_shader_structure shader, std::string name, mat4 m, bool expected = true);
// file 13_opengl/uniform/uniform.hpp
void opengl_uniform(opengl_shader_structure shader, std::string name, mat3 m, bool expected = true);
// file 13_opengl/uniform/uniform.hpp
void opengl_uniform(opengl_shader_structure shader, std::string name, mat2 m, bool expected = true);