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);

opengl_uniform

// 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);