///////////////////////////////////////////////////////////////////////////////////
/// OpenGL Mathematics (glm.g-truc.net)
///
/// Copyright (c) 2005 - 2015 G-Truc Creation (www.g-truc.net)
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/// furnished to do so, subject to the following conditions:
/// 
/// The above copyright notice and this permission notice shall be included in
/// all copies or substantial portions of the Software.
/// 
/// Restrictions:
///		By making use of the Software for military purposes, you choose to make
///		a Bunny unhappy.
/// 
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/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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///
/// @ref gtx_handed_coordinate_space
/// @file glm/gtx/handed_coordinate_space.hpp
/// @date 2005-12-21 / 2011-06-07
/// @author Christophe Riccio
///
/// @see core (dependence)
///
/// @defgroup gtx_handed_coordinate_space GLM_GTX_handed_coordinate_space
/// @ingroup gtx
/// 
/// @brief To know if a set of three basis vectors defines a right or left-handed coordinate system.
/// 
/// <glm/gtx/handed_coordinate_system.hpp> need to be included to use these functionalities.
///////////////////////////////////////////////////////////////////////////////////

#pragma once

// Dependency:
#include "../glm.hpp"

#if(defined(GLM_MESSAGES) && !defined(GLM_EXT_INCLUDED))
#	pragma message("GLM: GLM_GTX_handed_coordinate_space extension included")
#endif

namespace glm
{
	/// @addtogroup gtx_handed_coordinate_space
	/// @{

	//! Return if a trihedron right handed or not.
	//! From GLM_GTX_handed_coordinate_space extension.
	template <typename T, precision P>
	GLM_FUNC_DECL bool rightHanded(
		tvec3<T, P> const & tangent,
		tvec3<T, P> const & binormal,
		tvec3<T, P> const & normal);

	//! Return if a trihedron left handed or not.
	//! From GLM_GTX_handed_coordinate_space extension.
	template <typename T, precision P>
	GLM_FUNC_DECL bool leftHanded(
		tvec3<T, P> const & tangent,
		tvec3<T, P> const & binormal,
		tvec3<T, P> const & normal);

	/// @}
}// namespace glm

#include "handed_coordinate_space.inl"
