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authoruntodesu <kirill@untode.su>2025-07-01 03:08:39 +0500
committeruntodesu <kirill@untode.su>2025-07-01 03:08:39 +0500
commit458e0005690ea9d579588a0a12368fc2c2c9a93a (patch)
tree588a9ca6cb3c76d9193b5bd4601d64f0e50e8c8c /core/math/vectors.hh
parentc7b0c8e0286a1b2bb7ec55e579137dfc3b22eeb9 (diff)
downloadvoxelius-458e0005690ea9d579588a0a12368fc2c2c9a93a.tar.bz2
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I hyper-focued on refactoring again
- I put a cool-sounding "we are number one" remix on repeat and straight up grinded the entire repository to a better state until 03:09 AM. I guess I have something wrong in my brain that makes me do this shit
Diffstat (limited to 'core/math/vectors.hh')
-rw-r--r--core/math/vectors.hh47
1 files changed, 47 insertions, 0 deletions
diff --git a/core/math/vectors.hh b/core/math/vectors.hh
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+++ b/core/math/vectors.hh
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+#ifndef CORE_MATH_VECTORS_HH
+#define CORE_MATH_VECTORS_HH 1
+#pragma once
+
+#include "core/math/concepts.hh"
+
+// core/vectors.hh - because NO ONE would POSSIBLY
+// need integer-based distance calculations in a
+// game about voxels. That would be INSANE! :D
+
+namespace math
+{
+template<math::Arithmetic T>
+constexpr static inline const T length2(const glm::vec<2, T>& vector);
+template<math::Arithmetic T>
+constexpr static inline const T length2(const glm::vec<3, T>& vector);
+template<math::Arithmetic T>
+constexpr static inline const T distance2(const glm::vec<2, T>& vector_a, const glm::vec<2, T>& vector_b);
+template<math::Arithmetic T>
+constexpr static inline const T distance2(const glm::vec<3, T>& vector_a, const glm::vec<3, T>& vector_b);
+} // namespace math
+
+template<math::Arithmetic T>
+constexpr static inline const T math::length2(const glm::vec<2, T>& vector)
+{
+ return (vector.x * vector.x) + (vector.y * vector.y);
+}
+
+template<math::Arithmetic T>
+constexpr static inline const T math::length2(const glm::vec<3, T>& vector)
+{
+ return (vector.x * vector.x) + (vector.y * vector.y) + (vector.z * vector.z);
+}
+
+template<math::Arithmetic T>
+constexpr static inline const T math::distance2(const glm::vec<2, T>& vector_a, const glm::vec<2, T>& vector_b)
+{
+ return math::length2(vector_a - vector_b);
+}
+
+template<math::Arithmetic T>
+constexpr static inline const T math::distance2(const glm::vec<3, T>& vector_a, const glm::vec<3, T>& vector_b)
+{
+ return math::length2(vector_a - vector_b);
+}
+
+#endif // CORE_MATH_VECTORS_HH