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| author | untodesu <kirill@untode.su> | 2025-09-11 15:48:53 +0500 |
|---|---|---|
| committer | untodesu <kirill@untode.su> | 2025-09-11 15:48:53 +0500 |
| commit | d0fbd68055e3f4a796330cc8acc6c0954b5327ff (patch) | |
| tree | e581014ea02711efa5e71f00f9862e5bca58f2ed /core/math/vectors.hh | |
| parent | cbd823aa2154a956e7da4319eecbf7afc10441ae (diff) | |
| download | voxelius-d0fbd68055e3f4a796330cc8acc6c0954b5327ff.tar.bz2 voxelius-d0fbd68055e3f4a796330cc8acc6c0954b5327ff.zip | |
Run clang-format across the project
Diffstat (limited to 'core/math/vectors.hh')
| -rw-r--r-- | core/math/vectors.hh | 86 |
1 files changed, 43 insertions, 43 deletions
diff --git a/core/math/vectors.hh b/core/math/vectors.hh index 73c9ab0..9b9e762 100644 --- a/core/math/vectors.hh +++ b/core/math/vectors.hh @@ -1,43 +1,43 @@ -#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); -} +#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);
+}
|
