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authoruntodesu <kirill@untode.su>2025-09-11 15:48:53 +0500
committeruntodesu <kirill@untode.su>2025-09-11 15:48:53 +0500
commitd0fbd68055e3f4a796330cc8acc6c0954b5327ff (patch)
treee581014ea02711efa5e71f00f9862e5bca58f2ed /core/math/vectors.hh
parentcbd823aa2154a956e7da4319eecbf7afc10441ae (diff)
downloadvoxelius-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.hh86
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);
+}