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| author | untodesu <kirill@untode.su> | 2025-12-11 15:14:26 +0500 |
|---|---|---|
| committer | untodesu <kirill@untode.su> | 2025-12-11 15:14:26 +0500 |
| commit | f40d09cb8f712e87691af4912f3630d92d692779 (patch) | |
| tree | 7ac3a4168ff722689372fd489c6f94d0a2546e8f /src/core/math/vectors.hh | |
| parent | 8bcbd2729388edc63c82d77d314b583af1447c49 (diff) | |
| download | voxelius-f40d09cb8f712e87691af4912f3630d92d692779.tar.bz2 voxelius-f40d09cb8f712e87691af4912f3630d92d692779.zip | |
Shuffle stuff around
- Use the new and improved hierarchy I figured out when making Prospero chat
- Re-add NSIS scripts, again from Prospero
- Update most build and utility scripts with their most recent versions
Diffstat (limited to 'src/core/math/vectors.hh')
| -rw-r--r-- | src/core/math/vectors.hh | 43 |
1 files changed, 43 insertions, 0 deletions
diff --git a/src/core/math/vectors.hh b/src/core/math/vectors.hh new file mode 100644 index 0000000..bc11dd0 --- /dev/null +++ b/src/core/math/vectors.hh @@ -0,0 +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); +} |
