From f40d09cb8f712e87691af4912f3630d92d692779 Mon Sep 17 00:00:00 2001 From: untodesu Date: Thu, 11 Dec 2025 15:14:26 +0500 Subject: 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 --- src/core/math/vectors.hh | 43 +++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 43 insertions(+) create mode 100644 src/core/math/vectors.hh (limited to 'src/core/math/vectors.hh') 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 +constexpr static inline const T length2(const glm::vec<2, T>& vector); +template +constexpr static inline const T length2(const glm::vec<3, T>& vector); +template +constexpr static inline const T distance2(const glm::vec<2, T>& vector_a, const glm::vec<2, T>& vector_b); +template +constexpr static inline const T distance2(const glm::vec<3, T>& vector_a, const glm::vec<3, T>& vector_b); +} // namespace math + +template +constexpr static inline const T math::length2(const glm::vec<2, T>& vector) +{ + return (vector.x * vector.x) + (vector.y * vector.y); +} + +template +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 +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 +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); +} -- cgit