1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
|
#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
|