GRK_game_scene/dependencies/glm/gtx/norm.inl

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2023-01-21 20:37:04 +01:00
/// @ref gtx_norm
/// @file glm/gtx/norm.inl
#include "../detail/precision.hpp"
namespace glm{
namespace detail
{
template <template <typename, precision> class vecType, typename T, precision P, bool Aligned>
struct compute_length2
{
GLM_FUNC_QUALIFIER static T call(vecType<T, P> const & v)
{
return dot(v, v);
}
};
}//namespace detail
template <typename genType>
GLM_FUNC_QUALIFIER genType length2(genType x)
{
GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, "'length2' accepts only floating-point inputs");
return x * x;
}
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER T length2(vecType<T, P> const & v)
{
GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'length2' accepts only floating-point inputs");
return detail::compute_length2<vecType, T, P, detail::is_aligned<P>::value>::call(v);
}
template <typename T>
GLM_FUNC_QUALIFIER T distance2(T p0, T p1)
{
GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'distance2' accepts only floating-point inputs");
return length2(p1 - p0);
}
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER T distance2(vecType<T, P> const & p0, vecType<T, P> const & p1)
{
GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'distance2' accepts only floating-point inputs");
return length2(p1 - p0);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER T l1Norm
(
tvec3<T, P> const & a,
tvec3<T, P> const & b
)
{
return abs(b.x - a.x) + abs(b.y - a.y) + abs(b.z - a.z);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER T l1Norm
(
tvec3<T, P> const & v
)
{
return abs(v.x) + abs(v.y) + abs(v.z);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER T l2Norm
(
tvec3<T, P> const & a,
tvec3<T, P> const & b
)
{
return length(b - a);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER T l2Norm
(
tvec3<T, P> const & v
)
{
return length(v);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER T lxNorm
(
tvec3<T, P> const & x,
tvec3<T, P> const & y,
unsigned int Depth
)
{
return pow(pow(y.x - x.x, T(Depth)) + pow(y.y - x.y, T(Depth)) + pow(y.z - x.z, T(Depth)), T(1) / T(Depth));
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER T lxNorm
(
tvec3<T, P> const & v,
unsigned int Depth
)
{
return pow(pow(v.x, T(Depth)) + pow(v.y, T(Depth)) + pow(v.z, T(Depth)), T(1) / T(Depth));
}
}//namespace glm