#include <algorithm>
#include <limits>
#include <glm/glm.hpp>
+#include <glm/gtx/component_wise.hpp>
+#include <glm/gtx/norm.hpp>
namespace blank {
-inline float length_squared(const glm::vec3 &v) noexcept {
- return dot(v, v);
-}
-
-inline float distance_squared(const glm::vec3 &a, const glm::vec3 &b) noexcept {
- return length_squared(a - b);
-}
-
-inline float distance(const glm::vec3 &a, const glm::vec3 &b) noexcept {
- return length(a - b);
-}
-
template <class T>
inline bool iszero(const T &v) noexcept {
- return length_squared(v) < std::numeric_limits<typename T::value_type>::epsilon();
+ return length2(v) < std::numeric_limits<typename T::value_type>::epsilon();
+}
+
+template<class Vec>
+inline void limit(Vec &v, float max) noexcept {
+ float len2 = length2(v);
+ float max2 = max * max;
+ if (len2 > max2) {
+ v = normalize(v) * max;
+ }
}
template<class T>
T manhattan_distance(const glm::tvec3<T> &a, const glm::tvec3<T> &b) noexcept {
- glm::tvec3<T> diff(abs(a - b));
- return diff.x + diff.y + diff.z;
+ return compAdd(abs(a - b));
}
template<class T>
T manhattan_radius(const glm::tvec3<T> &v) noexcept {
- glm::tvec3<T> a(abs(v));
- return std::max(a.x, std::max(a.y, a.z));
+ return compMax(abs(v));
}
}