/// @ref gtx_norm /// @file glm/gtx/norm.inl #include "../detail/precision.hpp" namespace glm{ namespace detail { template class vecType, length_t L, typename T, precision P, bool Aligned> struct compute_length2 { GLM_FUNC_QUALIFIER static T call(vecType const & v) { return dot(v, v); } }; }//namespace detail template GLM_FUNC_QUALIFIER genType length2(genType x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'length2' accepts only floating-point inputs"); return x * x; } template class vecType> GLM_FUNC_QUALIFIER T length2(vecType const & v) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'length2' accepts only floating-point inputs"); return detail::compute_length2::value>::call(v); } template GLM_FUNC_QUALIFIER T distance2(T p0, T p1) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'distance2' accepts only floating-point inputs"); return length2(p1 - p0); } template class vecType> GLM_FUNC_QUALIFIER T distance2(vecType const & p0, vecType const & p1) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'distance2' accepts only floating-point inputs"); return length2(p1 - p0); } template GLM_FUNC_QUALIFIER T l1Norm ( vec<3, T, P> const & a, vec<3, T, P> const & b ) { return abs(b.x - a.x) + abs(b.y - a.y) + abs(b.z - a.z); } template GLM_FUNC_QUALIFIER T l1Norm ( vec<3, T, P> const & v ) { return abs(v.x) + abs(v.y) + abs(v.z); } template GLM_FUNC_QUALIFIER T l2Norm ( vec<3, T, P> const & a, vec<3, T, P> const & b ) { return length(b - a); } template GLM_FUNC_QUALIFIER T l2Norm ( vec<3, T, P> const & v ) { return length(v); } template GLM_FUNC_QUALIFIER T lxNorm ( vec<3, T, P> const & x, vec<3, 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 GLM_FUNC_QUALIFIER T lxNorm ( vec<3, 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