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@@ -94,7 +94,7 @@ quaternion_cross :: proc(q1, q2: $Q) -> (q3: Q) where IS_QUATERNION(Q) {
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vector_cross :: proc{scalar_cross, vector_cross2, vector_cross3}
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vector_cross :: proc{scalar_cross, vector_cross2, vector_cross3}
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cross :: proc{scalar_cross, vector_cross2, vector_cross3, quaternion_cross}
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cross :: proc{scalar_cross, vector_cross2, vector_cross3, quaternion_cross}
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-vector_normalize :: proc(v: $T/[$N]$E) -> T where IS_NUMERIC(E) {
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+vector_normalize :: proc(v: $T/[$N]$E) -> T where IS_FLOAT(E) {
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return v / length(v)
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return v / length(v)
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}
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}
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quaternion_normalize :: proc(q: $Q) -> Q where IS_QUATERNION(Q) {
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quaternion_normalize :: proc(q: $Q) -> Q where IS_QUATERNION(Q) {
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@@ -102,7 +102,7 @@ quaternion_normalize :: proc(q: $Q) -> Q where IS_QUATERNION(Q) {
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}
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}
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normalize :: proc{vector_normalize, quaternion_normalize}
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normalize :: proc{vector_normalize, quaternion_normalize}
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-vector_normalize0 :: proc(v: $T/[$N]$E) -> T where IS_NUMERIC(E) {
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+vector_normalize0 :: proc(v: $T/[$N]$E) -> T where IS_FLOAT(E) {
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m := length(v)
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m := length(v)
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return 0 if m == 0 else v/m
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return 0 if m == 0 else v/m
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}
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}
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@@ -113,7 +113,7 @@ quaternion_normalize0 :: proc(q: $Q) -> Q where IS_QUATERNION(Q) {
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normalize0 :: proc{vector_normalize0, quaternion_normalize0}
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normalize0 :: proc{vector_normalize0, quaternion_normalize0}
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-vector_length :: proc(v: $T/[$N]$E) -> E where IS_NUMERIC(E) {
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+vector_length :: proc(v: $T/[$N]$E) -> E where IS_FLOAT(E) {
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return math.sqrt(dot(v, v))
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return math.sqrt(dot(v, v))
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}
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}
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