Adding code x2
This commit is contained in:
@@ -4,11 +4,8 @@
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#include <cstdlib>
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#include <algorithm>
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#include <functional>
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// TODO: Make GLM redundant, and remove it thereafter.
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// TODO: SIMD operations for fast math (parallelization!!)
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namespace Math
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{
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const float Pi = M_PI;
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@@ -1,8 +1,10 @@
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//
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// Created by josh on 12/25/2023.
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//
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#pragma once
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#ifndef J3ML_ANGLE2D_H
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#define J3ML_ANGLE2D_H
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#include <J3ML/LinearAlgebra.h>
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#endif //J3ML_ANGLE2D_H
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namespace LinearAlgebra {
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class Angle2D {
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public:
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};
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}
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@@ -1,5 +1,7 @@
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#pragma once
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#include <J3ML/LinearAlgebra.h>
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#include <J3ML/LinearAlgebra/Vector3.h>
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namespace LinearAlgebra
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{
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@@ -1,5 +1,7 @@
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#pragma once
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#include <J3ML/LinearAlgebra.h>
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namespace LinearAlgebra
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{
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/// The CFrame is fundamentally 4 vectors (position, forward, right, up vector)
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@@ -1,5 +1,6 @@
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#pragma once
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#include <J3ML/LinearAlgebra.h>
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#include <J3ML/LinearAlgebra/Vector2.h>
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namespace LinearAlgebra {
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@@ -1,6 +1,9 @@
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#pragma once
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#include <J3ML/LinearAlgebra.h>
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#include <J3ML/LinearAlgebra/Vector2.h>
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#include <J3ML/LinearAlgebra/Vector3.h>
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#include <J3ML/LinearAlgebra/Quaternion.h>
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namespace LinearAlgebra {
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/// A 3-by-3 matrix for linear transformations of 3D geometry.
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@@ -1,5 +1,8 @@
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#pragma once
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#include <J3ML/LinearAlgebra.h>
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namespace LinearAlgebra {
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/// A 4-by-4 matrix for affine transformations and perspective projections of 3D geometry.
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@@ -1,15 +1,16 @@
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#pragma once
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#include <J3ML/LinearAlgebra.h>
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namespace LinearAlgebra
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{
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class Quaternion : public Vector4
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class Quaternion
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{
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public:
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Quaternion() {}
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Quaternion();
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Quaternion(const Quaternion& rhs) = default;
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explicit Quaternion(Matrix3x3& rotationMtrx) {}
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explicit Quaternion(Matrix4x4& rotationMtrx) {}
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explicit Quaternion(const Matrix3x3& rotationMtrx);
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explicit Quaternion(const Matrix4x4& rotationMtrx);
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// @note The input data is not normalized after construction, this has to be done manually.
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Quaternion(float x, float y, float z, float w);
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// Constructs this quaternion by specifying a rotation axis and the amount of rotation to be performed about that axis
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@@ -20,47 +21,23 @@ namespace LinearAlgebra
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Quaternion Inverse() const;
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//void Normalize();
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Quaternion Normalize() const;
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Vector3 GetWorldX() const { return Transform(1.f, 0.f, 0.f); }
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Vector3 GetWorldY() const { return Transform(0.f, 1.f, 0.f); }
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Vector3 GetWorldZ() const { return Transform(0.f, 0.f, 1.f); }
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Vector3 GetWorldX() const;
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Vector3 GetWorldY() const;
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Vector3 GetWorldZ() const;
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Matrix3x3 ToMatrix3x3() const;
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Vector3 Transform(const Vector3& vec) const
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{
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Matrix3x3 mat = this->ToMatrix3x3();
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return mat * vec;
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}
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Vector3 Transform(float X, float Y, float Z) const
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{
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return Transform(Vector3{X, Y, Z});
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}
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Vector3 Transform(const Vector3& vec) const;
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Vector3 Transform(float X, float Y, float Z) const;
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// Note: We only transform the x,y,z components of 4D vectors, w is left untouched
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Vector4 Transform(const Vector4& vec) const
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{
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return Vector4(Transform(vec.x, vec.y, vec.z), vec.w);
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}
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Vector4 Transform(float X, float Y, float Z, float W) const
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{
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return Transform(Vector4(X, Y, Z, W));
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}
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Vector4 Transform(const Vector4& vec) const;
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Vector4 Transform(float X, float Y, float Z, float W) const;
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Quaternion GetInverse() const;
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Quaternion Lerp(const Quaternion& b, float t) const
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{
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float angle = this->dot(b);
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if (angle >= 0.f) // Make sure we rotate the shorter arc
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return (*this * (1.f - t) + b * t).Normalize();
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else
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return (*this * (t - 1.f) + b * t).Normalize();
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}
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Quaternion Lerp(const Quaternion& b, float t) const;
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Quaternion Slerp(const Quaternion& target) const;
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void SetFromAxisAngle(const Vector3& axis, float angle)
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{
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float sinz, cosz;
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}
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void SetFromAxisAngle(const Vector3& axis, float angle);
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void SetFromAxisAngle(const Vector4& axis, float angle)
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{
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@@ -75,10 +52,7 @@ namespace LinearAlgebra
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// The rotation q2 is applied first before q1.
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Quaternion operator * (const Quaternion& rhs) const;
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Quaternion operator * (float scalar) const
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{
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return Quaternion(x * scalar, y * scalar, z * scalar, w * scalar);
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}
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Quaternion operator * (float scalar) const;
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// Transforms the given vector by this Quaternion.
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Vector3 operator * (const Vector3& rhs) const;
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@@ -87,7 +61,12 @@ namespace LinearAlgebra
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// Divides a quaternion by another. Divison "a / b" results in a quaternion that rotates the orientation b to coincide with orientation of
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Quaternion operator / (const Quaternion& rhs) const;
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Quaternion operator +(const Quaternion& rhs) const;
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Quaternion operator +() const { return *this; }
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Quaternion operator +() const;
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Quaternion operator -() const;
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public:
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float x = 0;
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float y = 0;
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float z = 0;
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float w = 0;
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};
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}
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@@ -1,13 +1,19 @@
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#pragma once
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class Transform2D {
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protected:
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Matrix3x3 transformation;
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public:
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Transform2D Translate(const Vector2& offset) const;
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Transform2D Translate(float x, float y) const;
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Transform2D Scale(float scale); // Perform Uniform Scale
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Transform2D Scale(float x, float y); // Perform Nonunform Scale
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Transform2D Scale(const Vector2& scales); // Perform Nonuniform Scale
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Transform2D Rotate();
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};
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#include <J3ML/LinearAlgebra.h>
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#include <J3ML/LinearAlgebra/Matrix3x3.h>
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namespace LinearAlgebra {
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class Transform2D {
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protected:
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Matrix3x3 transformation;
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public:
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Transform2D Translate(const Vector2& offset) const;
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Transform2D Translate(float x, float y) const;
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Transform2D Scale(float scale); // Perform Uniform Scale
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Transform2D Scale(float x, float y); // Perform Nonunform Scale
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Transform2D Scale(const Vector2& scales); // Perform Nonuniform Scale
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Transform2D Rotate();
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};
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}
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@@ -1,7 +1,9 @@
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#include <cstddef>
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#pragma once
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#include <J3ML/LinearAlgebra.h>
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#include <cstddef>
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namespace LinearAlgebra {
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@@ -25,6 +27,7 @@ namespace LinearAlgebra {
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static const Vector2 Left;
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static const Vector2 Down;
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static const Vector2 Right;
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static const Vector2 NaN;
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float operator[](std::size_t index);
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@@ -126,8 +129,8 @@ namespace LinearAlgebra {
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float x = 0;
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float y = 0;
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#else
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const float x = 0;
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const float y = 0;
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float x = 0;
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float y = 0;
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#endif
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};
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}
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@@ -132,9 +132,9 @@ public:
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float y = 0;
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float z = 0;
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#else
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const float x = 0;
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const float y = 0;
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const float z = 0;
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float x = 0;
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float y = 0;
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float z = 0;
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#endif
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};
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}
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@@ -1,6 +1,7 @@
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#pragma once
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#include <J3ML/LinearAlgebra/Vector3.h>
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#include <J3ML/LinearAlgebra.h>
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namespace LinearAlgebra {
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class Vector4 {
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@@ -13,9 +14,9 @@ namespace LinearAlgebra {
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Vector4(float X, float Y, float Z, float W);
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Vector4(const Vector4& copy) = default;
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Vector4(Vector4&& move) = default;
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Vector4& operator=(const Vector4& rhs);
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float GetX() const;
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float GetY() const;
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float GetZ() const;
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@@ -89,10 +90,10 @@ namespace LinearAlgebra {
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float z = 0;
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float w = 0;
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#else
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const float x = 0;
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const float y = 0;
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const float z = 0;
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const float w = 0;
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float x = 0;
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float y = 0;
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float z = 0;
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float w = 0;
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#endif
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};
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