Large Restructure and Organization x2
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@@ -1,76 +1,30 @@
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//// Dawsh Linear Algebra Library - Everything you need for 3D math
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/// @file LinearAlgebra.h
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/// @description Includes all LinearAlgebra classes and functions
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/// @author Josh O'Leary, William Tomasine II
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/// @copyright 2024 Redacted Software
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/// @license Unlicense - Public Domain
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/// @revision 1.3
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/// @edited 2024-02-26
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#pragma once
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#include <cstdint>
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#include <cmath>
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#include <cstdlib>
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#include <algorithm>
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#include <functional>
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namespace J3ML::Math
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{
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const float Pi = M_PI;
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inline float Radians(float degrees) { return degrees * (Pi/180.f); }
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inline float Degrees(float radians) { return radians * (180.f/Pi); }
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struct NumberRange
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{
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float LowerBound;
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float UpperBound;
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};
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float NormalizeToRange(float input, float fromLower, float fromUpper, float toLower, float toUpper);
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float NormalizeToRange(float input, const NumberRange& from, const NumberRange& to);
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// auto rotation_normalized = NormalizeToRange(inp, {0, 360}, {-1, 1});
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inline float Lerp(float a, float b, float t);
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}
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// Dawsh Linear Algebra Library - Everything you need for 3D math
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namespace J3ML::LinearAlgebra {
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class Vector2; // A type representing a position in a 2-dimensional coordinate space.
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class Vector3; // A type representing a position in a 3-dimensional coordinate space.
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class Vector4; // A type representing a position in a 4-dimensional coordinate space.
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class Angle2D; // Uses x,y components to represent a 2D rotation.
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class EulerAngle; // Uses pitch,yaw,roll components to represent a 3D orientation.
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class AxisAngle; //
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class CoordinateFrame; //
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class Matrix2x2;
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class Matrix3x3;
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class Matrix4x4;
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class Transform2D;
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class Transform3D;
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class Quaternion;
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using Position = Vector3;
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}
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// TODO: Enforce Style Consistency (Function Names use MicroSoft Case)
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// Note: Josh Linear Algebra Types are designed as Immutable Data Types
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// x, y, z, w, etc. values should not and can not be set directly.
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// rather, you just construct a new type and assign it.
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// This might sound ass-backwards for many object types.
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// But mathematically, a vector or matrix is defined by it's size, and values.
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// Changing the value of one axis fundamentally changes the definition of the vector/matrix.
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// So we enforce this conceptually at code level...
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// If you're wondering how it remains performant, it only heap-allocates a tiny space (4*n bytes for vectors) (4*n*m bytes for matrices)
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// Just Trust Me Bro - Josjh
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#define MUTABLE true // Toggle This For: Ugly math, ugly code, and an ugly genital infection!
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#if MUTABLE
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#define IMMUTABLE !MUTABLE
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#endif
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namespace LinearAlgebra
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{
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// TODO: Implement Templated Linear Algebra
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// Library Code //
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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/Vector4.h"
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#include "J3ML/LinearAlgebra/Quaternion.h"
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#include "J3ML/LinearAlgebra/AxisAngle.h"
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#include "J3ML/LinearAlgebra/EulerAngle.h"
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#include "J3ML/LinearAlgebra/Matrix2x2.h"
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#include "J3ML/LinearAlgebra/Matrix3x3.h"
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#include "J3ML/LinearAlgebra/Matrix4x4.h"
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#include "J3ML/LinearAlgebra/Transform2D.h"
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#include "J3ML/LinearAlgebra/CoordinateFrame.h"
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}
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using namespace J3ML::LinearAlgebra;
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43
src/J3ML/J3ML.cpp
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43
src/J3ML/J3ML.cpp
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@@ -0,0 +1,43 @@
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#include <J3ML/J3ML.h>
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namespace J3ML
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{
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Math::Rotation Math::operator ""_degrees(long double rads) { return {Radians((float)rads)}; }
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Math::Rotation Math::operator ""_deg(long double rads) { return {Radians((float)rads)}; }
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Math::Rotation Math::operator ""_radians(long double rads) { return {(float)rads}; }
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Math::Rotation Math::operator ""_rad(long double rads) { return {(float)rads}; }
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float Math::FastRSqrt(float x) {
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return 1.f / FastSqrt(x);
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}
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float Math::RSqrt(float x) {
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return 1.f / Sqrt(x);
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}
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float Math::Radians(float degrees) { return degrees * (Pi/180.f); }
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float Math::Degrees(float radians) { return radians * (180.f/Pi); }
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Math::Rotation::Rotation() : valueInRadians(0) {}
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Math::Rotation::Rotation(float value) : valueInRadians(value) {}
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Math::Rotation Math::Rotation::operator+(const Math::Rotation &rhs) {
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valueInRadians += rhs.valueInRadians;
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}
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float Math::Interp::SmoothStart(float t) {
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assert(t >= 0.f && t <= 1.f);
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return t*t;
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}
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int Math::BitTwiddling::CountBitsSet(u32 value) {
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}
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}
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@@ -17,17 +17,12 @@ namespace J3ML::LinearAlgebra {
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float Vector2::operator[](std::size_t index) const
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{
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assert(index < 2);
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if (index == 0) return x;
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if (index == 1) return y;
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return 0;
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return At(index);
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}
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float &Vector2::operator[](std::size_t index)
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{
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assert(index < 2);
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if (index == 0) return x;
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if (index == 1) return y;
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return At(index);
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}
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bool Vector2::IsWithinMarginOfError(const Vector2& rhs, float margin) const
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@@ -263,4 +258,70 @@ namespace J3ML::LinearAlgebra {
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}
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Vector2 Vector2::Abs() const { return {std::abs(x), std::abs(y)};}
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float *Vector2::ptr() {
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return &x;
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}
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const float *Vector2::ptr() const { return &x;}
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const float Vector2::At(std::size_t index) const {
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assert(index >= 0);
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assert(index < Dimensions);
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return ptr()[index];
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}
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float &Vector2::At(std::size_t index) {
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assert(index >= 0);
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assert(index < Dimensions);
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return ptr()[index];
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}
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Vector2 &Vector2::operator/=(float scalar) {
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x /= scalar;
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y /= scalar;
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return *this;
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}
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Vector2 &Vector2::operator*=(float scalar) {
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x *= scalar;
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y *= scalar;
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return *this;
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}
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Vector2 &Vector2::operator-=(const Vector2 &rhs) // Subtracts a vector from this vector, in-place
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{
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x -= rhs.x;
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y -= rhs.y;
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return *this;
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}
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Vector2 &Vector2::operator+=(const Vector2 &rhs) // Adds a vector to this vector, in-place.
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{
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x += rhs.x;
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y += rhs.y;
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return *this;
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}
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Vector2 &Vector2::operator=(const Vector2 &rhs) {
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x = rhs.x;
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y = rhs.y;
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return *this;
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}
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Vector2::Vector2(const float *data) {
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assert(data);
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x = data[0];
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y = data[1];
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}
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Vector2::Vector2(float scalar) {
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x = scalar;
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y = scalar;
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}
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}
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