Large Restructure and Organization
This commit is contained in:
@@ -1,14 +1,22 @@
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#pragma once
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#include <J3ML/LinearAlgebra.h>
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namespace J3ML::LinearAlgebra {
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class Angle2D {
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public:
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float x;
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float y;
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Angle2D(Math::Rotation rads);
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Angle2D(float X, float Y)
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{
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x = X;
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y = Y;
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}
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bool operator==(const Angle2D& rhs) const {
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return (this->x==rhs.x && this->y==rhs.y);
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}
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};
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}
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@@ -1,6 +1,8 @@
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#pragma once
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#include <J3ML/LinearAlgebra.h>
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#include <J3ML/LinearAlgebra/EulerAngle.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/Vector3.h>
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namespace J3ML::LinearAlgebra
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28
include/J3ML/LinearAlgebra/Common.h
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28
include/J3ML/LinearAlgebra/Common.h
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@@ -0,0 +1,28 @@
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#pragma once
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// Forward Declarations for classes that include each other
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namespace J3ML::LinearAlgebra
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{
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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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// Methods required by LinearAlgebra types
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namespace J3ML::LinearAlgebra
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{
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}
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@@ -1,6 +1,6 @@
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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 J3ML::LinearAlgebra
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@@ -1,9 +1,13 @@
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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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#include <J3ML/LinearAlgebra/Quaternion.h>
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#include <J3ML/LinearAlgebra/AxisAngle.h>
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namespace J3ML::LinearAlgebra {
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class AxisAngle;
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// Essential Reading:
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// http://www.essentialmath.com/GDC2012/GDC2012_JMV_Rotations.pdf
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class EulerAngle {
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@@ -1,6 +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 J3ML::LinearAlgebra {
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@@ -1,11 +1,15 @@
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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 J3ML::LinearAlgebra {
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class Quaternion;
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/// A 3-by-3 matrix for linear transformations of 3D geometry.
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/* This can represent any kind of linear transformations of 3D geometry, which include
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* rotation, scale, shear, mirroring, and orthographic projection.
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@@ -1,8 +1,14 @@
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#pragma once
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#include <J3ML/LinearAlgebra.h>
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#include <J3ML/LinearAlgebra/Common.h>
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#include <J3ML/LinearAlgebra/Matrix3x3.h>
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#include <J3ML/LinearAlgebra/Quaternion.h>
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#include <J3ML/LinearAlgebra/Vector4.h>
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#include <algorithm>
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namespace J3ML::LinearAlgebra {
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/// A 4-by-4 matrix for affine transformations and perspective projections of 3D geometry.
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@@ -1,13 +1,22 @@
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#pragma once
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#include <J3ML/LinearAlgebra.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/Vector4.h>
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#include <J3ML/LinearAlgebra/AxisAngle.h>
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#include <J3ML/LinearAlgebra/Matrix3x3.h>
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//#include <J3ML/LinearAlgebra/AxisAngle.h>
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#include <cmath>
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namespace J3ML::LinearAlgebra
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{
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class Matrix3x3;
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class Quaternion : public Vector4 {
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public:
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Quaternion();
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@@ -23,13 +32,9 @@ namespace J3ML::LinearAlgebra
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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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// @param rotationAxis The normalized rotation axis to rotate about. If using Vector4 version of the constructor, the w component of this vector must be 0.
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Quaternion(const Vector3 &rotationAxis, float rotationAngleBetween) {
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SetFromAxisAngle(rotationAxis, rotationAngleBetween);
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}
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Quaternion(const Vector3 &rotationAxis, float rotationAngleBetween);
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Quaternion(const Vector4 &rotationAxis, float rotationAngleBetween) {
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SetFromAxisAngle(rotationAxis, rotationAngleBetween);
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}
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Quaternion(const Vector4 &rotationAxis, float rotationAngleBetween);
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//void Inverse();
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explicit Quaternion(Vector4 vector4);
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@@ -49,15 +54,9 @@ namespace J3ML::LinearAlgebra
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Vector3 GetWorldZ() const;
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Vector3 GetAxis() const {
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float rcpSinAngle = 1 - (std::sqrt(1 - w * w));
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Vector3 GetAxis() const;
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return Vector3(x, y, z) * rcpSinAngle;
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}
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float GetAngle() const {
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return std::acos(w) * 2.f;
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}
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float GetAngle() const;
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Matrix3x3 ToMatrix3x3() const;
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@@ -102,7 +101,7 @@ namespace J3ML::LinearAlgebra
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Quaternion operator - () const;
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float Dot(const Quaternion &quaternion) const;
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float Angle() const { return std::acos(w) * 2.f;}
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float Angle() const { return acos(w) * 2.f;}
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float AngleBetween(const Quaternion& target) const;
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@@ -1,6 +1,6 @@
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#pragma once
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#include <J3ML/LinearAlgebra.h>
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#include <J3ML/LinearAlgebra/Matrix3x3.h>
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namespace J3ML::LinearAlgebra {
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@@ -1,6 +1,7 @@
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#pragma clang diagnostic push
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#pragma ide diagnostic ignored "modernize-use-nodiscard"
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#pragma once
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#include <J3ML/J3ML.h>
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#include <J3ML/LinearAlgebra.h>
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#include <cstddef>
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namespace J3ML::LinearAlgebra {
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@@ -9,11 +10,17 @@ namespace J3ML::LinearAlgebra {
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/// A 2D (x, y) ordered pair.
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class Vector2 {
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public:
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enum {Dimensions = 2};
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/// Default Constructor - Initializes values to zero
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Vector2();
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/// Constructs a new Vector2 with the value (X, Y)
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Vector2(float X, float Y);
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Vector2(float* xyPtr);
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/// Constructs this float2 from a C array, to the value (data[0], data[1]).
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explicit Vector2(const float* data);
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// Constructs a new Vector2 with the value {scalar, scalar}
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explicit Vector2(float scalar);
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Vector2(const Vector2& rhs); // Copy Constructor
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//Vector2(Vector2&&) = default; // Move Constructor
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@@ -29,10 +36,26 @@ namespace J3ML::LinearAlgebra {
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void SetX(float newX);
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void SetY(float newY);
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float* ptr()
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{
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return &x;
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}
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/// Casts this float2 to a C array.
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/** This function does not allocate new memory or make a copy of this float2. This function simply
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returns a C pointer view to this data structure. Use ptr()[0] to access the x component of this float2
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and ptr()[1] to access the y component.
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@note Since the returned pointer points to this class, do not dereference the pointer after this
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float2 has been deleted. You should never store a copy of the returned pointer.
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@note This function is provided for compatibility with other APIs which require raw C pointer access
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to vectors. Avoid using this function in general, and instead always use the operator []
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or the At() function to access the elements of this vector by index.
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@return A pointer to the first float element of this class. The data is contiguous in memory.
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@see operator [](), At(). */
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float* ptr();
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const float *ptr() const;
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float operator[](std::size_t index) const;
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float &operator[](std::size_t index);
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const float At(std::size_t index) const;
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float &At(std::size_t index);
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Vector2 Abs() const;
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@@ -42,8 +65,7 @@ namespace J3ML::LinearAlgebra {
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bool IsZero(float epsilonSq = 1e-6f) const;
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bool IsPerpendicular(const Vector2& other, float epsilonSq=1e-5f) const;
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float operator[](std::size_t index) const;
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float &operator[](std::size_t index);
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bool operator == (const Vector2& rhs) const;
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bool operator != (const Vector2& rhs) const;
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@@ -145,8 +167,9 @@ namespace J3ML::LinearAlgebra {
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Vector2 operator +() const; // TODO: Implement
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Vector2 operator -() const;
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/// Assigns a vector to another
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Vector2& operator+=(const Vector2& rhs); // Adds a vector to this vector, in-place.
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Vector2& operator-=(const Vector2& rhs); // Subtracts a vector from this vector, in-place
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Vector2 &operator =(const Vector2 &rhs);
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Vector2& operator+=(const Vector2& rhs);
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Vector2& operator-=(const Vector2& rhs);
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Vector2& operator*=(float scalar);
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Vector2& operator/=(float scalar);
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@@ -160,4 +183,5 @@ namespace J3ML::LinearAlgebra {
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{
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return rhs * lhs;
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}
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}
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}
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#pragma clang diagnostic pop
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@@ -1,5 +1,6 @@
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#pragma once
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#include <J3ML/LinearAlgebra/Vector2.h>
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#include <J3ML/LinearAlgebra/Vector3.h>
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#include <cstddef>
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#include <cstdlib>
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@@ -12,6 +13,8 @@ namespace J3ML::LinearAlgebra {
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class Vector3 {
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public:
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enum {Dimensions = 3};
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// Default Constructor - Initializes to zero
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Vector3();
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// Constructs a new Vector3 with the value (X, Y, Z)
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@@ -19,7 +22,7 @@ public:
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Vector3(const Vector3& rhs); // Copy Constructor
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Vector3(Vector3&&) = default; // Move Constructor
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Vector3& operator=(const Vector3& rhs);
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explicit Vector3(const float* data);
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static const Vector3 Zero;
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static const Vector3 Up;
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@@ -32,17 +35,9 @@ public:
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static const Vector3 Infinity;
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static const Vector3 NegativeInfinity;
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float* ptr()
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{
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return &x;
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}
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float* ptr();
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static void Orthonormalize(Vector3& a, Vector3& b)
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{
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a = a.Normalize();
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b = b - b.ProjectToNorm(a);
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b = b.Normalize();
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}
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static void Orthonormalize(Vector3& a, Vector3& b);
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Vector3 Abs() const;
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@@ -51,25 +46,14 @@ public:
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static Vector3 Direction(const Vector3 &rhs) ;
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static void Orthonormalize(Vector3& a, Vector3& b, Vector3& c)
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{
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a = a.Normalize();
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b = b - b.ProjectToNorm(a);
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b = b.Normalize();
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c = c - c.ProjectToNorm(a);
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c = c - c.ProjectToNorm(b);
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c = c.Normalize();
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}
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static void Orthonormalize(Vector3& a, Vector3& b, Vector3& c);
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bool AreOrthonormal(const Vector3& a, const Vector3& b, float epsilon)
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{
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}
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Vector3 ProjectToNorm(const Vector3& direction)
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{
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return direction * this->Dot(direction);
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}
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Vector3 ProjectToNorm(const Vector3& direction) const;
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float GetX() const;
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float GetY() const;
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@@ -88,10 +72,7 @@ public:
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bool operator == (const Vector3& rhs) const;
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bool operator != (const Vector3& rhs) const;
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bool IsFinite() const
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{
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return std::isfinite(x) && std::isfinite(y) && std::isfinite(z);
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}
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bool IsFinite() const;
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Vector3 Min(const Vector3& min) const;
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static Vector3 Min(const Vector3& lhs, const Vector3& rhs);
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@@ -106,6 +87,9 @@ public:
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float Distance(const Vector3& to) const;
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static float Distance(const Vector3& from, const Vector3& to);
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float DistanceSquared(const Vector3& to) const;
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static float DistanceSquared(const Vector3& from, const Vector3& to);
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float Length() const;
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static float Length(const Vector3& of);
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@@ -1,6 +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 J3ML::LinearAlgebra {
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class Vector4 {
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