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https://github.com/Relintai/rcpp_framework.git
synced 2024-11-10 00:52:11 +01:00
Operator cleanup to Vector2 and Vector3. Also added a few methods, and made x,y,z variables a union with an array, so the vector is also indexable.
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@ -128,6 +128,10 @@ Vector2 &Vector2::operator+=(const Vector2 &b) {
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return *this;
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}
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Vector2 Vector2::operator+(const Vector2 &b) const {
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return Vector2(x + b.x, y + b.y);
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}
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Vector2 &Vector2::operator-=(const Vector2 &b) {
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x -= b.x;
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y -= b.y;
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@ -135,38 +139,87 @@ Vector2 &Vector2::operator-=(const Vector2 &b) {
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return *this;
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}
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Vector2 &Vector2::operator*=(const float b) {
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x *= b;
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y *= b;
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Vector2 Vector2::operator-(const Vector2 &b) const {
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return Vector2(x - b.x, y - b.y);
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}
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Vector2 &Vector2::operator*=(const Vector2 &b) {
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x *= b.x;
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y *= b.y;
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return *this;
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}
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Vector2 operator*(Vector2 lhs, const float rhs) {
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lhs.x *= rhs;
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lhs.y *= rhs;
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return lhs;
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Vector2 Vector2::operator*(const Vector2 &b) const {
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return Vector2(x * b.x, y * b.y);
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}
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Vector2 operator+(Vector2 lhs, const Vector2 &rhs) {
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lhs.x += rhs.x;
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lhs.y += rhs.y;
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Vector2 &Vector2::operator/=(const Vector2 &b) {
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x /= b.x;
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y /= b.y;
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return lhs;
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return *this;
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}
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Vector2 operator-(Vector2 lhs, const Vector2 &rhs) {
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lhs.x -= rhs.x;
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lhs.y -= rhs.y;
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return lhs;
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Vector2 Vector2::operator/(const Vector2 &b) const {
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return Vector2(x / b.x, y / b.y);
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}
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bool operator==(const Vector2 &a, const Vector2 &b) {
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return a.is_equal_approx(b);
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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) const {
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return Vector2(x + scalar, y + scalar);
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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) const {
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return Vector2(x - scalar, y - scalar);
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}
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bool operator!=(const Vector2 &a, const Vector2 &b) {
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return !(a == b);
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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) const {
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return Vector2(x * scalar, y * scalar);
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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) const {
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return Vector2(x / scalar, y / scalar);
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}
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Vector2 Vector2::operator-() const {
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return Vector2(-x, -y);
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}
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bool Vector2::operator==(const Vector2 &b) const {
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return x == b.x && y == y;
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}
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bool Vector2::operator!=(const Vector2 &b) const {
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return x != b.x || y == b.y;
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}
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const float &Vector2::operator[](int axis) const {
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return coordinates[axis];
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}
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float &Vector2::operator[](int axis) {
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return coordinates[axis];
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}
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Vector2::operator String() const {
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return "[" + String::num(x) + "," + String::num(y) + "]";
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}
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@ -1,6 +1,8 @@
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#ifndef VECTOR2_H
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#define VECTOR2_H
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#include "core/string.h"
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class Vector2 {
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public:
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Vector2 abs() const;
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@ -30,19 +32,46 @@ public:
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Vector2(const float p_x, const float p_y);
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Vector2 &operator+=(const Vector2 &b);
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Vector2 operator+(const Vector2 &b) const;
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Vector2 &operator-=(const Vector2 &b);
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Vector2 operator-(const Vector2 &b) const;
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Vector2 &operator*=(const Vector2 &b);
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Vector2 operator*(const Vector2 &b) const;
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Vector2 &operator/=(const Vector2 &b);
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Vector2 operator/(const Vector2 &b) const;
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friend Vector2 operator+(Vector2 lhs, const Vector2 &rhs);
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friend Vector2 operator-(Vector2 lhs, const Vector2 &rhs);
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Vector2 &operator+=(float scalar);
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Vector2 operator+(float scalar) const;
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Vector2 &operator-=(float scalar);
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Vector2 operator-(float scalar) const;
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Vector2 &operator*=(float scalar);
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Vector2 operator*(float scalar) const;
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Vector2 &operator/=(float scalar);
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Vector2 operator/(float scalar) const;
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Vector2 &operator*=(const float b);
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friend Vector2 operator*(Vector2 lhs, const float rhs);
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Vector2 operator-() const;
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friend bool operator==(const Vector2 &a, const Vector2 &b);
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friend bool operator!=(const Vector2 &a, const Vector2 &b);
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bool operator==(const Vector2 &b) const;
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bool operator!=(const Vector2 &b) const;
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float x;
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float y;
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const float &operator[](int axis) const;
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float &operator[](int axis);
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operator String() const;
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enum Axis {
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AXIS_X = 0,
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AXIS_Y
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};
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union {
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struct {
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float x;
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float y;
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};
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float coordinates[2];
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};
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};
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#endif
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@ -115,6 +115,16 @@ void Vector3::sub(const Vector3 &b) {
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z -= b.z;
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}
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void Vector3::zero() {
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x = 0;
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y = 0;
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z = 0;
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}
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Vector3 Vector3::inverse() const {
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return Vector3(1.0 / x, 1.0 / y, 1.0 / z);
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}
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Vector3::Vector3() {
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x = 0;
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y = 0;
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@ -141,6 +151,10 @@ Vector3 &Vector3::operator+=(const Vector3 &b) {
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return *this;
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}
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Vector3 Vector3::operator+(const Vector3 &b) const {
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return Vector3(x + b.x, y + b.y, z + b.z);
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}
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Vector3 &Vector3::operator-=(const Vector3 &b) {
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x -= b.x;
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y -= b.y;
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@ -149,42 +163,93 @@ Vector3 &Vector3::operator-=(const Vector3 &b) {
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return *this;
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}
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Vector3 &Vector3::operator*=(const float b) {
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x *= b;
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y *= b;
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z *= b;
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Vector3 Vector3::operator-(const Vector3 &b) const {
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return Vector3(x - b.x, y - b.y, z - b.z);
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}
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Vector3 &Vector3::operator*=(const Vector3 &b) {
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x *= b.x;
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y *= b.y;
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z *= b.z;
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return *this;
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}
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Vector3 operator*(Vector3 lhs, const float rhs) {
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lhs.x *= rhs;
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lhs.y *= rhs;
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lhs.z *= rhs;
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return lhs;
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Vector3 Vector3::operator*(const Vector3 &b) const {
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return Vector3(x * b.x, y * b.y, z * b.z);
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}
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Vector3 operator+(Vector3 lhs, const Vector3 &rhs) {
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lhs.x += rhs.x;
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lhs.y += rhs.y;
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lhs.z += rhs.z;
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Vector3 &Vector3::operator/=(const Vector3 &b) {
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x /= b.x;
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y /= b.y;
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z /= b.z;
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return lhs;
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return *this;
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}
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Vector3 operator-(Vector3 lhs, const Vector3 &rhs) {
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lhs.x -= rhs.x;
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lhs.y -= rhs.y;
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lhs.z -= rhs.z;
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return lhs;
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Vector3 Vector3::operator/(const Vector3 &b) const {
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return Vector3(x / b.x, y / b.y, z / b.z);
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}
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bool operator==(const Vector3 &a, const Vector3 &b) {
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return a.is_equal_approx(b);
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Vector3 &Vector3::operator+=(float scalar) {
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x += scalar;
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y += scalar;
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z += scalar;
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return *this;
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}
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Vector3 Vector3::operator+(float scalar) const {
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return Vector3(x + scalar, y + scalar, z + scalar);
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}
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Vector3 &Vector3::operator-=(float scalar) {
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x += scalar;
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y += scalar;
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z += scalar;
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return *this;
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}
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Vector3 Vector3::operator-(float scalar) const {
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return Vector3(x - scalar, y - scalar, z - scalar);
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}
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bool operator!=(const Vector3 &a, const Vector3 &b) {
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return !(a == b);
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Vector3 &Vector3::operator*=(float scalar) {
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x *= scalar;
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y *= scalar;
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z *= scalar;
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return *this;
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}
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Vector3 Vector3::operator*(float scalar) const {
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return Vector3(x * scalar, y * scalar, z * scalar);
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}
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Vector3 &Vector3::operator/=(float scalar) {
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x /= scalar;
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y /= scalar;
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z /= scalar;
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return *this;
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}
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Vector3 Vector3::operator/(float scalar) const {
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return Vector3(x / scalar, y / scalar, z / scalar);
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}
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Vector3 Vector3::operator-() const {
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return Vector3(-x, -y, -z);
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}
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bool Vector3::operator==(const Vector3 &b) const {
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return x == b.x && y == y && z == b.z;
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}
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bool Vector3::operator!=(const Vector3 &b) const {
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return x != b.x || y == b.y || z == b.z;
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}
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const float &Vector3::operator[](int axis) const {
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return coordinates[axis];
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}
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float &Vector3::operator[](int axis) {
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return coordinates[axis];
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}
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Vector3::operator String() const {
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return "[" + String::num(x) + "," + String::num(y) + "," + String::num(z) + "]";
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}
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@ -1,6 +1,8 @@
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#ifndef VECTOR3_H
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#define VECTOR3_H
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#include "core/string.h"
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class Vector3 {
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public:
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Vector3 abs() const;
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@ -24,25 +26,56 @@ public:
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void add(const Vector3 &b);
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void sub(const Vector3 &b);
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void zero();
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Vector3 inverse() const;
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Vector3();
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Vector3(const Vector3 &b);
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Vector3(const float p_x, const float p_y, const float p_z);
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Vector3 &operator+=(const Vector3 &b);
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Vector3 operator+(const Vector3 &b) const;
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Vector3 &operator-=(const Vector3 &b);
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Vector3 operator-(const Vector3 &b) const;
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Vector3 &operator*=(const Vector3 &b);
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Vector3 operator*(const Vector3 &b) const;
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Vector3 &operator/=(const Vector3 &b);
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Vector3 operator/(const Vector3 &b) const;
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friend Vector3 operator+(Vector3 lhs, const Vector3 &rhs);
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friend Vector3 operator-(Vector3 lhs, const Vector3 &rhs);
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Vector3 &operator+=(float scalar);
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Vector3 operator+(float scalar) const;
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Vector3 &operator-=(float scalar);
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Vector3 operator-(float scalar) const;
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Vector3 &operator*=(float scalar);
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Vector3 operator*(float scalar) const;
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Vector3 &operator/=(float scalar);
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Vector3 operator/(float scalar) const;
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Vector3 &operator*=(const float b);
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friend Vector3 operator*(Vector3 lhs, const float rhs);
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Vector3 operator-() const;
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friend bool operator==(const Vector3 &a, const Vector3 &b);
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friend bool operator!=(const Vector3 &a, const Vector3 &b);
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bool operator==(const Vector3 &b) const;
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bool operator!=(const Vector3 &b) const;
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float x;
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float y;
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float z;
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const float &operator[](int axis) const;
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float &operator[](int axis);
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operator String() const;
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enum Axis {
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AXIS_X = 0,
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AXIS_Y,
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AXIS_Z
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};
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union {
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struct {
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float x;
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float y;
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float z;
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};
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float coordinates[3];
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};
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};
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#endif
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