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376 lines
8.7 KiB
C++
376 lines
8.7 KiB
C++
/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#ifndef BASE_VMATH_H
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#define BASE_VMATH_H
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#include <math.h>
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#include "math.h"
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// ------------------------------------
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template<typename T>
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class vector2_base
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{
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public:
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union
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{
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T x, u;
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};
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union
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{
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T y, v;
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};
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vector2_base() = default;
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vector2_base(T nx, T ny)
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{
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x = nx;
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y = ny;
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}
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vector2_base operator-() const { return vector2_base(-x, -y); }
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vector2_base operator-(const vector2_base &vec) const { return vector2_base(x - vec.x, y - vec.y); }
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vector2_base operator+(const vector2_base &vec) const { return vector2_base(x + vec.x, y + vec.y); }
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vector2_base operator*(const T rhs) const { return vector2_base(x * rhs, y * rhs); }
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vector2_base operator*(const vector2_base &vec) const { return vector2_base(x * vec.x, y * vec.y); }
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vector2_base operator/(const T rhs) const { return vector2_base(x / rhs, y / rhs); }
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vector2_base operator/(const vector2_base &vec) const { return vector2_base(x / vec.x, y / vec.y); }
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const vector2_base &operator+=(const vector2_base &vec)
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{
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x += vec.x;
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y += vec.y;
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return *this;
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}
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const vector2_base &operator-=(const vector2_base &vec)
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{
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x -= vec.x;
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y -= vec.y;
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return *this;
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}
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const vector2_base &operator*=(const T rhs)
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{
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x *= rhs;
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y *= rhs;
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return *this;
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}
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const vector2_base &operator*=(const vector2_base &vec)
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{
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x *= vec.x;
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y *= vec.y;
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return *this;
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}
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const vector2_base &operator/=(const T rhs)
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{
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x /= rhs;
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y /= rhs;
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return *this;
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}
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const vector2_base &operator/=(const vector2_base &vec)
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{
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x /= vec.x;
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y /= vec.y;
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return *this;
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}
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bool operator==(const vector2_base &vec) const { return x == vec.x && y == vec.y; } //TODO: do this with an eps instead
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bool operator!=(const vector2_base &vec) const { return x != vec.x || y != vec.y; }
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T &operator[](const int index) { return index ? y : x; }
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};
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template<typename T>
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inline vector2_base<T> rotate(const vector2_base<T> &a, float angle)
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{
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angle = angle * pi / 180.0f;
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float s = sinf(angle);
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float c = cosf(angle);
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return vector2_base<T>((T)(c * a.x - s * a.y), (T)(s * a.x + c * a.y));
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}
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template<typename T>
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inline T distance(const vector2_base<T> a, const vector2_base<T> &b)
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{
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return length(a - b);
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}
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template<typename T>
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inline T dot(const vector2_base<T> a, const vector2_base<T> &b)
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{
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return a.x * b.x + a.y * b.y;
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}
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inline float length(const vector2_base<float> &a)
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{
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return sqrtf(a.x * a.x + a.y * a.y);
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}
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inline float angle(const vector2_base<float> &a)
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{
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if(a.x == 0 && a.y == 0)
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return 0.0f;
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else if(a.x == 0)
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return a.y < 0 ? -pi / 2 : pi / 2;
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float result = atanf(a.y / a.x);
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if(a.x < 0)
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result = result + pi;
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return result;
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}
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template<typename T>
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inline vector2_base<T> normalize_pre_length(const vector2_base<T> &v, T len)
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{
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return vector2_base<T>(v.x / len, v.y / len);
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float l = (float)(1.0f / sqrtf(v.x * v.x + v.y * v.y));
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return vector2_base<float>(v.x * l, v.y * l);
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}
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inline vector2_base<float> normalize(const vector2_base<float> &v)
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{
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float l = (float)(1.0f / sqrtf(v.x * v.x + v.y * v.y));
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return vector2_base<float>(v.x * l, v.y * l);
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}
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inline vector2_base<float> direction(float angle)
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{
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return vector2_base<float>(cosf(angle), sinf(angle));
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}
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typedef vector2_base<float> vec2;
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typedef vector2_base<bool> bvec2;
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typedef vector2_base<int> ivec2;
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template<typename T>
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inline bool closest_point_on_line(vector2_base<T> line_point0, vector2_base<T> line_point1, vector2_base<T> target_point, vector2_base<T> &out_pos)
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{
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vector2_base<T> c = target_point - line_point0;
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vector2_base<T> v = (line_point1 - line_point0);
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T d = length(line_point0 - line_point1);
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if(d > 0)
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{
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v = normalize_pre_length<T>(v, d);
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T t = dot(v, c) / d;
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out_pos = mix(line_point0, line_point1, clamp(t, (T)0, (T)1));
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return true;
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}
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else
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return false;
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}
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// ------------------------------------
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template<typename T>
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class vector3_base
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{
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public:
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union
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{
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T x, r, h;
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};
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union
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{
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T y, g, s;
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};
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union
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{
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T z, b, v, l;
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};
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vector3_base() = default;
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vector3_base(T nx, T ny, T nz)
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{
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x = nx;
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y = ny;
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z = nz;
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}
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vector3_base operator-(const vector3_base &vec) const { return vector3_base(x - vec.x, y - vec.y, z - vec.z); }
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vector3_base operator-() const { return vector3_base(-x, -y, -z); }
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vector3_base operator+(const vector3_base &vec) const { return vector3_base(x + vec.x, y + vec.y, z + vec.z); }
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vector3_base operator*(const T rhs) const { return vector3_base(x * rhs, y * rhs, z * rhs); }
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vector3_base operator*(const vector3_base &vec) const { return vector3_base(x * vec.x, y * vec.y, z * vec.z); }
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vector3_base operator/(const T rhs) const { return vector3_base(x / rhs, y / rhs, z / rhs); }
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vector3_base operator/(const vector3_base &vec) const { return vector3_base(x / vec.x, y / vec.y, z / vec.z); }
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const vector3_base &operator+=(const vector3_base &vec)
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{
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x += vec.x;
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y += vec.y;
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z += vec.z;
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return *this;
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}
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const vector3_base &operator-=(const vector3_base &vec)
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{
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x -= vec.x;
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y -= vec.y;
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z -= vec.z;
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return *this;
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}
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const vector3_base &operator*=(const T rhs)
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{
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x *= rhs;
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y *= rhs;
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z *= rhs;
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return *this;
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}
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const vector3_base &operator*=(const vector3_base &vec)
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{
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x *= vec.x;
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y *= vec.y;
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z *= vec.z;
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return *this;
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}
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const vector3_base &operator/=(const T rhs)
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{
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x /= rhs;
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y /= rhs;
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z /= rhs;
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return *this;
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}
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const vector3_base &operator/=(const vector3_base &vec)
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{
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x /= vec.x;
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y /= vec.y;
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z /= vec.z;
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return *this;
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}
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bool operator==(const vector3_base &vec) const { return x == vec.x && y == vec.y && z == vec.z; } //TODO: do this with an eps instead
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bool operator!=(const vector3_base &vec) const { return x != vec.x || y != vec.y || z != vec.z; }
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};
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template<typename T>
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inline T distance(const vector3_base<T> &a, const vector3_base<T> &b)
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{
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return length(a - b);
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}
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template<typename T>
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inline T dot(const vector3_base<T> &a, const vector3_base<T> &b)
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{
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return a.x * b.x + a.y * b.y + a.z * b.z;
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}
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template<typename T>
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inline vector3_base<T> cross(const vector3_base<T> &a, const vector3_base<T> &b)
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{
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return vector3_base<T>(
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a.y * b.z - a.z * b.y,
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a.z * b.x - a.x * b.z,
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a.x * b.y - a.y * b.x);
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}
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//
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inline float length(const vector3_base<float> &a)
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{
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return sqrtf(a.x * a.x + a.y * a.y + a.z * a.z);
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}
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inline vector3_base<float> normalize(const vector3_base<float> &v)
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{
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float l = (float)(1.0f / sqrtf(v.x * v.x + v.y * v.y + v.z * v.z));
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return vector3_base<float>(v.x * l, v.y * l, v.z * l);
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}
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typedef vector3_base<float> vec3;
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typedef vector3_base<bool> bvec3;
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typedef vector3_base<int> ivec3;
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// ------------------------------------
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template<typename T>
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class vector4_base
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{
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public:
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union
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{
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T x, r, h;
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};
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union
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{
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T y, g, s;
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};
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union
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{
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T z, b, l;
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};
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union
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{
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T w, a;
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};
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vector4_base() = default;
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vector4_base(T nx, T ny, T nz, T nw)
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{
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x = nx;
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y = ny;
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z = nz;
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w = nw;
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}
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vector4_base operator+(const vector4_base &vec) const { return vector4_base(x + vec.x, y + vec.y, z + vec.z, w + vec.w); }
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vector4_base operator-(const vector4_base &vec) const { return vector4_base(x - vec.x, y - vec.y, z - vec.z, w - vec.w); }
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vector4_base operator-() const { return vector4_base(-x, -y, -z, -w); }
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vector4_base operator*(const vector4_base &vec) const { return vector4_base(x * vec.x, y * vec.y, z * vec.z, w * vec.w); }
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vector4_base operator*(const T rhs) const { return vector4_base(x * rhs, y * rhs, z * rhs, w * rhs); }
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vector4_base operator/(const vector4_base &vec) const { return vector4_base(x / vec.x, y / vec.y, z / vec.z, w / vec.w); }
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vector4_base operator/(const T vec) const { return vector4_base(x / vec, y / vec, z / vec, w / vec); }
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const vector4_base &operator+=(const vector4_base &vec)
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{
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x += vec.x;
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y += vec.y;
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z += vec.z;
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w += vec.w;
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return *this;
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}
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const vector4_base &operator-=(const vector4_base &vec)
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{
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x -= vec.x;
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y -= vec.y;
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z -= vec.z;
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w -= vec.w;
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return *this;
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}
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const vector4_base &operator*=(const T rhs)
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{
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x *= rhs;
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y *= rhs;
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z *= rhs;
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w *= rhs;
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return *this;
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}
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const vector4_base &operator*=(const vector4_base &vec)
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{
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x *= vec.x;
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y *= vec.y;
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z *= vec.z;
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w *= vec.w;
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return *this;
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}
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const vector4_base &operator/=(const T rhs)
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{
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x /= rhs;
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y /= rhs;
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z /= rhs;
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w /= rhs;
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return *this;
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}
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const vector4_base &operator/=(const vector4_base &vec)
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{
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x /= vec.x;
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y /= vec.y;
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z /= vec.z;
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w /= vec.w;
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return *this;
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}
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bool operator==(const vector4_base &vec) const { return x == vec.x && y == vec.y && z == vec.z && w == vec.w; } //TODO: do this with an eps instead
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};
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typedef vector4_base<float> vec4;
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typedef vector4_base<bool> bvec4;
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typedef vector4_base<int> ivec4;
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#endif
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