mirror of
https://github.com/love2d/love.git
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493 lines
9.2 KiB
C++
493 lines
9.2 KiB
C++
/**
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* Copyright (c) 2006-2023 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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#ifndef LOVE_VECTOR_H
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#define LOVE_VECTOR_H
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// STD
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#include <cmath>
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namespace love
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{
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// All math operators are component-wise.
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struct Vector2
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{
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float x, y;
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Vector2()
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: x(0.0f), y(0.0f)
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{}
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Vector2(float x, float y)
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: x(x), y(y)
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{}
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Vector2(const Vector2 &v)
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: x(v.x), y(v.y)
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{}
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float getLength() const;
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float getLengthSquare() const;
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/**
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* Normalizes the Vector.
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* @param length Desired length of the vector.
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**/
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void normalize(float length = 1.0f);
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/**
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* Gets a vector perpendicular to the Vector.
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* To get the true (normalized) normal, use v.getNormal(1.0f / v.getLength())
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**/
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Vector2 getNormal() const;
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/**
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* Gets a vector perpendicular to the Vector.
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* To get the true (normalized) normal, use v.getNormal(1.0f / v.getLength())
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**/
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Vector2 getNormal(float scale) const;
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static inline float dot(const Vector2 &a, const Vector2 &b);
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static inline float cross(const Vector2 &a, const Vector2 &b);
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Vector2 operator + (const Vector2 &v) const;
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Vector2 operator - (const Vector2 &v) const;
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Vector2 operator * (float s) const;
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Vector2 operator / (float s) const;
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Vector2 operator - () const;
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void operator += (const Vector2 &v);
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void operator -= (const Vector2 &v);
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void operator *= (float s);
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void operator /= (float s);
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bool operator == (const Vector2 &v) const;
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bool operator != (const Vector2 &v) const;
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}; // Vector2
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// All math operators are component-wise.
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struct Vector3
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{
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float x, y, z;
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Vector3()
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: x(0.0f), y(0.0f), z(0.0f)
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{}
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Vector3(float x, float y, float z)
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: x(x), y(y), z(z)
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{}
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Vector3(const Vector2 &v, float z = 0.0f)
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: x(v.x), y(v.y), z(z)
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{}
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float getLength() const;
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float getLengthSquare() const;
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/**
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* Normalizes the Vector.
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* @param length Desired length of the vector.
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**/
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void normalize(float length = 1.0);
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static inline float dot(const Vector3 &a, const Vector3 &b);
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static inline Vector3 cross(const Vector3 &a, const Vector3 &b);
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Vector3 operator + (const Vector3 &v) const;
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Vector3 operator - (const Vector3 &v) const;
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Vector3 operator * (float s) const;
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Vector3 operator / (float s) const;
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Vector3 operator - () const;
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void operator += (const Vector3 &v);
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void operator -= (const Vector3 &v);
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void operator *= (float s);
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void operator /= (float s);
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bool operator == (const Vector3 &v) const;
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bool operator != (const Vector3 &v) const;
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}; // Vector3
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// All math operators are component-wise.
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struct Vector4
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{
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float x, y, z, w;
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Vector4()
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: x(0.0f), y(0.0f), z(0.0f), w(0.0f)
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{}
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Vector4(float x, float y, float z, float w)
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: x(x), y(y), z(z), w(w)
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{}
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Vector4(const Vector2 &v, float z = 0.0f, float w = 0.0f)
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: x(v.x), y(v.y), z(z), w(w)
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{}
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Vector4(const Vector3 &v, float w = 0.0f)
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: x(v.x), y(v.y), z(v.z), w(w)
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{}
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float getLength() const;
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float getLengthSquare() const;
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/**
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* Normalizes the Vector.
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* @param length Desired length of the vector.
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**/
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void normalize(float length = 1.0);
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static inline float dot(const Vector4 &a, const Vector4 &b);
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Vector4 operator + (const Vector4 &v) const;
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Vector4 operator - (const Vector4 &v) const;
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Vector4 operator * (float s) const;
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Vector4 operator / (float s) const;
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Vector4 operator - () const;
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void operator += (const Vector4 &v);
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void operator -= (const Vector4 &v);
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void operator *= (float s);
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void operator /= (float s);
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bool operator == (const Vector4 &v) const;
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bool operator != (const Vector4 &v) const;
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}; // Vector4
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inline float Vector2::getLength() const
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{
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return sqrtf(x*x + y*y);
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}
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inline float Vector2::getLengthSquare() const
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{
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return x*x + y*y;
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}
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inline Vector2 Vector2::getNormal() const
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{
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return Vector2(-y, x);
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}
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inline Vector2 Vector2::getNormal(float scale) const
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{
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return Vector2(-y * scale, x * scale);
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}
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inline float Vector2::dot(const Vector2 &a, const Vector2 &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 Vector2::cross(const Vector2 &a, const Vector2 &b)
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{
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return a.x * b.y - a.y * b.x;
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}
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inline void Vector2::normalize(float length)
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{
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float length_current = getLength();
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if (length_current > 0)
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{
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float m = length / length_current;
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x *= m;
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y *= m;
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}
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}
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inline Vector2 Vector2::operator + (const Vector2 &v) const
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{
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return Vector2(x + v.x, y + v.y);
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}
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inline Vector2 Vector2::operator - (const Vector2 &v) const
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{
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return Vector2(x - v.x, y - v.y);
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}
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inline Vector2 Vector2::operator * (float s) const
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{
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return Vector2(x*s, y*s);
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}
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inline Vector2 Vector2::operator / (float s) const
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{
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float invs = 1.0f / s;
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return Vector2(x*invs, y*invs);
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}
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inline Vector2 Vector2::operator - () const
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{
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return Vector2(-x, -y);
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}
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inline void Vector2::operator += (const Vector2 &v)
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{
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x += v.x;
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y += v.y;
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}
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inline void Vector2::operator -= (const Vector2 &v)
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{
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x -= v.x;
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y -= v.y;
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}
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inline void Vector2::operator *= (float s)
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{
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x *= s;
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y *= s;
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}
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inline void Vector2::operator /= (float s)
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{
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float invs = 1.0f / s;
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x *= invs;
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y *= invs;
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}
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inline bool Vector2::operator == (const Vector2 &v) const
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{
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return x == v.x && y == v.y;
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}
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inline bool Vector2::operator != (const Vector2 &v) const
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{
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return x != v.x || y != v.y;
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}
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inline float Vector3::getLength() const
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{
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return sqrtf(x*x + y*y + z*z);
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}
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inline float Vector3::getLengthSquare() const
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{
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return x*x + y*y + z*z;
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}
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inline float Vector3::dot(const Vector3 &a, const Vector3 &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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inline Vector3 Vector3::cross(const Vector3 &a, const Vector3 &b)
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{
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return Vector3(a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x);
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}
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inline void Vector3::normalize(float length)
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{
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float length_current = getLength();
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if (length_current > 0)
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{
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float m = length / length_current;
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x *= m;
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y *= m;
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z *= m;
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}
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}
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inline Vector3 Vector3::operator + (const Vector3 &v) const
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{
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return Vector3(x + v.x, y + v.y, z + v.z);
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}
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inline Vector3 Vector3::operator - (const Vector3 &v) const
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{
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return Vector3(x - v.x, y - v.y, z - v.z);
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}
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inline Vector3 Vector3::operator * (float s) const
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{
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return Vector3(x*s, y*s, z*s);
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}
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inline Vector3 Vector3::operator / (float s) const
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{
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float invs = 1.0f / s;
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return Vector3(x*invs, y*invs, z*invs);
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}
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inline Vector3 Vector3::operator - () const
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{
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return Vector3(-x, -y, -z);
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}
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inline void Vector3::operator += (const Vector3 &v)
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{
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x += v.x;
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y += v.y;
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z += v.z;
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}
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inline void Vector3::operator -= (const Vector3 &v)
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{
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x -= v.x;
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y -= v.y;
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z -= v.z;
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}
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inline void Vector3::operator *= (float s)
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{
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x *= s;
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y *= s;
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z *= s;
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}
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inline void Vector3::operator /= (float s)
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{
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float invs = 1.0f / s;
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x *= invs;
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y *= invs;
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z *= invs;
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}
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inline bool Vector3::operator == (const Vector3 &v) const
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{
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return x == v.x && y == v.y && z == v.z;
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}
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inline bool Vector3::operator != (const Vector3 &v) const
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{
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return x != v.x || y != v.y || z != v.z;
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}
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inline float Vector4::getLength() const
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{
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return sqrtf(x*x + y*y + z*z + w*w);
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}
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inline float Vector4::getLengthSquare() const
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{
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return x*x + y*y + z*z + w*w;
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}
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inline float Vector4::dot(const Vector4 &a, const Vector4 &b)
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{
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return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w;
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}
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inline void Vector4::normalize(float length)
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{
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float length_current = getLength();
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if (length_current > 0)
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{
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float m = length / length_current;
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x *= m;
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y *= m;
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z *= m;
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w *= m;
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}
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}
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inline Vector4 Vector4::operator + (const Vector4 &v) const
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{
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return Vector4(x + v.x, y + v.y, z + v.z, w + v.w);
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}
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inline Vector4 Vector4::operator - (const Vector4 &v) const
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{
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return Vector4(x - v.x, y - v.y, z - v.z, w - v.w);
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}
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inline Vector4 Vector4::operator * (float s) const
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{
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return Vector4(x*s, y*s, z*s, w*s);
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}
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inline Vector4 Vector4::operator / (float s) const
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{
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float invs = 1.0f / s;
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return Vector4(x*invs, y*invs, z*invs, w*invs);
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}
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inline Vector4 Vector4::operator - () const
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{
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return Vector4(-x, -y, -z, -w);
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}
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inline void Vector4::operator += (const Vector4 &v)
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{
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x += v.x;
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y += v.y;
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z += v.z;
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w += v.w;
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}
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inline void Vector4::operator -= (const Vector4 &v)
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{
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x -= v.x;
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y -= v.y;
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z -= v.z;
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w -= v.w;
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}
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inline void Vector4::operator *= (float s)
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{
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x *= s;
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y *= s;
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z *= s;
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w *= s;
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}
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inline void Vector4::operator /= (float s)
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{
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float invs = 1.0f / s;
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x *= invs;
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y *= invs;
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z *= invs;
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w *= invs;
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}
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inline bool Vector4::operator == (const Vector4 &v) const
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{
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return x == v.x && y == v.y && z == v.z && w == v.w;
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}
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inline bool Vector4::operator != (const Vector4 &v) const
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{
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return x != v.x || y != v.y || z != v.z || w != v.w;
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}
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} //love
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#endif// LOVE_VECTOR_H
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