[FORMAT] rework some class coding style
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a61639ef29
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b0e3b31664
@ -216,6 +216,24 @@ etk::CCout& etk::operator <<(etk::CCout &_os, const etk::Color<float>& _obj)
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return _os;
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}
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etk::CCout& etk::operator <<(etk::CCout& _os, const std::vector<etk::Color<uint8_t> >& _obj) {
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for (size_t iii = 0; iii < _obj.size(); ++iii) {
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if (iii != 0) {
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_os << " ";
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}
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_os << _obj[iii];
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}
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return _os;
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}
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etk::CCout& etk::operator <<(etk::CCout& _os, const std::vector<etk::Color<float> >& _obj) {
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for (size_t iii = 0; iii < _obj.size(); ++iii) {
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if (iii != 0) {
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_os << " ";
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}
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_os << _obj[iii];
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}
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return _os;
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}
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@ -242,6 +242,8 @@ namespace etk {
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etk::CCout& operator <<(etk::CCout &_os, const Color<uint8_t>& _obj);
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//! @not-in-doc
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etk::CCout& operator <<(etk::CCout &_os, const Color<float>& _obj);
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etk::CCout& operator <<(etk::CCout& _os, const std::vector<Color<uint8_t> >& _obj);
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etk::CCout& operator <<(etk::CCout& _os, const std::vector<Color<float> >& _obj);
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/**
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* @brief List of all native define colors ...
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*/
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@ -8,8 +8,7 @@
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#include <etk/math/Vector2D.h>
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etk::CCout& etk::operator <<(etk::CCout& _os, const etk::Vector2D<int32_t>& _obj)
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{
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etk::CCout& etk::operator <<(etk::CCout& _os, const etk::Vector2D<int32_t>& _obj) {
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_os << "(";
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_os << _obj.x();
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_os << ",";
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@ -18,8 +17,7 @@ etk::CCout& etk::operator <<(etk::CCout& _os, const etk::Vector2D<int32_t>& _obj
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return _os;
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}
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etk::CCout& etk::operator <<(etk::CCout& _os, const etk::Vector2D<float>& _obj)
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{
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etk::CCout& etk::operator <<(etk::CCout& _os, const etk::Vector2D<float>& _obj) {
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_os << "(";
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_os << _obj.x();
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_os << ",";
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@ -28,8 +26,7 @@ etk::CCout& etk::operator <<(etk::CCout& _os, const etk::Vector2D<float>& _obj)
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return _os;
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}
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etk::CCout& etk::operator <<(etk::CCout& _os, const etk::Vector2D<uint32_t>& _obj)
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{
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etk::CCout& etk::operator <<(etk::CCout& _os, const etk::Vector2D<uint32_t>& _obj) {
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_os << "(";
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_os << _obj.x();
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_os << ",";
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@ -38,8 +35,7 @@ etk::CCout& etk::operator <<(etk::CCout& _os, const etk::Vector2D<uint32_t>& _ob
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return _os;
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}
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etk::CCout& etk::operator <<(etk::CCout& _os, const etk::Vector2D<bool>& _obj)
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{
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etk::CCout& etk::operator <<(etk::CCout& _os, const etk::Vector2D<bool>& _obj) {
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_os << "(";
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_os << _obj.x();
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_os << ",";
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@ -48,6 +44,45 @@ etk::CCout& etk::operator <<(etk::CCout& _os, const etk::Vector2D<bool>& _obj)
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return _os;
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}
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etk::CCout& etk::operator <<(etk::CCout& _os, const std::vector<vec2 >& _obj) {
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for (size_t iii = 0; iii < _obj.size(); ++iii) {
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if (iii != 0) {
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_os << " ";
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}
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_os << _obj[iii];
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}
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return _os;
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}
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etk::CCout& etk::operator <<(etk::CCout& _os, const std::vector<ivec2 >& _obj) {
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for (size_t iii = 0; iii < _obj.size(); ++iii) {
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if (iii != 0) {
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_os << " ";
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}
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_os << _obj[iii];
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}
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return _os;
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}
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etk::CCout& etk::operator <<(etk::CCout& _os, const std::vector<uivec2 >& _obj) {
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for (size_t iii = 0; iii < _obj.size(); ++iii) {
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if (iii != 0) {
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_os << " ";
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}
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_os << _obj[iii];
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}
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return _os;
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}
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etk::CCout& etk::operator <<(etk::CCout& _os, const std::vector<bvec2 >& _obj) {
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for (size_t iii = 0; iii < _obj.size(); ++iii) {
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if (iii != 0) {
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_os << " ";
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}
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_os << _obj[iii];
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}
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return _os;
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}
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namespace etk {
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template<> Vector2D<bool>::operator std::string(void) const {
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@ -35,136 +35,145 @@ namespace etk {
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m_floats[0] = _x;
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m_floats[1] = _y;
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};
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Vector2D(const Vector2D<double>& obj) { m_floats[0] = (T)obj.x(); m_floats[1] = (T)obj.y(); };
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Vector2D(const Vector2D<float>& obj) { m_floats[0] = (T)obj.x(); m_floats[1] = (T)obj.y(); };
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Vector2D(const Vector2D<int32_t>& obj) { m_floats[0] = (T)obj.x(); m_floats[1] = (T)obj.y(); };
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Vector2D(const std::string& str);
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Vector2D(const std::u32string& str);
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Vector2D(const Vector2D<double>& _obj) {
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m_floats[0] = (T)_obj.x();
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m_floats[1] = (T)_obj.y();
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};
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Vector2D(const Vector2D<float>& _obj) {
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m_floats[0] = (T)_obj.x();
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m_floats[1] = (T)_obj.y();
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};
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Vector2D(const Vector2D<int32_t>& _obj) {
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m_floats[0] = (T)_obj.x();
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m_floats[1] = (T)_obj.y();
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};
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Vector2D(const std::string& _str);
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Vector2D(const std::u32string& _str);
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~Vector2D(void) { };
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/* ****************************************************
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* = assigment
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*****************************************************/
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const Vector2D<T>& operator= (const Vector2D<T>& obj ) {
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m_floats[0] = obj.m_floats[0];
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m_floats[1] = obj.m_floats[1];
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const Vector2D<T>& operator= (const Vector2D<T>& _obj ) {
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m_floats[0] = _obj.m_floats[0];
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m_floats[1] = _obj.m_floats[1];
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return *this;
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}
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const Vector2D<T>& operator= (const T val ) {
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m_floats[0] = val;
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m_floats[1] = val;
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const Vector2D<T>& operator= (const T _val ) {
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m_floats[0] = _val;
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m_floats[1] = _val;
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return *this;
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}
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/* ****************************************************
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* == operator
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*****************************************************/
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bool operator== (const Vector2D<T>& obj) const {
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return ( (T)obj.m_floats[0] == m_floats[0]
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&& (T)obj.m_floats[1] == m_floats[1]);
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bool operator== (const Vector2D<T>& _obj) const {
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return ( (T)_obj.m_floats[0] == m_floats[0]
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&& (T)_obj.m_floats[1] == m_floats[1]);
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}
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/* ****************************************************
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* != operator
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*****************************************************/
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bool operator!= (const Vector2D<T>& obj) const {
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return ( (T)obj.m_floats[0] != m_floats[0]
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|| (T)obj.m_floats[1] != m_floats[1]);
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bool operator!= (const Vector2D<T>& _obj) const {
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return ( (T)_obj.m_floats[0] != m_floats[0]
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|| (T)_obj.m_floats[1] != m_floats[1]);
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}
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/* ****************************************************
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* += operator
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*****************************************************/
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const Vector2D<T>& operator+= (const Vector2D<T>& obj) {
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m_floats[0] += obj.m_floats[0];
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m_floats[1] += obj.m_floats[1];
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const Vector2D<T>& operator+= (const Vector2D<T>& _obj) {
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m_floats[0] += _obj.m_floats[0];
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m_floats[1] += _obj.m_floats[1];
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return *this;
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}
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const Vector2D<T>& operator+= (const T val) {
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m_floats[0] += val;
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m_floats[1] += val;
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const Vector2D<T>& operator+= (const T _val) {
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m_floats[0] += _val;
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m_floats[1] += _val;
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return *this;
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}
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/* ****************************************************
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* + operator
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*****************************************************/
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Vector2D<T> operator+ (const Vector2D<T>& obj) const {
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Vector2D<T> operator+ (const Vector2D<T>& _obj) const {
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Vector2D<T> tmpp(m_floats[0],m_floats[1]);
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tmpp.m_floats[0] += obj.m_floats[0];
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tmpp.m_floats[1] += obj.m_floats[1];
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tmpp.m_floats[0] += _obj.m_floats[0];
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tmpp.m_floats[1] += _obj.m_floats[1];
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return tmpp;
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}
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Vector2D<T> operator+ (const T val) const {
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Vector2D<T> operator+ (const T _val) const {
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Vector2D<T> tmpp(m_floats[0],m_floats[1]);
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tmpp.m_floats[0] += val;
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tmpp.m_floats[1] += val;
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tmpp.m_floats[0] += _val;
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tmpp.m_floats[1] += _val;
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return tmpp;
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}
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/* ****************************************************
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* -= operator
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*****************************************************/
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const Vector2D<T>& operator-= (const Vector2D<T>& obj) {
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m_floats[0] -= obj.m_floats[0];
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m_floats[1] -= obj.m_floats[1];
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const Vector2D<T>& operator-= (const Vector2D<T>& _obj) {
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m_floats[0] -= _obj.m_floats[0];
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m_floats[1] -= _obj.m_floats[1];
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return *this;
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}
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const Vector2D<T>& operator-= (const T val) {
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m_floats[0] -= val;
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m_floats[1] -= val;
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const Vector2D<T>& operator-= (const T _val) {
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m_floats[0] -= _val;
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m_floats[1] -= _val;
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return *this;
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}
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/* ****************************************************
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* - operator
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*****************************************************/
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Vector2D<T> operator- (const Vector2D<T>& obj) const {
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Vector2D<T> operator- (const Vector2D<T>& _obj) const {
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Vector2D<T> tmpp(m_floats[0],m_floats[1]);
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tmpp.m_floats[0] -= obj.m_floats[0];
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tmpp.m_floats[1] -= obj.m_floats[1];
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tmpp.m_floats[0] -= _obj.m_floats[0];
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tmpp.m_floats[1] -= _obj.m_floats[1];
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return tmpp;
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}
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Vector2D<T> operator- (const T val) const {
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Vector2D<T> operator- (const T _val) const {
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Vector2D<T> tmpp(m_floats[0],m_floats[1]);
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tmpp.m_floats[0] -= val;
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tmpp.m_floats[1] -= val;
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tmpp.m_floats[0] -= _val;
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tmpp.m_floats[1] -= _val;
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return tmpp;
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}
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/* ****************************************************
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* *= operator
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*****************************************************/
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const Vector2D<T>& operator*= (const Vector2D<T>& obj) {
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m_floats[0] *= obj.m_floats[0];
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m_floats[1] *= obj.m_floats[1];
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const Vector2D<T>& operator*= (const Vector2D<T>& _obj) {
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m_floats[0] *= _obj.m_floats[0];
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m_floats[1] *= _obj.m_floats[1];
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return *this;
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}
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const Vector2D<T>& operator*= (const T val) {
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m_floats[0] *= val;
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m_floats[1] *= val;
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const Vector2D<T>& operator*= (const T _val) {
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m_floats[0] *= _val;
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m_floats[1] *= _val;
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return *this;
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}
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/* ****************************************************
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* * operator
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*****************************************************/
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Vector2D<T> operator* (const Vector2D<T>& obj) const {
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Vector2D<T> operator* (const Vector2D<T>& _obj) const {
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Vector2D<T> tmpp(m_floats[0],m_floats[1]);
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tmpp.m_floats[0] *= obj.m_floats[0];
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tmpp.m_floats[1] *= obj.m_floats[1];
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tmpp.m_floats[0] *= _obj.m_floats[0];
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tmpp.m_floats[1] *= _obj.m_floats[1];
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return tmpp;
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}
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Vector2D<T> operator* (const T val) const {
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Vector2D<T> operator* (const T _val) const {
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Vector2D<T> tmpp(m_floats[0],m_floats[1]);
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tmpp.m_floats[0] *= val;
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tmpp.m_floats[1] *= val;
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tmpp.m_floats[0] *= _val;
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tmpp.m_floats[1] *= _val;
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return tmpp;
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}
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/* ****************************************************
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* / operator
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*****************************************************/
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Vector2D<T> operator/ (const Vector2D<T>& obj) const{
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Vector2D<T> tmpp(m_floats[0],m_floats[1]);
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tmpp.m_floats[0] /= obj.m_floats[0];
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tmpp.m_floats[1] /= obj.m_floats[1];
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Vector2D<T> operator/ (const Vector2D<T>& _obj) const{
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Vector2D<T> tmpp(m_floats[0], m_floats[1]);
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tmpp.m_floats[0] /= _obj.m_floats[0];
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tmpp.m_floats[1] /= _obj.m_floats[1];
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return tmpp;
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}
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Vector2D<T> operator/ (const T val) const {
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Vector2D<T> tmpp(m_floats[0],m_floats[1]);
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tmpp.m_floats[0] /= val;
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tmpp.m_floats[1] /= val;
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Vector2D<T> operator/ (const T _val) const {
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Vector2D<T> tmpp(m_floats[0], m_floats[1]);
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tmpp.m_floats[0] /= _val;
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tmpp.m_floats[1] /= _val;
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return tmpp;
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}
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/* ****************************************************
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@ -175,7 +184,7 @@ namespace etk {
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++m_floats[1];
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return *this;
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}
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Vector2D<T> operator++(int unused) {
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Vector2D<T> operator++(int _unused) {
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Vector2D<T> result = *this;
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++(*this);
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return result;
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@ -188,7 +197,7 @@ namespace etk {
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--m_floats[1];
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return *this;
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}
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Vector2D<T> operator--(int unused) {
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Vector2D<T> operator--(int _unused) {
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Vector2D<T> result = *this;
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--(*this);
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return result;
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@ -197,9 +206,9 @@ namespace etk {
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* @brief Return the dot product
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* @param v The other vector in the dot product
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*/
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btScalar dot(const Vector2D<T>& v) const {
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return m_floats[0] * v.m_floats[0] +
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m_floats[1] * v.m_floats[1];
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btScalar dot(const Vector2D<T>& _v) const {
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return m_floats[0] * _v.m_floats[0]
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+ m_floats[1] * _v.m_floats[1];
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}
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/**
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* @brief Return the length of the vector squared
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@ -217,8 +226,8 @@ namespace etk {
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* @brief Return the distance squared between the ends of this and another vector
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* This is symantically treating the vector like a point
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*/
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btScalar distance2(const btVector3& v) const {
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return (v - *this).length2();
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btScalar distance2(const btVector3& _v) const {
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return (_v - *this).length2();
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}
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/**
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* @brief Return the distance between the ends of this and another vector
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@ -311,19 +320,19 @@ namespace etk {
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}
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/**
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* @brief Set each element to the max of the current values and the values of another btVector3
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* @param other The other btVector3 to compare with
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* @param _other The other btVector3 to compare with
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*/
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void setMax(const Vector2D<T>& other) {
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btSetMax(m_floats[0], other.m_floats[0]);
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btSetMax(m_floats[1], other.m_floats[1]);
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void setMax(const Vector2D<T>& _other) {
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btSetMax(m_floats[0], _other.m_floats[0]);
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btSetMax(m_floats[1], _other.m_floats[1]);
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}
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/**
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* @brief Set each element to the min of the current values and the values of another btVector3
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* @param other The other btVector3 to compare with
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* @param _other The other btVector3 to compare with
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*/
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void setMin(const Vector2D<T>& other) {
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btSetMin(m_floats[0], other.m_floats[0]);
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btSetMin(m_floats[1], other.m_floats[1]);
|
||||
void setMin(const Vector2D<T>& _other) {
|
||||
btSetMin(m_floats[0], _other.m_floats[0]);
|
||||
btSetMin(m_floats[1], _other.m_floats[1]);
|
||||
}
|
||||
void setValue(const T& _x, const T& _y) {
|
||||
m_floats[0]=_x;
|
||||
@ -342,10 +351,13 @@ namespace etk {
|
||||
/**
|
||||
* @brief Debug operator To display the curent element in a Human redeable information
|
||||
*/
|
||||
etk::CCout& operator <<(etk::CCout &os, const etk::Vector2D<int32_t>& obj);
|
||||
etk::CCout& operator <<(etk::CCout &os, const etk::Vector2D<float>& obj);
|
||||
etk::CCout& operator <<(etk::CCout &os, const etk::Vector2D<uint32_t>& obj);
|
||||
etk::CCout& operator <<(etk::CCout &os, const etk::Vector2D<bool>& obj);
|
||||
etk::CCout& operator <<(etk::CCout& _os, const etk::Vector2D<int32_t>& _obj);
|
||||
//! @previous
|
||||
etk::CCout& operator <<(etk::CCout& _os, const etk::Vector2D<float>& _obj);
|
||||
//! @previous
|
||||
etk::CCout& operator <<(etk::CCout& _os, const etk::Vector2D<uint32_t>& _obj);
|
||||
//! @previous
|
||||
etk::CCout& operator <<(etk::CCout& _os, const etk::Vector2D<bool>& _obj);
|
||||
};
|
||||
// To siplify the writing of the code ==> this permit to have the same name with the glsl language...
|
||||
typedef etk::Vector2D<float> vec2;
|
||||
@ -362,4 +374,14 @@ inline vec2 vec2ClipInt64(const vec2& _val) {
|
||||
return vec2((int64_t)_val.x(), (int64_t)_val.y());
|
||||
}
|
||||
|
||||
|
||||
namespace etk {
|
||||
etk::CCout& operator <<(etk::CCout& _os, const std::vector<vec2 >& _obj);
|
||||
//! @previous
|
||||
etk::CCout& operator <<(etk::CCout& _os, const std::vector<ivec2 >& _obj);
|
||||
//! @previous
|
||||
etk::CCout& operator <<(etk::CCout& _os, const std::vector<uivec2 >& _obj);
|
||||
//! @previous
|
||||
etk::CCout& operator <<(etk::CCout& _os, const std::vector<bvec2 >& _obj);
|
||||
};
|
||||
#endif
|
||||
|
@ -57,6 +57,46 @@ etk::CCout& etk::operator <<(etk::CCout &os, const etk::Vector3D<bool> obj)
|
||||
}
|
||||
|
||||
|
||||
etk::CCout& etk::operator <<(etk::CCout& _os, const std::vector<vec3 >& _obj) {
|
||||
for (size_t iii = 0; iii < _obj.size(); ++iii) {
|
||||
if (iii != 0) {
|
||||
_os << " ";
|
||||
}
|
||||
_os << _obj[iii];
|
||||
}
|
||||
return _os;
|
||||
}
|
||||
|
||||
etk::CCout& etk::operator <<(etk::CCout& _os, const std::vector<ivec3 >& _obj) {
|
||||
for (size_t iii = 0; iii < _obj.size(); ++iii) {
|
||||
if (iii != 0) {
|
||||
_os << " ";
|
||||
}
|
||||
_os << _obj[iii];
|
||||
}
|
||||
return _os;
|
||||
}
|
||||
|
||||
etk::CCout& etk::operator <<(etk::CCout& _os, const std::vector<uivec3 >& _obj) {
|
||||
for (size_t iii = 0; iii < _obj.size(); ++iii) {
|
||||
if (iii != 0) {
|
||||
_os << " ";
|
||||
}
|
||||
_os << _obj[iii];
|
||||
}
|
||||
return _os;
|
||||
}
|
||||
|
||||
etk::CCout& etk::operator <<(etk::CCout& _os, const std::vector<bvec3 >& _obj) {
|
||||
for (size_t iii = 0; iii < _obj.size(); ++iii) {
|
||||
if (iii != 0) {
|
||||
_os << " ";
|
||||
}
|
||||
_os << _obj[iii];
|
||||
}
|
||||
return _os;
|
||||
}
|
||||
|
||||
vec3 quaternionToEulerXYZ(const btQuaternion& quat)
|
||||
{
|
||||
// back to the euler angle :
|
||||
|
@ -29,8 +29,7 @@ namespace etk
|
||||
/**
|
||||
* @brief No initialization constructor (faster ...)
|
||||
*/
|
||||
Vector3D(void)
|
||||
{
|
||||
Vector3D(void) {
|
||||
#ifdef DEBUG
|
||||
// in debug mode we set supid value to prevent forget of the inits ...
|
||||
m_floats[0] = (T)34673363;
|
||||
@ -41,12 +40,11 @@ namespace etk
|
||||
}
|
||||
/**
|
||||
* @brief Constructor from scalars
|
||||
* @param x X value
|
||||
* @param y Y value
|
||||
* @param z Z value
|
||||
* @param _x X value
|
||||
* @param _y Y value
|
||||
* @param _z Z value
|
||||
*/
|
||||
Vector3D(const T& _x, const T& _y, const T& _z)
|
||||
{
|
||||
Vector3D(const T& _x, const T& _y, const T& _z) {
|
||||
m_floats[0] = _x;
|
||||
m_floats[1] = _y;
|
||||
m_floats[2] = _z;
|
||||
@ -55,76 +53,72 @@ namespace etk
|
||||
|
||||
/**
|
||||
* @brief Add a vector to this one
|
||||
* @param The vector to add to this one
|
||||
* @param _v The vector to add to this one
|
||||
*/
|
||||
Vector3D<T>& operator+=(const Vector3D<T>& v)
|
||||
{
|
||||
m_floats[0] += v.m_floats[0];
|
||||
m_floats[1] += v.m_floats[1];
|
||||
m_floats[2] += v.m_floats[2];
|
||||
Vector3D<T>& operator+=(const Vector3D<T>& _v) {
|
||||
m_floats[0] += _v.m_floats[0];
|
||||
m_floats[1] += _v.m_floats[1];
|
||||
m_floats[2] += _v.m_floats[2];
|
||||
return *this;
|
||||
}
|
||||
Vector3D<T> operator+(const Vector3D<T>& v)
|
||||
{
|
||||
return Vector3D<T>(m_floats[0] + v.m_floats[0],
|
||||
m_floats[1] + v.m_floats[1],
|
||||
m_floats[2] + v.m_floats[2]);
|
||||
//! @previous
|
||||
Vector3D<T> operator+(const Vector3D<T>& _v) {
|
||||
return Vector3D<T>(m_floats[0] + _v.m_floats[0],
|
||||
m_floats[1] + _v.m_floats[1],
|
||||
m_floats[2] + _v.m_floats[2]);
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* @brief Subtract a vector from this one
|
||||
* @param The vector to subtract
|
||||
* @param _v The vector to subtract
|
||||
*/
|
||||
Vector3D<T>& operator-=(const Vector3D<T>& v)
|
||||
{
|
||||
m_floats[0] -= v.m_floats[0];
|
||||
m_floats[1] -= v.m_floats[1];
|
||||
m_floats[2] -= v.m_floats[2];
|
||||
Vector3D<T>& operator-=(const Vector3D<T>& _v) {
|
||||
m_floats[0] -= _v.m_floats[0];
|
||||
m_floats[1] -= _v.m_floats[1];
|
||||
m_floats[2] -= _v.m_floats[2];
|
||||
return *this;
|
||||
}
|
||||
Vector3D<T> operator-(const Vector3D<T>& v)
|
||||
{
|
||||
return Vector3D<T>(m_floats[0] - v.m_floats[0],
|
||||
m_floats[1] - v.m_floats[1],
|
||||
m_floats[2] - v.m_floats[2]);
|
||||
//! @previous
|
||||
Vector3D<T> operator-(const Vector3D<T>& _v) {
|
||||
return Vector3D<T>(m_floats[0] - _v.m_floats[0],
|
||||
m_floats[1] - _v.m_floats[1],
|
||||
m_floats[2] - _v.m_floats[2]);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Scale the vector
|
||||
* @param s Scale factor
|
||||
* @param _s Scale factor
|
||||
*/
|
||||
Vector3D<T>& operator*=(const T& s)
|
||||
{
|
||||
m_floats[0] *= s;
|
||||
m_floats[1] *= s;
|
||||
m_floats[2] *= s;
|
||||
Vector3D<T>& operator*=(const T& _s) {
|
||||
m_floats[0] *= _s;
|
||||
m_floats[1] *= _s;
|
||||
m_floats[2] *= _s;
|
||||
return *this;
|
||||
}
|
||||
Vector3D<T> operator*(const T& s)
|
||||
{
|
||||
return Vector3D<T>(m_floats[0] * s,
|
||||
m_floats[1] * s,
|
||||
m_floats[2] * s);
|
||||
//! @previous
|
||||
Vector3D<T> operator*(const T& _s) {
|
||||
return Vector3D<T>(m_floats[0] * _s,
|
||||
m_floats[1] * _s,
|
||||
m_floats[2] * _s);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Inversely scale the vector
|
||||
* @param s Scale factor to divide by
|
||||
* @param _s Scale factor to divide by
|
||||
*/
|
||||
Vector3D<T>& operator/=(const Vector3D<T>& s)
|
||||
{
|
||||
if (0!=s) {
|
||||
return *this *= btScalar(1.0) / s;
|
||||
Vector3D<T>& operator/=(const Vector3D<T>& _s) {
|
||||
if (_s != 0) {
|
||||
return *this *= btScalar(1.0) / _s;
|
||||
}
|
||||
return *this;
|
||||
}
|
||||
Vector3D<T>& operator/=(const T& s)
|
||||
{
|
||||
if (0!=s) {
|
||||
m_floats[0]/=s;
|
||||
m_floats[1]/=s;
|
||||
m_floats[2]/=s;
|
||||
//! @previous
|
||||
Vector3D<T>& operator/=(const T& _s) {
|
||||
if (_s != 0) {
|
||||
m_floats[0] /= _s;
|
||||
m_floats[1] /= _s;
|
||||
m_floats[2] /= _s;
|
||||
return *this;
|
||||
}
|
||||
return *this;
|
||||
@ -132,28 +126,25 @@ namespace etk
|
||||
|
||||
/**
|
||||
* @brief Return the dot product
|
||||
* @param v The other vector in the dot product
|
||||
* @param _v The other vector in the dot product
|
||||
*/
|
||||
btScalar dot(const Vector3D<T>& v) const
|
||||
{
|
||||
return m_floats[0] * v.m_floats[0] +
|
||||
m_floats[1] * v.m_floats[1] +
|
||||
m_floats[2] * v.m_floats[2];
|
||||
btScalar dot(const Vector3D<T>& _v) const {
|
||||
return m_floats[0] * _v.m_floats[0]
|
||||
+ m_floats[1] * _v.m_floats[1]
|
||||
+ m_floats[2] * _v.m_floats[2];
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Return the length of the vector squared
|
||||
*/
|
||||
btScalar length2() const
|
||||
{
|
||||
btScalar length2(void) const {
|
||||
return dot(*this);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Return the length of the vector
|
||||
*/
|
||||
btScalar length() const
|
||||
{
|
||||
btScalar length(void) const {
|
||||
return btSqrt(length2());
|
||||
}
|
||||
|
||||
@ -161,22 +152,19 @@ namespace etk
|
||||
* @brief Return the distance squared between the ends of this and another vector
|
||||
* This is symantically treating the vector like a point
|
||||
*/
|
||||
btScalar distance2(const btVector3& v) const
|
||||
{
|
||||
return (v - *this).length2();
|
||||
btScalar distance2(const btVector3& _v) const {
|
||||
return (_v - *this).length2();
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Return the distance between the ends of this and another vector
|
||||
* This is symantically treating the vector like a point
|
||||
*/
|
||||
btScalar distance(const btVector3& v) const
|
||||
{
|
||||
return (v - *this).length();
|
||||
btScalar distance(const btVector3& _v) const {
|
||||
return (_v - *this).length();
|
||||
}
|
||||
|
||||
Vector3D<T>& safeNormalize()
|
||||
{
|
||||
Vector3D<T>& safeNormalize(void) {
|
||||
Vector3D<T> absVec = this->absolute();
|
||||
int maxIndex = absVec.maxAxis();
|
||||
if (absVec[maxIndex]>0)
|
||||
@ -192,42 +180,38 @@ namespace etk
|
||||
* @brief Normalize this vector
|
||||
* x^2 + y^2 + z^2 = 1
|
||||
*/
|
||||
Vector3D<T>& normalize()
|
||||
{
|
||||
Vector3D<T>& normalize(void) {
|
||||
return *this /= length();
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Return a normalized version of this vector
|
||||
*/
|
||||
Vector3D<T> normalized() const
|
||||
{
|
||||
Vector3D<T> normalized(void) const {
|
||||
return *this / length();
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Return a rotated version of this vector
|
||||
* @param wAxis The axis to rotate about
|
||||
* @param angle The angle to rotate by
|
||||
* @param _wAxis The axis to rotate about
|
||||
* @param _angle The angle to rotate by
|
||||
*/
|
||||
Vector3D<T> rotate( const Vector3D<T>& wAxis, const btScalar angle ) const
|
||||
{
|
||||
Vector3D<T> o = wAxis * wAxis.dot( *this );
|
||||
Vector3D<T> _x = *this - o;
|
||||
Vector3D<T> _y;
|
||||
_y = wAxis.cross( *this );
|
||||
return ( o + _x * cosf(angle) + _y * sinf(angle) );
|
||||
Vector3D<T> rotate( const Vector3D<T>& _wAxis, const btScalar _angle ) const {
|
||||
Vector3D<T> o = _wAxis * _wAxis.dot( *this );
|
||||
Vector3D<T> x = *this - o;
|
||||
Vector3D<T> y;
|
||||
y = _wAxis.cross( *this );
|
||||
return ( o + x * cosf(_angle) + y * sinf(_angle) );
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Return the angle between this and another vector
|
||||
* @param v The other vector
|
||||
* @param _v The other vector
|
||||
*/
|
||||
btScalar angle(const Vector3D<T>& v) const
|
||||
{
|
||||
btScalar s = sqrtf(length2() * v.length2());
|
||||
btScalar angle(const Vector3D<T>& _v) const {
|
||||
btScalar s = sqrtf(length2() * _v.length2());
|
||||
if (0!=s) {
|
||||
return acosf(dot(v) / s);
|
||||
return acosf(dot(_v) / s);
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
@ -235,8 +219,7 @@ namespace etk
|
||||
/**
|
||||
* @brief Return a vector will the absolute values of each element
|
||||
*/
|
||||
Vector3D<T> absolute(void) const
|
||||
{
|
||||
Vector3D<T> absolute(void) const {
|
||||
return Vector3D<T>( abs(m_floats[0]),
|
||||
abs(m_floats[1]),
|
||||
abs(m_floats[2]));
|
||||
@ -244,174 +227,196 @@ namespace etk
|
||||
|
||||
/**
|
||||
* @brief Return the cross product between this and another vector
|
||||
* @param v The other vector
|
||||
* @param _v The other vector
|
||||
*/
|
||||
Vector3D<T> cross(const Vector3D<T>& v) const
|
||||
{
|
||||
return Vector3D<T>(m_floats[1] * v.m_floats[2] - m_floats[2] * v.m_floats[1],
|
||||
m_floats[2] * v.m_floats[0] - m_floats[0] * v.m_floats[2],
|
||||
m_floats[0] * v.m_floats[1] - m_floats[1] * v.m_floats[0]);
|
||||
Vector3D<T> cross(const Vector3D<T>& _v) const {
|
||||
return Vector3D<T>(m_floats[1] * _v.m_floats[2] - m_floats[2] * _v.m_floats[1],
|
||||
m_floats[2] * _v.m_floats[0] - m_floats[0] * _v.m_floats[2],
|
||||
m_floats[0] * _v.m_floats[1] - m_floats[1] * _v.m_floats[0]);
|
||||
}
|
||||
|
||||
T triple(const Vector3D<T>& v1, const Vector3D<T>& v2) const
|
||||
{
|
||||
return m_floats[0] * (v1.m_floats[1] * v2.m_floats[2] - v1.m_floats[2] * v2.m_floats[1])
|
||||
+ m_floats[1] * (v1.m_floats[2] * v2.m_floats[0] - v1.m_floats[0] * v2.m_floats[2])
|
||||
+ m_floats[2] * (v1.m_floats[0] * v2.m_floats[1] - v1.m_floats[1] * v2.m_floats[0]);
|
||||
T triple(const Vector3D<T>& _v1, const Vector3D<T>& _v2) const {
|
||||
return m_floats[0] * (_v1.m_floats[1] * _v2.m_floats[2] - _v1.m_floats[2] * _v2.m_floats[1])
|
||||
+ m_floats[1] * (_v1.m_floats[2] * _v2.m_floats[0] - _v1.m_floats[0] * _v2.m_floats[2])
|
||||
+ m_floats[2] * (_v1.m_floats[0] * _v2.m_floats[1] - _v1.m_floats[1] * _v2.m_floats[0]);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Return the axis with the smallest value
|
||||
* Note return values are 0,1,2 for x, y, or z
|
||||
*/
|
||||
int32_t minAxis(void) const
|
||||
{
|
||||
return m_floats[0] < m_floats[1] ? (m_floats[0] <m_floats[2] ? 0 : 2) : (m_floats[1] <m_floats[2] ? 1 : 2);
|
||||
int32_t minAxis(void) const {
|
||||
if (m_floats[0] < m_floats[1]) {
|
||||
return m_floats[0] < m_floats[2] ? 0 : 2;
|
||||
}
|
||||
return m_floats[1] < m_floats[2] ? 1 : 2;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Return the axis with the largest value
|
||||
* Note return values are 0,1,2 for x, y, or z
|
||||
*/
|
||||
int32_t maxAxis(void) const
|
||||
{
|
||||
return m_floats[0] < m_floats[1] ? (m_floats[1] <m_floats[2] ? 2 : 1) : (m_floats[0] <m_floats[2] ? 2 : 0);
|
||||
int32_t maxAxis(void) const {
|
||||
if (m_floats[0] < m_floats[1]) {
|
||||
return m_floats[1] < m_floats[2] ? 2 : 1;
|
||||
}
|
||||
return m_floats[0] < m_floats[2] ? 2 : 0;
|
||||
}
|
||||
|
||||
int32_t furthestAxis(void) const
|
||||
{
|
||||
int32_t furthestAxis(void) const {
|
||||
return absolute().minAxis();
|
||||
}
|
||||
|
||||
int32_t closestAxis(void) const
|
||||
{
|
||||
int32_t closestAxis(void) const {
|
||||
return absolute().maxAxis();
|
||||
}
|
||||
|
||||
void setInterpolate3(const Vector3D<T>& v0, const Vector3D<T>& v1, T rt)
|
||||
{
|
||||
btScalar s = 1 - rt;
|
||||
m_floats[0] = s * v0.m_floats[0] + rt * v1.m_floats[0];
|
||||
m_floats[1] = s * v0.m_floats[1] + rt * v1.m_floats[1];
|
||||
m_floats[2] = s * v0.m_floats[2] + rt * v1.m_floats[2];
|
||||
void setInterpolate3(const Vector3D<T>& _v0, const Vector3D<T>& _v1, T _rt) {
|
||||
btScalar s = 1.0 - _rt;
|
||||
m_floats[0] = s * _v0.m_floats[0] + _rt * _v1.m_floats[0];
|
||||
m_floats[1] = s * _v0.m_floats[1] + _rt * _v1.m_floats[1];
|
||||
m_floats[2] = s * _v0.m_floats[2] + _rt * _v1.m_floats[2];
|
||||
//don't do the unused w component
|
||||
// m_co[3] = s * v0[3] + rt * v1[3];
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Return the linear interpolation between this and another vector
|
||||
* @param v The other vector
|
||||
* @param t The ration of this to v (t = 0 => return this, t=1 => return other)
|
||||
* @param _v The other vector
|
||||
* @param _t The ration of this to v (t = 0 => return this, t=1 => return other)
|
||||
*/
|
||||
Vector3D<T> lerp(const Vector3D<T>& v, const btScalar& t) const
|
||||
{
|
||||
return Vector3D<T>(m_floats[0] + (v.m_floats[0] - m_floats[0]) * t,
|
||||
m_floats[1] + (v.m_floats[1] - m_floats[1]) * t,
|
||||
m_floats[2] + (v.m_floats[2] - m_floats[2]) * t);
|
||||
Vector3D<T> lerp(const Vector3D<T>& _v, const btScalar& _t) const {
|
||||
return Vector3D<T>(m_floats[0] + (_v.m_floats[0] - m_floats[0]) * _t,
|
||||
m_floats[1] + (_v.m_floats[1] - m_floats[1]) * _t,
|
||||
m_floats[2] + (_v.m_floats[2] - m_floats[2]) * _t);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Elementwise multiply this vector by the other
|
||||
* @param v The other vector
|
||||
* @param _v The other vector
|
||||
*/
|
||||
Vector3D<T>& operator*=(const Vector3D<T>& v)
|
||||
{
|
||||
m_floats[0] *= v.m_floats[0];
|
||||
m_floats[1] *= v.m_floats[1];
|
||||
m_floats[2] *= v.m_floats[2];
|
||||
Vector3D<T>& operator*=(const Vector3D<T>& _v) {
|
||||
m_floats[0] *= _v.m_floats[0];
|
||||
m_floats[1] *= _v.m_floats[1];
|
||||
m_floats[2] *= _v.m_floats[2];
|
||||
return *this;
|
||||
}
|
||||
Vector3D<T> operator*(const Vector3D<T>& v)
|
||||
{
|
||||
return Vector3D<T>(m_floats[0] * v.m_floats[0],
|
||||
m_floats[1] * v.m_floats[1],
|
||||
m_floats[2] * v.m_floats[2]);
|
||||
//! @previous
|
||||
Vector3D<T> operator*(const Vector3D<T>& _v) {
|
||||
return Vector3D<T>(m_floats[0] * _v.m_floats[0],
|
||||
m_floats[1] * _v.m_floats[1],
|
||||
m_floats[2] * _v.m_floats[2]);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Return the x value
|
||||
*/
|
||||
const T& getX() const { return m_floats[0]; }
|
||||
const T& getX() const {
|
||||
return m_floats[0];
|
||||
}
|
||||
/**
|
||||
* @brief Return the y value
|
||||
*/
|
||||
const T& getY() const { return m_floats[1]; }
|
||||
const T& getY() const {
|
||||
return m_floats[1];
|
||||
}
|
||||
/**
|
||||
* @brief Return the z value
|
||||
*/
|
||||
const T& getZ() const { return m_floats[2]; }
|
||||
const T& getZ() const {
|
||||
return m_floats[2];
|
||||
}
|
||||
/**
|
||||
* @brief Set the x value
|
||||
*/
|
||||
void setX(T _x) { m_floats[0] = _x;};
|
||||
void setX(T _x) {
|
||||
m_floats[0] = _x;
|
||||
};
|
||||
/**
|
||||
* @brief Set the y value
|
||||
*/
|
||||
void setY(T _y) { m_floats[1] = _y;};
|
||||
void setY(T _y) {
|
||||
m_floats[1] = _y;
|
||||
};
|
||||
/**
|
||||
* @brief Set the z value
|
||||
*/
|
||||
void setZ(T _z) { m_floats[2] = _z;};
|
||||
void setZ(T _z) {
|
||||
m_floats[2] = _z;
|
||||
};
|
||||
/**
|
||||
* @brief Set the w value
|
||||
*/
|
||||
void setW(T _w) { m_floats[3] = _w;};
|
||||
void setW(T _w) {
|
||||
m_floats[3] = _w;
|
||||
};
|
||||
/**
|
||||
* @brief Return the x value
|
||||
*/
|
||||
const T& x() const { return m_floats[0]; }
|
||||
const T& x() const {
|
||||
return m_floats[0];
|
||||
}
|
||||
/**
|
||||
* @brief Return the y value
|
||||
*/
|
||||
const T& y() const { return m_floats[1]; }
|
||||
const T& y() const {
|
||||
return m_floats[1];
|
||||
}
|
||||
/**
|
||||
* @brief Return the z value
|
||||
*/
|
||||
const T& z() const { return m_floats[2]; }
|
||||
const T& z() const {
|
||||
return m_floats[2];
|
||||
}
|
||||
/**
|
||||
* @brief Return the w value
|
||||
*/
|
||||
const T& w() const { return m_floats[3]; }
|
||||
|
||||
operator T *() { return &m_floats[0]; }
|
||||
operator const T *() const { return &m_floats[0]; }
|
||||
|
||||
bool operator==(const Vector3D<T>& other) const
|
||||
{
|
||||
return ( (m_floats[3]==other.m_floats[3])
|
||||
&& (m_floats[2]==other.m_floats[2])
|
||||
&& (m_floats[1]==other.m_floats[1])
|
||||
&& (m_floats[0]==other.m_floats[0]));
|
||||
const T& w() const {
|
||||
return m_floats[3];
|
||||
}
|
||||
|
||||
bool operator!=(const Vector3D<T>& other) const
|
||||
{
|
||||
return ( (m_floats[3]!=other.m_floats[3])
|
||||
|| (m_floats[2]!=other.m_floats[2])
|
||||
|| (m_floats[1]!=other.m_floats[1])
|
||||
|| (m_floats[0]!=other.m_floats[0]));
|
||||
operator T *() {
|
||||
return &m_floats[0];
|
||||
}
|
||||
//! @previous
|
||||
operator const T *() const {
|
||||
return &m_floats[0];
|
||||
}
|
||||
|
||||
bool operator==(const Vector3D<T>& _other) const {
|
||||
return ( (m_floats[3] == _other.m_floats[3])
|
||||
&& (m_floats[2] == _other.m_floats[2])
|
||||
&& (m_floats[1] == _other.m_floats[1])
|
||||
&& (m_floats[0] == _other.m_floats[0]));
|
||||
}
|
||||
|
||||
bool operator!=(const Vector3D<T>& _other) const {
|
||||
return ( (m_floats[3] != _other.m_floats[3])
|
||||
|| (m_floats[2] != _other.m_floats[2])
|
||||
|| (m_floats[1] != _other.m_floats[1])
|
||||
|| (m_floats[0] != _other.m_floats[0]));
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Set each element to the max of the current values and the values of another btVector3
|
||||
* @param other The other btVector3 to compare with
|
||||
* @param _other The other btVector3 to compare with
|
||||
*/
|
||||
void setMax(const Vector3D<T>& other) {
|
||||
btSetMax(m_floats[0], other.m_floats[0]);
|
||||
btSetMax(m_floats[1], other.m_floats[1]);
|
||||
btSetMax(m_floats[2], other.m_floats[2]);
|
||||
btSetMax(m_floats[3], other.m_floats[3]);
|
||||
void setMax(const Vector3D<T>& _other) {
|
||||
btSetMax(m_floats[0], _other.m_floats[0]);
|
||||
btSetMax(m_floats[1], _other.m_floats[1]);
|
||||
btSetMax(m_floats[2], _other.m_floats[2]);
|
||||
btSetMax(m_floats[3], _other.m_floats[3]);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Set each element to the min of the current values and the values of another btVector3
|
||||
* @param other The other btVector3 to compare with
|
||||
* @param _other The other btVector3 to compare with
|
||||
*/
|
||||
void setMin(const Vector3D<T>& other) {
|
||||
btSetMin(m_floats[0], other.m_floats[0]);
|
||||
btSetMin(m_floats[1], other.m_floats[1]);
|
||||
btSetMin(m_floats[2], other.m_floats[2]);
|
||||
btSetMin(m_floats[3], other.m_floats[3]);
|
||||
void setMin(const Vector3D<T>& _other) {
|
||||
btSetMin(m_floats[0], _other.m_floats[0]);
|
||||
btSetMin(m_floats[1], _other.m_floats[1]);
|
||||
btSetMin(m_floats[2], _other.m_floats[2]);
|
||||
btSetMin(m_floats[3], _other.m_floats[3]);
|
||||
}
|
||||
|
||||
void setValue(const T& _x, const T& _y, const T& _z) {
|
||||
@ -421,35 +426,35 @@ namespace etk
|
||||
m_floats[3] = 0;
|
||||
}
|
||||
|
||||
void getSkewSymmetricMatrix(Vector3D<T>* v0,Vector3D<T>* v1,Vector3D<T>* v2) const
|
||||
{
|
||||
v0->setValue(0. ,-z() ,y());
|
||||
v1->setValue(z() ,0. ,-x());
|
||||
v2->setValue(-y() ,x() ,0.);
|
||||
void getSkewSymmetricMatrix(Vector3D<T>* _v0,Vector3D<T>* _v1,Vector3D<T>* _v2) const {
|
||||
_v0->setValue(0. ,-z() ,y());
|
||||
_v1->setValue(z() ,0. ,-x());
|
||||
_v2->setValue(-y() ,x() ,0.);
|
||||
}
|
||||
|
||||
void setZero(void)
|
||||
{
|
||||
void setZero(void) {
|
||||
setValue(0,0,0);
|
||||
}
|
||||
|
||||
bool isZero(void) const
|
||||
{
|
||||
bool isZero(void) const {
|
||||
return m_floats[0] == 0 && m_floats[1] == 0 && m_floats[2] == 0;
|
||||
}
|
||||
};
|
||||
/**
|
||||
* @brief Debug operator To display the curent element in a Human redeable information
|
||||
*/
|
||||
etk::CCout& operator <<(etk::CCout &os, const etk::Vector3D<int32_t> obj);
|
||||
etk::CCout& operator <<(etk::CCout &os, const btVector3 obj);
|
||||
etk::CCout& operator <<(etk::CCout &os, const etk::Vector3D<uint32_t> obj);
|
||||
etk::CCout& operator <<(etk::CCout &os, const etk::Vector3D<bool> obj);
|
||||
etk::CCout& operator <<(etk::CCout &_os, const etk::Vector3D<int32_t> _obj);
|
||||
//! @previous
|
||||
etk::CCout& operator <<(etk::CCout &_os, const btVector3 _obj);
|
||||
//! @previous
|
||||
etk::CCout& operator <<(etk::CCout &_os, const etk::Vector3D<uint32_t> _obj);
|
||||
//! @previous
|
||||
etk::CCout& operator <<(etk::CCout &_os, const etk::Vector3D<bool> _obj);
|
||||
|
||||
};
|
||||
|
||||
// To siplify the writing of the code ==> this permit to have the same name with the glsl language...
|
||||
typedef btVector3 vec3;
|
||||
typedef btVector3 vec3;
|
||||
typedef etk::Vector3D<float> ovec3; // specific for OpenGL ... ==> never change this ...
|
||||
typedef etk::Vector3D<int32_t> ivec3;
|
||||
// not compatible with glsl ... but it is better to have a same writing
|
||||
@ -459,15 +464,22 @@ typedef etk::Vector3D<bool> bvec3;
|
||||
|
||||
vec3 quaternionToEulerXYZ(const btQuaternion& quat);
|
||||
|
||||
inline vec3 vec3ClipInt32(const vec3& val)
|
||||
{
|
||||
inline vec3 vec3ClipInt32(const vec3& val) {
|
||||
return vec3((int32_t)val.x(), (int32_t)val.y(), (int32_t)val.z());
|
||||
}
|
||||
inline vec3 vec3ClipInt64(const vec3& val)
|
||||
{
|
||||
inline vec3 vec3ClipInt64(const vec3& val) {
|
||||
return vec3((int64_t)val.x(), (int64_t)val.y(), (int64_t)val.z());
|
||||
}
|
||||
|
||||
namespace etk {
|
||||
etk::CCout& operator <<(etk::CCout& _os, const std::vector<vec3 >& _obj);
|
||||
//! @previous
|
||||
etk::CCout& operator <<(etk::CCout& _os, const std::vector<ivec3 >& _obj);
|
||||
//! @previous
|
||||
etk::CCout& operator <<(etk::CCout& _os, const std::vector<uivec3 >& _obj);
|
||||
//! @previous
|
||||
etk::CCout& operator <<(etk::CCout& _os, const std::vector<bvec3 >& _obj);
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user