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LibGfx: Add Vector3 and Matrix4x4 classes
This adds two templated 3D math classes. They have already been typedf'd as FloatVector3, DoubleVector3, FloatMatrix4x4 and DoubleMatrix4x4
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Libraries/LibGfx/Vector3.h
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Libraries/LibGfx/Vector3.h
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/*
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* Copyright (c) 2020, Stephan Unverwerth <s.unverwerth@gmx.de>
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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*
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
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* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
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* CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
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* OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#pragma once
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#include <math.h>
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namespace Gfx {
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template<typename T>
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class Vector3 {
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public:
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Vector3() = default;
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Vector3(T x, T y, T z)
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: m_x(x)
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, m_y(y)
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, m_z(z)
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{
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}
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T x() const { return m_x; }
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T y() const { return m_y; }
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T z() const { return m_z; }
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void set_x(T value) { m_x = value; }
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void set_y(T value) { m_y = value; }
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void set_z(T value) { m_z = value; }
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Vector3 operator+(const Vector3& other) const
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{
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return Vector3(m_x + other.m_x, m_y + other.m_y, m_z + other.m_z);
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}
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Vector3 operator-(const Vector3& other) const
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{
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return Vector3(m_x - other.m_x, m_y - other.m_y, m_z - other.m_z);
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}
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Vector3 operator*(T f) const
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{
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return Vector3(m_x * f, m_y * f, m_z * f);
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}
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Vector3 operator/(T f) const
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{
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return Vector3(m_x / f, m_y / f, m_z / f);
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}
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T dot(const Vector3& other) const
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{
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return m_x * other.m_x + m_y * other.m_y + m_z * other.m_z;
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}
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Vector3 cross(const Vector3& other) const
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{
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return Vector3(
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m_y * other.m_z - m_z * other.m_y,
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m_z * other.m_x - m_x * other.m_z,
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m_x * other.m_y - m_y * other.m_x);
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}
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Vector3 normalized() const
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{
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T inv_length = 1 / length();
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return *this * inv_length;
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}
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void normalize()
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{
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T inv_length = 1 / length();
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m_x *= inv_length;
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m_y *= inv_length;
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m_z *= inv_length;
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}
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T length() const
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{
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return sqrt(m_x * m_x + m_y * m_y + m_z * m_z);
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}
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private:
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T m_x;
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T m_y;
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T m_z;
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};
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typedef Vector3<float> FloatVector3;
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typedef Vector3<double> DoubleVector3;
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}
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using Gfx::DoubleVector3;
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using Gfx::FloatVector3;
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using Gfx::Vector3;
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