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+/*
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+ * Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@gmx.de>
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+ *
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+ * SPDX-License-Identifier: BSD-2-Clause
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+ */
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+
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+#pragma once
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+
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+#include <math.h>
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+
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+namespace Gfx {
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+template<typename T>
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+class Vector4 final {
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+public:
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+ Vector4() = default;
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+ Vector4(T x, T y, T z, T w)
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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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+ , m_w(w)
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+ {
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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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+ T w() const { return m_w; }
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+
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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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+ void set_w(T value) { m_w = value; }
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+
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+ Vector4 operator+(const Vector4& other) const
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+ {
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+ return Vector4(m_x + other.m_x, m_y + other.m_y, m_z + other.m_z, m_w + other.m_w);
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+ }
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+
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+ Vector4 operator-(const Vector4& other) const
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+ {
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+ return Vector4(m_x - other.m_x, m_y - other.m_y, m_z - other.m_z, m_w - other.m_w);
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+ }
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+
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+ Vector4 operator*(T f) const
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+ {
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+ return Vector4(m_x * f, m_y * f, m_z * f, m_w * f);
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+ }
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+
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+ Vector4 operator/(T f) const
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+ {
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+ return Vector4(m_x / f, m_y / f, m_z / f, m_w / f);
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+ }
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+
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+ T dot(const Vector4& 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 + m_w * other.m_w;
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+ }
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+
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+ Vector4 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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+
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+ Vector4 clamped(T m, T x) const
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+ {
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+ Vector4 copy { *this };
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+ copy.clamp(m, x);
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+ return copy;
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+ }
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+
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+ void clamp(T min_value, T max_value)
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+ {
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+ m_x = max(min_value, m_x);
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+ m_y = max(min_value, m_y);
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+ m_z = max(min_value, m_z);
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+ m_w = max(min_value, m_w);
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+ m_x = min(max_value, m_x);
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+ m_y = min(max_value, m_y);
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+ m_z = min(max_value, m_z);
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+ m_w = min(max_value, m_w);
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+ }
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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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+ m_w *= inv_length;
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+ }
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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 + m_w * m_w);
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+ }
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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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+ T m_w;
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+};
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+
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+typedef Vector4<float> FloatVector4;
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+typedef Vector4<double> DoubleVector4;
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+
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+}
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+
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+using Gfx::DoubleVector4;
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+using Gfx::FloatVector4;
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+using Gfx::Vector4;
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