2019-11-23 20:27:39 +08:00
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/**
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Copyright 2013 BlackBerry Inc.
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Copyright (c) 2014-2017 Chukong Technologies
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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2019-11-23 20:27:39 +08:00
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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Original file from GamePlay3D: http://gameplay3d.org
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This file was modified to fit the cocos2d-x project
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*/
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#ifndef MATH_VEC4_H
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#define MATH_VEC4_H
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#ifdef __SSE__
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# include <xmmintrin.h>
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#endif
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2023-06-11 13:08:08 +08:00
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#include "math/MathBase.h"
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/**
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* @addtogroup base
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* @{
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*/
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2022-07-11 17:50:21 +08:00
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NS_AX_MATH_BEGIN
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class Mat4;
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/**
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* Defines 4-element floating point vector.
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*/
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class AX_DLL Vec4
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{
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public:
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#ifdef __SSE__
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union
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{
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struct
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{
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float x;
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float y;
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float z;
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float w;
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};
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__m128 v;
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};
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#else
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/**
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* The x-coordinate.
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*/
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float x;
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/**
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* The y-coordinate.
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*/
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float y;
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/**
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* The z-coordinate.
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*/
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float z;
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/**
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* The w-coordinate.
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*/
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float w;
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#endif
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/**
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* Constructs a new vector initialized to all zeros.
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*/
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Vec4();
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/**
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* Constructs a new vector initialized to the specified values.
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*
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* @param xx The x coordinate.
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* @param yy The y coordinate.
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* @param zz The z coordinate.
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* @param ww The w coordinate.
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*/
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Vec4(float xx, float yy, float zz, float ww);
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/**
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* Constructs a new vector from the values in the specified array.
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*
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* @param array An array containing the elements of the vector in the order x, y, z, w.
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*/
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Vec4(const float* array);
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/**
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* Constructs a vector that describes the direction between the specified points.
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*
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* @param p1 The first point.
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* @param p2 The second point.
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*/
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Vec4(const Vec4& p1, const Vec4& p2);
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/**
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* Constructor.
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*
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* Creates a new vector that is a copy of the specified vector.
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*
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* @param copy The vector to copy.
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*/
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Vec4(const Vec4& copy);
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/**
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* Creates a new vector from an integer interpreted as an RGBA value.
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* E.g. 0xff0000ff represents opaque red or the vector (1, 0, 0, 1).
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*
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* @param color The integer to interpret as an RGBA value.
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*
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* @return A vector corresponding to the interpreted RGBA color.
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*/
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static Vec4 fromColor(unsigned int color);
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/**
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* Destructor.
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*/
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~Vec4();
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/**
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* Indicates whether this vector contains all zeros.
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*
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* @return true if this vector contains all zeros, false otherwise.
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*/
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bool isZero() const;
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/**
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* Indicates whether this vector contains all ones.
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*
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* @return true if this vector contains all ones, false otherwise.
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*/
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bool isOne() const;
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/**
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* Returns the angle (in radians) between the specified vectors.
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*
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* @param v1 The first vector.
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* @param v2 The second vector.
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*
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* @return The angle between the two vectors (in radians).
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*/
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static float angle(const Vec4& v1, const Vec4& v2);
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/**
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* Adds the elements of the specified vector to this one.
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*
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* @param v The vector to add.
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*/
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void add(const Vec4& v);
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/**
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* Adds the specified vectors and stores the result in dst.
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*
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* @param v1 The first vector.
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* @param v2 The second vector.
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* @param dst A vector to store the result in.
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*/
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static void add(const Vec4& v1, const Vec4& v2, Vec4* dst);
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/**
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* Clamps this vector within the specified range.
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*
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* @param min The minimum value.
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* @param max The maximum value.
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*/
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void clamp(const Vec4& min, const Vec4& max);
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/**
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* Clamps the specified vector within the specified range and returns it in dst.
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*
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* @param v The vector to clamp.
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* @param min The minimum value.
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* @param max The maximum value.
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* @param dst A vector to store the result in.
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*/
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static void clamp(const Vec4& v, const Vec4& min, const Vec4& max, Vec4* dst);
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/**
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* Returns the distance between this vector and v.
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*
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* @param v The other vector.
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*
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* @return The distance between this vector and v.
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*
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* @see distanceSquared
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*/
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float distance(const Vec4& v) const;
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/**
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* Returns the squared distance between this vector and v.
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*
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* When it is not necessary to get the exact distance between
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* two vectors (for example, when simply comparing the
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* distance between different vectors), it is advised to use
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* this method instead of distance.
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*
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* @param v The other vector.
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*
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* @return The squared distance between this vector and v.
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*
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* @see distance
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*/
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float distanceSquared(const Vec4& v) const;
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/**
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* Returns the dot product of this vector and the specified vector.
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*
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* @param v The vector to compute the dot product with.
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*
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* @return The dot product.
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*/
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float dot(const Vec4& v) const;
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/**
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* Returns the dot product between the specified vectors.
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*
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* @param v1 The first vector.
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* @param v2 The second vector.
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*
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* @return The dot product between the vectors.
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*/
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static float dot(const Vec4& v1, const Vec4& v2);
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/**
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* Computes the length of this vector.
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*
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* @return The length of the vector.
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*
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* @see lengthSquared
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*/
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float length() const;
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/**
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* Returns the squared length of this vector.
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*
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* When it is not necessary to get the exact length of a
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* vector (for example, when simply comparing the lengths of
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* different vectors), it is advised to use this method
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* instead of length.
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*
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* @return The squared length of the vector.
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*
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* @see length
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*/
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float lengthSquared() const;
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/**
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* Negates this vector.
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*/
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void negate();
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/**
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* Normalizes this vector.
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*
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* This method normalizes this Vec4 so that it is of
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* unit length (in other words, the length of the vector
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* after calling this method will be 1.0f). If the vector
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* already has unit length or if the length of the vector
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* is zero, this method does nothing.
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*
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* @return This vector, after the normalization occurs.
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*/
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void normalize();
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/**
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* Get the normalized vector.
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*/
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Vec4 getNormalized() const;
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/**
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* Scales all elements of this vector by the specified value.
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*
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* @param scalar The scalar value.
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*/
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void scale(float scalar);
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/**
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* Sets the elements of this vector to the specified values.
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*
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* @param xx The new x coordinate.
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* @param yy The new y coordinate.
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* @param zz The new z coordinate.
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* @param ww The new w coordinate.
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*/
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void set(float xx, float yy, float zz, float ww);
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/**
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* Sets the elements of this vector from the values in the specified array.
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*
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* @param array An array containing the elements of the vector in the order x, y, z, w.
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*/
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void set(const float* array);
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/**
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* Sets the elements of this vector to those in the specified vector.
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*
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* @param v The vector to copy.
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*/
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void set(const Vec4& v);
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/**
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* Sets this vector to the directional vector between the specified points.
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*
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* @param p1 The first point.
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* @param p2 The second point.
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*/
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void set(const Vec4& p1, const Vec4& p2);
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/**
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* Subtracts this vector and the specified vector as (this - v)
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* and stores the result in this vector.
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*
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* @param v The vector to subtract.
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*/
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void subtract(const Vec4& v);
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/**
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* Subtracts the specified vectors and stores the result in dst.
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* The resulting vector is computed as (v1 - v2).
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*
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* @param v1 The first vector.
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* @param v2 The second vector.
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* @param dst The destination vector.
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*/
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static void subtract(const Vec4& v1, const Vec4& v2, Vec4* dst);
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/**
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* Calculates the sum of this vector with the given vector.
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*
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* Note: this does not modify this vector.
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*
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* @param v The vector to add.
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* @return The vector sum.
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*/
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inline Vec4 operator+(const Vec4& v) const;
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/**
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* Adds the given vector to this vector.
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*
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* @param v The vector to add.
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* @return This vector, after the addition occurs.
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*/
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inline Vec4& operator+=(const Vec4& v);
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/**
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* Calculates the sum of this vector with the given vector.
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*
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* Note: this does not modify this vector.
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*
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* @param v The vector to add.
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* @return The vector sum.
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*/
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inline Vec4 operator-(const Vec4& v) const;
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/**
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* Subtracts the given vector from this vector.
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*
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* @param v The vector to subtract.
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* @return This vector, after the subtraction occurs.
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*/
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inline Vec4& operator-=(const Vec4& v);
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/**
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* Calculates the negation of this vector.
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*
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* Note: this does not modify this vector.
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*
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* @return The negation of this vector.
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*/
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inline Vec4 operator-() const;
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/**
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* Calculates the scalar product of this vector with the given value.
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*
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* Note: this does not modify this vector.
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*
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* @param s The value to scale by.
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* @return The scaled vector.
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*/
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inline Vec4 operator*(float s) const;
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/**
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* Scales this vector by the given value.
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*
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* @param s The value to scale by.
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* @return This vector, after the scale occurs.
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*/
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inline Vec4& operator*=(float s);
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/**
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* Returns the components of this vector divided by the given constant
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*
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* Note: this does not modify this vector.
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*
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* @param s the constant to divide this vector with
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* @return a smaller vector
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*/
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inline Vec4 operator/(float s) const;
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/**
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* Determines if this vector is less than the given vector.
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*
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* @param v The vector to compare against.
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*
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* @return True if this vector is less than the given vector, false otherwise.
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*/
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inline bool operator<(const Vec4& v) const;
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/**
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* Determines if this vector is equal to the given vector.
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*
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* @param v The vector to compare against.
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*
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* @return True if this vector is equal to the given vector, false otherwise.
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*/
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inline bool operator==(const Vec4& v) const;
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/**
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* Determines if this vector is not equal to the given vector.
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*
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* @param v The vector to compare against.
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*
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* @return True if this vector is not equal to the given vector, false otherwise.
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*/
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inline bool operator!=(const Vec4& v) const;
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/** equals to Vec4(0,0,0,0) */
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static const Vec4 ZERO;
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/** equals to Vec4(1,1,1,1) */
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static const Vec4 ONE;
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/** equals to Vec4(1,0,0,0) */
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static const Vec4 UNIT_X;
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/** equals to Vec4(0,1,0,0) */
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static const Vec4 UNIT_Y;
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/** equals to Vec4(0,0,1,0) */
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static const Vec4 UNIT_Z;
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/** equals to Vec4(0,0,0,1) */
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static const Vec4 UNIT_W;
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};
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/**
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* Calculates the scalar product of the given vector with the given value.
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*
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* @param x The value to scale by.
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* @param v The vector to scale.
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* @return The scaled vector.
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*/
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inline Vec4 operator*(float x, const Vec4& v);
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|
2022-07-11 17:50:21 +08:00
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NS_AX_MATH_END
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/**
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end of base group
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@}
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*/
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#include "math/Vec4.inl"
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#endif // MATH_VEC4_H
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