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rebranding moment
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75
include/omath/Vector3.h
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75
include/omath/Vector3.h
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//
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// Created by vlad on 10/28/23.
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//
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#pragma once
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namespace omath
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{
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class Vector3 {
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public:
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float x = 0.f;
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float y = 0.f;
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float z = 0.f;
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Vector3(const float x, const float y, const float z)
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{
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this->x = x;
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this->y = y;
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this->z = z;
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}
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Vector3() = default;
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bool operator==(const Vector3& src) const;
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bool operator!=(const Vector3& src) const;
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Vector3& operator+=(const Vector3& v);
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Vector3& operator-=(const Vector3& v);
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Vector3& operator*=(float fl);
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Vector3& operator*=(const Vector3& v);
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Vector3& operator/=(const Vector3& v);
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Vector3& operator+=(float fl);
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Vector3& operator/=(float fl);
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Vector3& operator-=(float fl);
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[[nodiscard]] float DistTo(const Vector3& vOther) const;
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Vector3& Abs();
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[[nodiscard]] float DistToSqr(const Vector3& vOther) const;
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[[nodiscard]] float Dot(const Vector3& vOther) const;
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[[nodiscard]] float Length() const;
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[[nodiscard]] float LengthSqr() const;
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[[nodiscard]] float Length2D() const;
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Vector3 operator-() const;
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Vector3 operator+(const Vector3& v) const;
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Vector3 operator-(const Vector3& v) const;
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Vector3 operator*(float fl) const;
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Vector3 operator*(const Vector3& v) const;
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Vector3 operator/(float fl) const;
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Vector3 operator/(const Vector3& v) const;
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template<class type>
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const type& As() const
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{
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return *reinterpret_cast<const type*>(this);
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}
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template<class type>
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type& As()
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{
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return *reinterpret_cast<type*>(this);
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}
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[[nodiscard]] Vector3 Cross(const Vector3 &v) const;
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[[nodiscard]] static Vector3 CreateVelocity(float pitch, float yaw, float speed);
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[[nodiscard]] float Sum() const;
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[[nodiscard]] float Sum2D() const;
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[[nodiscard]] Vector3 ViewAngleTo(const Vector3& other) const;
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[[nodiscard]] static Vector3 ForwardVector(float pitch, float yaw);
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[[nodiscard]] static Vector3 RightVector(float pitch, float yaw, float roll);
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[[nodiscard]] static Vector3 UpVector(float pitch, float yaw, float roll);
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[[nodiscard]]
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Vector3 Normalized() const;
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};
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}
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62
include/omath/Vector4.h
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62
include/omath/Vector4.h
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//
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// Vector4.h
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//
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#pragma once
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#include <omath/Vector3.h>
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namespace omath
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{
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class Vector4 : public Vector3
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{
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public:
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float w = 0.f;
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Vector4(const float x = 0.f, const float y = 0.f, const float z = 0.f, const float w = 0.f) : Vector3(x, y, z), w(w) {}
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Vector4() = default;
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[[nodiscard]]
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bool operator==(const Vector4& src) const;
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[[nodiscard]]
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bool operator!=(const Vector4& src) const;
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Vector4& operator+=(const Vector4& v);
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Vector4& operator-=(const Vector4& v);
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Vector4& operator*=(float scalar);
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Vector4& operator*=(const Vector4& v);
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Vector4& operator/=(float scalar);
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Vector4& operator/=(const Vector4& v);
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[[nodiscard]] float Length() const;
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[[nodiscard]] float LengthSqr() const;
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[[nodiscard]] float Dot(const Vector4& vOther) const;
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Vector4& Abs();
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Vector4& Clamp(float min, float max);
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[[nodiscard]]
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Vector4 operator-() const;
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[[nodiscard]]
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Vector4 operator+(const Vector4& v) const;
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[[nodiscard]]
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Vector4 operator-(const Vector4& v) const;
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[[nodiscard]]
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Vector4 operator*(float scalar) const;
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[[nodiscard]]
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Vector4 operator*(const Vector4& v) const;
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[[nodiscard]]
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Vector4 operator/(float scalar) const;
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[[nodiscard]]
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Vector4 operator/(const Vector4& v) const;
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[[nodiscard]]
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float Sum() const;
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};
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}
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11
include/omath/angles.h
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11
include/omath/angles.h
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//
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// Created by vlad on 11/6/23.
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//
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#pragma once
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namespace omath::angles
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{
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[[nodiscard]] constexpr float RadiansToDegrees(float rads);
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[[nodiscard]] constexpr float DegreesToRadians(float degrees);
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}
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47
include/omath/color.h
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47
include/omath/color.h
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//
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// Created by vlad on 2/4/24.
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//
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#pragma once
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#include "omath/Vector3.h"
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#include <cstdint>
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#include "omath/Vector4.h"
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namespace omath::color
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{
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struct HSV
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{
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float m_hue{};
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float m_saturation{};
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float m_value{};
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};
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[[nodiscard]]
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Vector3 Blend(const Vector3& first, const Vector3& second, float ratio);
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class Color : public Vector4
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{
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public:
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Color(float r, float g, float b, float a);
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[[nodiscard]]
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static Color FromRGBA(uint8_t r, uint8_t g, uint8_t b, uint8_t a);
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[[nodiscard]]
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static Color FromHSV(float hue, float saturation, float value);
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[[nodiscard]]
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HSV ToHSV() const;
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explicit Color(Vector4 vec);
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[[nodiscard]]
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Color Blend(const Color& other, float ratio) const;
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[[nodiscard]] static Color Red() {return {1.f, 0.f, 0.f, 1.f};}
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[[nodiscard]] static Color Green() {return {0.f, 1.f, 0.f, 1.f};}
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[[nodiscard]] static Color Blue() {return {0.f, 0.f, 1.f, 1.f};}
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};
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}
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95
include/omath/matrix.h
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95
include/omath/matrix.h
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#pragma once
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#include <vector>
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#include <memory>
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#include <string>
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namespace omath
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{
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class Vector3;
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class matrix
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{
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public:
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matrix(size_t rows, size_t columns);
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explicit matrix(const std::vector<std::vector<float>> &rows);
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[[nodiscard]]
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static matrix to_screen_matrix(float screenWidth, float screenHeight);
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matrix(const matrix &other);
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matrix(size_t rows, size_t columns, const float *pRaw);
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matrix(matrix &&other) noexcept;
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[[nodiscard]]
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size_t get_rows_count() const noexcept;
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[[nodiscard]]
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size_t get_columns_count() const noexcept;
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[[nodiscard]]
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std::pair<size_t, size_t> get_size() const noexcept;
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[[nodiscard]]
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float &at(size_t iRow, size_t iCol);
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[[nodiscard]]
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float get_sum();
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void set_from_raw(const float* pRawMatrix);
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[[nodiscard]]
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matrix transpose();
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void set(float val);
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[[nodiscard]]
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const float &at(size_t iRow, size_t iCol) const;
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matrix operator*(const matrix &other) const;
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matrix operator*(float f) const;
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matrix operator*(const Vector3 &vec3) const;
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matrix &operator*=(float f);
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matrix &operator/=(float f);
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void clear();
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[[nodiscard]]
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matrix strip(size_t row, size_t column) const;
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[[nodiscard]]
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float minor(size_t i, size_t j) const;
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[[nodiscard]]
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float alg_complement(size_t i, size_t j) const;
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[[nodiscard]]
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float det() const;
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[[nodiscard]]
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const float* raw() const;
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matrix &operator=(const matrix &other);
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matrix &operator=(matrix &&other) noexcept;
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matrix operator/(float f) const;
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[[nodiscard]]
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std::string to_string() const;
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~matrix();
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private:
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size_t m_rows = 0;
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size_t m_columns = 0;
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std::unique_ptr<float[]> m_pData = nullptr;
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};
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}
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39
include/omath/prediction/Engine.h
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39
include/omath/prediction/Engine.h
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//
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// Created by Vlad on 6/9/2024.
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//
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#pragma once
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#include <optional>
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#include "omath/Vector3.h"
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#include "omath/prediction/Projectile.h"
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#include "omath/prediction/Target.h"
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namespace omath::prediction
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{
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class Engine
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{
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public:
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explicit Engine(float gravityConstant, float simulationTimeStep,
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float maximumSimulationTime, float distanceTolerance);
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[[nodiscard]]
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std::optional<Vector3> MaybeCalculateAimPoint(const Projectile& projectile, const Target& target) const;
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private:
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const float m_gravityConstant;
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const float m_simulationTimeStep;
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const float m_maximumSimulationTime;
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const float m_distanceTolerance;
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[[nodiscard]]
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std::optional<float> MaybeCalculateProjectileLaunchPitchAngle(const Projectile& projectile,
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const Vector3& targetPosition) const;
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[[nodiscard]]
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bool IsProjectileReachedTarget(const Vector3& targetPosition, const Projectile& projectile, float pitch, float time) const;
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};
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}
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25
include/omath/prediction/Projectile.h
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include/omath/prediction/Projectile.h
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//
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// Created by Vlad on 6/9/2024.
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//
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#pragma once
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#include "omath/Vector3.h"
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namespace omath::prediction
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{
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class Projectile final
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{
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public:
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[[nodiscard]]
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Vector3 CalculateVelocity(float pitch, float yaw) const;
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[[nodiscard]]
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Vector3 PredictPosition(float pitch, float yaw, float time, float gravity) const;
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Vector3 m_origin;
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float m_launchSpeed{};
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float m_gravityScale{};
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};
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}
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22
include/omath/prediction/Target.h
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22
include/omath/prediction/Target.h
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//
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// Created by Vlad on 6/9/2024.
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//
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#pragma once
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#include "omath/Vector3.h"
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namespace omath::prediction
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{
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class Target final
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{
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public:
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[[nodiscard]]
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Vector3 PredictPosition(float time, float gravity) const;
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Vector3 m_origin;
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Vector3 m_velocity;
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bool m_isAirborne{};
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};
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}
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