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moving from .h to .hpp to make thing more clear
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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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#include <cstdint>
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#include <functional>
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#include "omath/Vector2.hpp"
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namespace omath
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{
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class Vector3 : public Vector2
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{
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public:
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float z = 0.f;
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constexpr Vector3(float x, float y, float z) : Vector2(x, y), z(z) { }
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constexpr Vector3() : Vector2(), z(0.f) {};
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[[nodiscard]] constexpr bool operator==(const Vector3& src) const
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{
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return Vector2::operator==(src) && (src.z == z);
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}
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[[nodiscard]] constexpr bool operator!=(const Vector3& src) const
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{
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return !(*this == src);
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}
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constexpr Vector3& operator+=(const Vector3& v)
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{
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Vector2::operator+=(v);
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z += v.z;
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return *this;
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}
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constexpr Vector3& operator-=(const Vector3& v)
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{
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Vector2::operator-=(v);
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z -= v.z;
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return *this;
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}
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constexpr Vector3& operator*=(float fl)
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{
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Vector2::operator*=(fl);
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z *= fl;
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return *this;
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}
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constexpr Vector3& operator*=(const Vector3& v)
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{
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Vector2::operator*=(v);
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z *= v.z;
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return *this;
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}
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constexpr Vector3& operator/=(const Vector3& v)
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{
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Vector2::operator/=(v);
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z /= v.z;
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return *this;
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}
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constexpr Vector3& operator+=(float fl)
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{
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Vector2::operator+=(fl);
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z += fl;
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return *this;
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}
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constexpr Vector3& operator/=(float fl)
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{
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Vector2::operator/=(fl);
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z /= fl;
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return *this;
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}
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constexpr Vector3& operator-=(float fl)
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{
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Vector2::operator-=(fl);
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z -= fl;
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return *this;
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}
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constexpr Vector3& Abs()
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{
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Vector2::Abs();
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z = z < 0.f ? -z : z;
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return *this;
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}
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[[nodiscard]] constexpr float DistToSqr(const Vector3& vOther) const
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{
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return (*this - vOther).LengthSqr();
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}
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[[nodiscard]] constexpr float Dot(const Vector3& vOther) const
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{
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return Vector2::Dot(vOther) + z * vOther.z;
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}
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#ifndef _MSC_VER
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[[nodiscard]] constexpr float Length() const
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{
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return std::hypot(x, y, z);
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}
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[[nodiscard]] constexpr float Length2D() const
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{
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return Vector2::Length();
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}
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[[nodiscard]] float DistTo(const Vector3& vOther) const
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{
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return (*this - vOther).Length();
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}
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[[nodiscard]] constexpr Vector3 Normalized() const
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{
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const float length = this->Length();
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return length != 0 ? *this / length : *this;
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}
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#else
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[[nodiscard]] float Length() const
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{
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return std::hypot(x, y, z);
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}
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[[nodiscard]] Vector3 Normalized() const
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{
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const float length = this->Length();
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return length != 0 ? *this / length : *this;
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}
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[[nodiscard]] float Length2D() const
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{
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return Vector2::Length();
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}
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[[nodiscard]] float DistTo(const Vector3& vOther) const
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{
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return (*this - vOther).Length();
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}
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#endif
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[[nodiscard]] constexpr float LengthSqr() const
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{
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return Vector2::LengthSqr() + z * z;
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}
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[[nodiscard]] constexpr Vector3 operator-() const
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{
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return {-x, -y, -z};
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}
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[[nodiscard]] constexpr Vector3 operator+(const Vector3& v) const
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{
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return {x + v.x, y + v.y, z + v.z};
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}
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[[nodiscard]] constexpr Vector3 operator-(const Vector3& v) const
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{
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return {x - v.x, y - v.y, z - v.z};
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}
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[[nodiscard]] constexpr Vector3 operator*(float fl) const
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{
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return {x * fl, y * fl, z * fl};
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}
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[[nodiscard]] constexpr Vector3 operator*(const Vector3& v) const
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{
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return {x * v.x, y * v.y, z * v.z};
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}
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[[nodiscard]] constexpr Vector3 operator/(const float fl) const
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{
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return {x / fl, y / fl, z / fl};
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}
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[[nodiscard]] constexpr Vector3 operator/(const Vector3& v) const
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{
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return {x / v.x, y / v.y, z / v.z};
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}
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[[nodiscard]] constexpr Vector3 Cross(const Vector3 &v) const
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{
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return
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{
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y * v.z - z * v.y,
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z * v.x - x * v.z,
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x * v.y - y * v.x
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};
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}
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[[nodiscard]] constexpr float Sum() const
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{
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return Vector3::Sum2D() + z;
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}
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[[nodiscard]] constexpr float Sum2D() const
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{
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return Vector2::Sum();
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}
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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]] std::tuple<float, float, float> AsTuple() const
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{
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return std::make_tuple(x, y, z);
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}
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};
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}
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// ReSharper disable once CppRedundantNamespaceDefinition
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namespace std
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{
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template<>
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struct hash<omath::Vector3>
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{
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std::size_t operator()(const omath::Vector3& vec) const noexcept
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{
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std::size_t hash = 0;
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constexpr std::hash<float> hasher;
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hash ^= hasher(vec.x) + 0x9e3779b9 + (hash<<6) + (hash>>2);
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hash ^= hasher(vec.y) + 0x9e3779b9 + (hash<<6) + (hash>>2);
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hash ^= hasher(vec.z) + 0x9e3779b9 + (hash<<6) + (hash>>2);
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return hash;
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}
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};
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}
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