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Explicitly instantiate float vector members in cpp
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@ -26,9 +26,8 @@
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#define SFML_VECTOR2_HPP
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#include <SFML/System/Angle.hpp>
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#include <SFML/System/Export.hpp>
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#include <cassert>
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#include <cmath>
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#include <type_traits>
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namespace sf
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@ -75,7 +74,7 @@ public:
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constexpr explicit Vector2(const Vector2<U>& vector);
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////////////////////////////////////////////////////////////
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/// \brief Construct the vector from polar coordinates
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/// \brief Construct the vector from polar coordinates <i><b>(floating-point)</b></i>
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///
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/// \param r Length of vector (can be negative)
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/// \param phi Angle from X axis
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@ -88,19 +87,19 @@ public:
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/// * Vector2(r, phi) == Vector2(r, phi + n * 360_deg)
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///
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////////////////////////////////////////////////////////////
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Vector2(T r, Angle phi);
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SFML_SYSTEM_API Vector2(T r, Angle phi);
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////////////////////////////////////////////////////////////
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/// \brief Length of the vector <i><b>(floating-point)</b></i>.
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///
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/// If you are not interested in the actual length, but only in comparisons, consider using lengthSq().
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///
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////////////////////////////////////////////////////////////
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T length() const;
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SFML_SYSTEM_API T length() const;
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////////////////////////////////////////////////////////////
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/// \brief Square of vector's length.
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///
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///
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/// Suitable for comparisons, more efficient than length().
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///
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////////////////////////////////////////////////////////////
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@ -108,57 +107,57 @@ public:
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////////////////////////////////////////////////////////////
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/// \brief Vector with same direction but length 1 <i><b>(floating-point)</b></i>.
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///
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///
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/// \pre \c *this is no zero vector.
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///
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////////////////////////////////////////////////////////////
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[[nodiscard]] Vector2 normalized() const;
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[[nodiscard]] SFML_SYSTEM_API Vector2 normalized() const;
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////////////////////////////////////////////////////////////
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/// \brief Signed angle from \c *this to \c rhs <i><b>(floating-point)</b></i>.
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///
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///
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/// \return The smallest angle which rotates \c *this in positive
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/// or negative direction, until it has the same direction as \c rhs.
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/// The result has a sign and lies in the range [-180, 180) degrees.
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/// \pre Neither \c *this nor \c rhs is a zero vector.
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///
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////////////////////////////////////////////////////////////
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Angle angleTo(const Vector2& rhs) const;
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SFML_SYSTEM_API Angle angleTo(const Vector2& rhs) const;
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////////////////////////////////////////////////////////////
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/// \brief Signed angle from +X or (1,0) vector <i><b>(floating-point)</b></i>.
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///
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///
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/// For example, the vector (1,0) corresponds to 0 degrees, (0,1) corresponds to 90 degrees.
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///
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///
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/// \return Angle in the range [-180, 180) degrees.
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/// \pre This vector is no zero vector.
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///
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////////////////////////////////////////////////////////////
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Angle angle() const;
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SFML_SYSTEM_API Angle angle() const;
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////////////////////////////////////////////////////////////
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/// \brief Rotate by angle \c phi <i><b>(floating-point)</b></i>.
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///
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///
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/// Returns a vector with same length but different direction.
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///
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/// In SFML's default coordinate system with +X right and +Y down,
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/// this amounts to a clockwise rotation by \c phi.
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///
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///
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////////////////////////////////////////////////////////////
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[[nodiscard]] Vector2 rotatedBy(Angle phi) const;
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[[nodiscard]] SFML_SYSTEM_API Vector2 rotatedBy(Angle phi) const;
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////////////////////////////////////////////////////////////
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/// \brief Projection of this vector onto \c axis <i><b>(floating-point)</b></i>.
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///
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///
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/// \param axis Vector being projected onto. Need not be normalized.
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/// \pre \c axis must not have length zero.
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///
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////////////////////////////////////////////////////////////
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[[nodiscard]] constexpr Vector2 projectedOnto(const Vector2& axis) const;
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[[nodiscard]] SFML_SYSTEM_API Vector2 projectedOnto(const Vector2& axis) const;
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////////////////////////////////////////////////////////////
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/// \brief Returns a perpendicular vector.
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///
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///
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/// Returns \c *this rotated by +90 degrees; (x,y) becomes (-y,x).
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/// For example, the vector (1,0) is transformed to (0,1).
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///
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@ -176,7 +175,7 @@ public:
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////////////////////////////////////////////////////////////
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/// \brief Z component of the cross product of two 2D vectors.
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///
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///
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/// Treats the operands as 3D vectors, computes their cross product
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/// and returns the result's Z component (X and Y components are always zero).
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///
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@ -187,7 +186,7 @@ public:
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/// \brief Component-wise multiplication of \c *this and \c rhs.
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///
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/// Computes <tt>(lhs.x*rhs.x, lhs.y*rhs.y)</tt>.
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///
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///
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/// Scaling is the most common use case for component-wise multiplication/division.
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/// This operation is also known as the Hadamard or Schur product.
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///
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@ -196,11 +195,11 @@ public:
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////////////////////////////////////////////////////////////
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/// \brief Component-wise division of \c *this and \c rhs.
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///
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///
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/// Computes <tt>(lhs.x/rhs.x, lhs.y/rhs.y)</tt>.
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///
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///
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/// Scaling is the most common use case for component-wise multiplication/division.
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///
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///
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/// \pre Neither component of \c rhs is zero.
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///
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////////////////////////////////////////////////////////////
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@ -417,7 +416,7 @@ template <typename T>
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/// The API provides basic arithmetic (addition, subtraction, scale), as
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/// well as more advanced geometric operations, such as dot/cross products,
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/// length and angle computations, projections, rotations, etc.
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///
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///
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/// The template parameter T is the type of the coordinates. It
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/// can be any type that supports arithmetic operations (+, -, /, *)
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/// and comparisons (==, !=), for example int or float.
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@ -425,7 +424,7 @@ template <typename T>
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/// a floating point type (e.g. float or double), often because
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/// results cannot be represented accurately with integers.
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/// The method documentation mentions "(floating-point)" in those cases.
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///
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///
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/// You generally don't have to care about the templated form (sf::Vector2<T>),
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/// the most common specializations have special type aliases:
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/// \li sf::Vector2<float> is sf::Vector2f
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@ -53,26 +53,6 @@ y(static_cast<T>(vector.y))
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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Vector2<T>::Vector2(T r, Angle phi) :
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x(r * static_cast<T>(std::cos(phi.asRadians()))),
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y(r * static_cast<T>(std::sin(phi.asRadians())))
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{
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static_assert(std::is_floating_point_v<T>, "Vector2::Vector2(T, Angle) is only supported for floating point types");
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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T Vector2<T>::length() const
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{
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static_assert(std::is_floating_point_v<T>, "Vector2::length() is only supported for floating point types");
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return std::hypot(x, y);
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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constexpr T Vector2<T>::lengthSq() const
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@ -81,68 +61,6 @@ constexpr T Vector2<T>::lengthSq() const
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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Vector2<T> Vector2<T>::normalized() const
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{
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static_assert(std::is_floating_point_v<T>, "Vector2::normalized() is only supported for floating point types");
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assert(*this != Vector2<T>());
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return (*this) / length();
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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Angle Vector2<T>::angleTo(const Vector2<T>& rhs) const
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{
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static_assert(std::is_floating_point_v<T>, "Vector2::angleTo() is only supported for floating point types");
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assert(*this != Vector2<T>());
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assert(rhs != Vector2<T>());
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return radians(std::atan2(cross(rhs), dot(rhs)));
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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Angle Vector2<T>::angle() const
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{
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static_assert(std::is_floating_point_v<T>, "Vector2::angle() is only supported for floating point types");
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assert(*this != Vector2<T>());
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return radians(std::atan2(y, x));
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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Vector2<T> Vector2<T>::rotatedBy(Angle angle) const
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{
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static_assert(std::is_floating_point_v<T>, "Vector2::rotatedBy() is only supported for floating point types");
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// No zero vector assert, because rotating a zero vector is well-defined (yields always itself)
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T cos = std::cos(angle.asRadians());
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T sin = std::sin(angle.asRadians());
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// Don't manipulate x and y separately, otherwise they're overwritten too early
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return Vector2<T>(
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cos * x - sin * y,
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sin * x + cos * y);
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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constexpr Vector2<T> Vector2<T>::projectedOnto(const Vector2<T>& axis) const
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{
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static_assert(std::is_floating_point_v<T>, "Vector2::projectedOnto() is only supported for floating point types");
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assert(axis != Vector2<T>());
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return dot(axis) / axis.lengthSq() * axis;
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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constexpr Vector2<T> Vector2<T>::perpendicular() const
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@ -25,9 +25,8 @@
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#ifndef SFML_VECTOR3_HPP
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#define SFML_VECTOR3_HPP
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#include <SFML/System/Export.hpp>
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#include <cassert>
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#include <cmath>
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#include <type_traits>
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namespace sf
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{
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@ -79,11 +78,11 @@ public:
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/// If you are not interested in the actual length, but only in comparisons, consider using lengthSq().
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///
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////////////////////////////////////////////////////////////
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T length() const;
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SFML_SYSTEM_API T length() const;
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////////////////////////////////////////////////////////////
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/// \brief Square of vector's length.
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///
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///
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/// Suitable for comparisons, more efficient than length().
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///
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////////////////////////////////////////////////////////////
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@ -91,11 +90,11 @@ public:
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////////////////////////////////////////////////////////////
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/// \brief Vector with same direction but length 1 <i><b>(floating-point)</b></i>.
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///
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///
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/// \pre \c *this is no zero vector.
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///
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////////////////////////////////////////////////////////////
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[[nodiscard]] Vector3 normalized() const;
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[[nodiscard]] SFML_SYSTEM_API Vector3 normalized() const;
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////////////////////////////////////////////////////////////
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/// \brief Dot product of two 3D vectors.
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@ -113,7 +112,7 @@ public:
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/// \brief Component-wise multiplication of \c *this and \c rhs.
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///
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/// Computes <tt>(lhs.x*rhs.x, lhs.y*rhs.y, lhs.z*rhs.z)</tt>.
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///
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///
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/// Scaling is the most common use case for component-wise multiplication/division.
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/// This operation is also known as the Hadamard or Schur product.
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///
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@ -122,11 +121,11 @@ public:
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////////////////////////////////////////////////////////////
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/// \brief Component-wise division of \c *this and \c rhs.
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///
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///
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/// Computes <tt>(lhs.x/rhs.x, lhs.y/rhs.y, lhs.z/rhs.z)</tt>.
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///
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///
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/// Scaling is the most common use case for component-wise multiplication/division.
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///
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///
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/// \pre Neither component of \c rhs is zero.
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///
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////////////////////////////////////////////////////////////
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@ -360,7 +359,7 @@ using Vector3f = Vector3<float>;
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///
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/// float s = v.dot(w);
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/// sf::Vector3f t = v.cross(w);
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///
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///
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/// bool different = (v != u);
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/// \endcode
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///
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@ -56,15 +56,6 @@ z(static_cast<T>(vector.z))
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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T Vector3<T>::length() const
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{
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static_assert(std::is_floating_point_v<T>, "Vector3::length() is only supported for floating point types");
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return std::hypot(x, y, z);
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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@ -74,17 +65,6 @@ constexpr T Vector3<T>::lengthSq() const
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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Vector3<T> Vector3<T>::normalized() const
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{
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static_assert(std::is_floating_point_v<T>, "Vector3::normalized() is only supported for floating point types");
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assert(*this != Vector3<T>());
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return (*this) / length();
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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constexpr T Vector3<T>::dot(const Vector3<T>& rhs) const
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${INCROOT}/Time.inl
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${INCROOT}/Utf.hpp
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${INCROOT}/Utf.inl
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${SRCROOT}/Vector2.cpp
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${INCROOT}/Vector2.hpp
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${INCROOT}/Vector2.inl
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${SRCROOT}/Vector3.cpp
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${INCROOT}/Vector3.hpp
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${INCROOT}/Vector3.inl
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${SRCROOT}/FileInputStream.cpp
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123
src/SFML/System/Vector2.cpp
Normal file
123
src/SFML/System/Vector2.cpp
Normal file
@ -0,0 +1,123 @@
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////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2022 Laurent Gomila (laurent@sfml-dev.org)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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#include <SFML/System/Vector2.hpp>
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#include <type_traits>
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#include <cassert>
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#include <cmath>
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namespace sf
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{
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////////////////////////////////////////////////////////////
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template <typename T>
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Vector2<T> Vector2<T>::normalized() const
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{
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static_assert(std::is_floating_point_v<T>, "Vector2::normalized() is only supported for floating point types");
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assert(*this != Vector2<T>());
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return (*this) / length();
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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Angle Vector2<T>::angleTo(const Vector2<T>& rhs) const
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{
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static_assert(std::is_floating_point_v<T>, "Vector2::angleTo() is only supported for floating point types");
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assert(*this != Vector2<T>());
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assert(rhs != Vector2<T>());
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return radians(static_cast<float>(std::atan2(cross(rhs), dot(rhs))));
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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Angle Vector2<T>::angle() const
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{
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static_assert(std::is_floating_point_v<T>, "Vector2::angle() is only supported for floating point types");
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assert(*this != Vector2<T>());
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return radians(static_cast<float>(std::atan2(y, x)));
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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Vector2<T> Vector2<T>::rotatedBy(Angle angle) const
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{
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static_assert(std::is_floating_point_v<T>, "Vector2::rotatedBy() is only supported for floating point types");
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// No zero vector assert, because rotating a zero vector is well-defined (yields always itself)
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T cos = std::cos(static_cast<T>(angle.asRadians()));
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T sin = std::sin(static_cast<T>(angle.asRadians()));
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// Don't manipulate x and y separately, otherwise they're overwritten too early
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return Vector2<T>(
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cos * x - sin * y,
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sin * x + cos * y);
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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Vector2<T> Vector2<T>::projectedOnto(const Vector2<T>& axis) const
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{
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static_assert(std::is_floating_point_v<T>, "Vector2::projectedOnto() is only supported for floating point types");
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assert(axis != Vector2<T>());
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return dot(axis) / axis.lengthSq() * axis;
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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Vector2<T>::Vector2(T r, Angle phi) :
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x(r * static_cast<T>(std::cos(phi.asRadians()))),
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y(r * static_cast<T>(std::sin(phi.asRadians())))
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{
|
||||
static_assert(std::is_floating_point_v<T>, "Vector2::Vector2(T, Angle) is only supported for floating point types");
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
template <typename T>
|
||||
T Vector2<T>::length() const
|
||||
{
|
||||
static_assert(std::is_floating_point_v<T>, "Vector2::length() is only supported for floating point types");
|
||||
|
||||
return std::hypot(x, y);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Explicit template instantiations
|
||||
////////////////////////////////////////////////////////////
|
||||
|
||||
template class sf::Vector2<float>;
|
||||
template class sf::Vector2<double>;
|
||||
template class sf::Vector2<long double>;
|
62
src/SFML/System/Vector3.cpp
Normal file
62
src/SFML/System/Vector3.cpp
Normal file
@ -0,0 +1,62 @@
|
||||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// SFML - Simple and Fast Multimedia Library
|
||||
// Copyright (C) 2007-2022 Laurent Gomila (laurent@sfml-dev.org)
|
||||
//
|
||||
// This software is provided 'as-is', without any express or implied warranty.
|
||||
// In no event will the authors be held liable for any damages arising from the use of this software.
|
||||
//
|
||||
// Permission is granted to anyone to use this software for any purpose,
|
||||
// including commercial applications, and to alter it and redistribute it freely,
|
||||
// subject to the following restrictions:
|
||||
//
|
||||
// 1. The origin of this software must not be misrepresented;
|
||||
// you must not claim that you wrote the original software.
|
||||
// If you use this software in a product, an acknowledgment
|
||||
// in the product documentation would be appreciated but is not required.
|
||||
//
|
||||
// 2. Altered source versions must be plainly marked as such,
|
||||
// and must not be misrepresented as being the original software.
|
||||
//
|
||||
// 3. This notice may not be removed or altered from any source distribution.
|
||||
//
|
||||
////////////////////////////////////////////////////////////
|
||||
|
||||
#include <SFML/System/Vector3.hpp>
|
||||
#include <type_traits>
|
||||
#include <cassert>
|
||||
#include <cmath>
|
||||
|
||||
|
||||
namespace sf
|
||||
{
|
||||
////////////////////////////////////////////////////////////
|
||||
template <typename T>
|
||||
Vector3<T> Vector3<T>::normalized() const
|
||||
{
|
||||
static_assert(std::is_floating_point_v<T>, "Vector3::normalized() is only supported for floating point types");
|
||||
|
||||
assert(*this != Vector3<T>());
|
||||
return (*this) / length();
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
template <typename T>
|
||||
T Vector3<T>::length() const
|
||||
{
|
||||
static_assert(std::is_floating_point_v<T>, "Vector3::length() is only supported for floating point types");
|
||||
|
||||
return std::hypot(x, y, z);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Explicit template instantiations
|
||||
////////////////////////////////////////////////////////////
|
||||
|
||||
template class sf::Vector3<float>;
|
||||
template class sf::Vector3<double>;
|
||||
template class sf::Vector3<long double>;
|
@ -27,7 +27,6 @@
|
||||
////////////////////////////////////////////////////////////
|
||||
#include <SFML/Window/Mouse.hpp>
|
||||
#include <SFML/Window/InputImpl.hpp>
|
||||
#include <SFML/Window/Window.hpp>
|
||||
|
||||
|
||||
namespace sf
|
||||
|
@ -1,6 +1,7 @@
|
||||
#include <SFML/System/Vector2.hpp>
|
||||
#include "SystemUtil.hpp"
|
||||
#include <type_traits>
|
||||
#include <cmath>
|
||||
|
||||
#include <doctest.h>
|
||||
|
||||
@ -248,7 +249,7 @@ TEST_CASE("sf::Vector2 class template - [system]")
|
||||
CHECK(v.normalized() == Approx(sf::Vector2f(0.624695f, 0.780869f)));
|
||||
|
||||
const sf::Vector2f w(-0.7f, -2.2f);
|
||||
|
||||
|
||||
CHECK(w.length() == Approx(2.30868f));
|
||||
CHECK(w.lengthSq() == Approx(5.3300033f));
|
||||
CHECK(w.normalized() == Approx(sf::Vector2f(-0.303204f, -0.952926f)));
|
||||
@ -257,7 +258,7 @@ TEST_CASE("sf::Vector2 class template - [system]")
|
||||
SUBCASE("Rotations and angles")
|
||||
{
|
||||
const sf::Vector2f v(2.4f, 3.0f);
|
||||
|
||||
|
||||
CHECK(v.angle() == Approx(51.3402_deg));
|
||||
CHECK(sf::Vector2f::UnitX.angleTo(v) == Approx(51.3402_deg));
|
||||
CHECK(sf::Vector2f::UnitY.angleTo(v) == Approx(-38.6598_deg));
|
||||
@ -282,7 +283,7 @@ TEST_CASE("sf::Vector2 class template - [system]")
|
||||
CHECK(v.rotatedBy(27.14_deg) == Approx(sf::Vector2f(0.767248f, 3.76448f)));
|
||||
CHECK(v.rotatedBy(-36.11_deg) == Approx(sf::Vector2f(3.70694f, 1.00925f)));
|
||||
}
|
||||
|
||||
|
||||
SUBCASE("Products and quotients")
|
||||
{
|
||||
const sf::Vector2f v(2.4f, 3.0f);
|
||||
@ -293,18 +294,18 @@ TEST_CASE("sf::Vector2 class template - [system]")
|
||||
|
||||
CHECK(v.cross(w) == Approx(-3.18f));
|
||||
CHECK(w.cross(v) == Approx(+3.18f));
|
||||
|
||||
|
||||
CHECK(v.cwiseMul(w) == Approx(sf::Vector2f(-1.68f, -6.6f)));
|
||||
CHECK(w.cwiseMul(v) == Approx(sf::Vector2f(-1.68f, -6.6f)));
|
||||
CHECK(v.cwiseDiv(w) == Approx(sf::Vector2f(-3.428571f, -1.363636f)));
|
||||
CHECK(w.cwiseDiv(v) == Approx(sf::Vector2f(-0.291666f, -0.733333f)));
|
||||
}
|
||||
|
||||
|
||||
SUBCASE("Projection")
|
||||
{
|
||||
const sf::Vector2f v(2.4f, 3.0f);
|
||||
const sf::Vector2f w(-0.7f, -2.2f);
|
||||
|
||||
|
||||
CHECK(v.projectedOnto(w) == Approx(sf::Vector2f(1.087430f, 3.417636f)));
|
||||
CHECK(v.projectedOnto(w) == Approx(sf::Vector2f(-1.55347f * w)));
|
||||
|
||||
|
@ -10,6 +10,7 @@
|
||||
#include <SFML/System/Vector3.hpp>
|
||||
|
||||
#include <iomanip>
|
||||
#include <limits>
|
||||
#include <ostream>
|
||||
#include <sstream>
|
||||
#include <string>
|
||||
|
Loading…
Reference in New Issue
Block a user