updated project
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14 changed files with 461 additions and 20 deletions
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@ -1,3 +1,23 @@
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/*
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Crafter.Math
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Copyright (C) 2025 Catcrafts
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Catcrafts.net
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 3.0 of the License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with this library; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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module;
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#include <type_traits>
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@ -6,10 +26,12 @@ module;
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#include <string>
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#include <sstream>
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#include <iostream>
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#include <cmath>
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export module Crafter.Math:Vector;
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import :BasicTypes;
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import :Misc;
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namespace Crafter {
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template <typename T, uint32_t Len>
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@ -33,6 +55,10 @@ namespace Crafter {
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T x, y;
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};
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};
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VectorBase<T, 2>(float x, float y): x(x), y(y) {
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}
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VectorBase<T, 2>() = default;
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};
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template <typename T>
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@ -43,9 +69,10 @@ namespace Crafter {
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T x, y, z;
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};
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};
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VectorBase<T, 3>(float x = 0, float y = 0, float z = 0): x(x), y(y), z(z) {
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VectorBase<T, 3>(float x, float y, float z): x(x), y(y), z(z) {
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}
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VectorBase<T, 3>() = default;
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};
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template <typename T>
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@ -56,14 +83,198 @@ namespace Crafter {
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T x, y, z, w;
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};
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};
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VectorBase<T, 4>(float x, float y, float z, float w): x(x), y(y), z(z), w(w) {
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}
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VectorBase<T, 4>() = default;
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};
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export template <typename T, uint32_t Len>
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class Vector : public VectorBase<T, Len> {
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public:
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Vector(float x = 0, float y = 0, float z = 0) requires(std::same_as<T, float> && Len == 3) : VectorBase<T, Len>(x, y, z) {
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Vector(float x, float y, float z, float w ) requires(std::same_as<T, float> && Len == 4) : VectorBase<T, Len>(x, y, z, w) {
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}
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Vector(float x, float y, float z) requires(std::same_as<T, float> && Len == 3) : VectorBase<T, Len>(x, y, z) {
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}
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Vector(float x, float y) requires(std::same_as<T, float> && Len == 2) : VectorBase<T, Len>(x, y) {
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}
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Vector() = default;
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static Vector<T, Len> QuaternionRotationRollPitchYaw(float Pitch, float Yaw, float Roll) requires(Len == 4) {
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const float halfpitch = Pitch * 0.5f;
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float cp = cosf(halfpitch);
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float sp = sinf(halfpitch);
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const float halfyaw = Yaw * 0.5f;
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float cy = cosf(halfyaw);
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float sy = sinf(halfyaw);
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const float halfroll = Roll * 0.5f;
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float cr = cosf(halfroll);
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float sr = sinf(halfroll);
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return Vector<T, Len>(
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cr * sp * cy + sr * cp * sy,
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cr * cp * sy - sr * sp * cy,
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sr * cp * cy - cr * sp * sy,
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cr * cp * cy + sr * sp * sy
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);
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}
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template <uint32_t Blen>
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Vector<T, Len> operator+(Vector<T, Blen> b){
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Vector<T, Len> resultVector;
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for(uint32_t i = 0; i < std::min(Len, Blen); i++) {
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resultVector.v[i] = this->v[i]+b.v[i];
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}
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return resultVector;
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}
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template <uint32_t Blen>
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Vector<T, Len> operator-(Vector<T, Blen> b){
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Vector<T, Len> resultVector;
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for(uint32_t i = 0; i < std::min(Len, Blen); i++) {
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resultVector.v[i] = this->v[i]-b.v[i];
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}
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return resultVector;
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}
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Vector<T, Len> operator-(){
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Vector<T, Len> resultVector;
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for(uint32_t i = 0; i < Len; i++) {
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resultVector.v[i] = -this->v[i];
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}
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return resultVector;
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}
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template <uint32_t Blen>
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Vector<T, Len> operator*(Vector<T, Blen> b){
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Vector<T, Len> resultVector;
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for(uint32_t i = 0; i < std::min(Len, Blen); i++) {
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resultVector.v[i] = this->v[i]*b.v[i];
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}
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return resultVector;
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}
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template <uint32_t Blen>
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Vector<T, Len> operator/(Vector<T, Blen> b){
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Vector<T, Len> resultVector;
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for(uint32_t i = 0; i < std::min(Len, Blen); i++) {
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resultVector.v[i] = this->v[i]/b.v[i];
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}
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return resultVector;
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}
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Vector<T, Len> Rotate(Vector<T, 4> rotation) requires(Len == 3) {
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Vector<T, 4> q = rotation.QuaternionConjugate();
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Vector<T, 4> result = q.QuaternionMultiply(Vector<T, 4>(this->x, this->y, this->z, 0));
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return Vector<T, Len>(result.x, result.y, result.z);
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}
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Vector<T, Len> Normalize() requires(Len == 3) {
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float fLength = Length();
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// Prevent divide by zero
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if (fLength > 0)
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{
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fLength = 1.0f / fLength;
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}
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return Vector<T, Len>(this->v[0] * fLength, this->v[1] * fLength, this->v[2] * fLength);
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}
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Vector<T, Len> Normalize() requires(Len == 4) {
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float fLength = Length();
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// Prevent divide by zero
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if (fLength > 0)
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{
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fLength = 1.0f / fLength;
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}
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return Vector<T, Len>(this->v[0] * fLength, this->v[1] * fLength, this->v[2] * fLength, this->v[3] * fLength);
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}
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float Length()
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{
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float Result = LengthSq();
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return sqrtf(Result);
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}
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Vector<T, Len> ReciprocalLength() requires(Len == 3) {
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Vector<T, Len> Result = LengthSq();
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Result = ReciprocalSqrt(Result);
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return Result;
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}
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Vector<T, Len> ReciprocalSqrt() requires(Len == 3)
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{
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return Vector<T, Len>(
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1.f / sqrtf(this->v[0]),
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1.f / sqrtf(this->v[1]),
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1.f / sqrtf(this->v[2])
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);
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}
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float LengthSq()
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{
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return Dot(*this);
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}
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float Dot(Vector<T, Len> v2) requires(Len == 3)
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{
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return this->v[0] * v2.v[0] + this->v[1] * v2.v[1] + this->v[2] * v2.v[2];
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}
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float Dot(Vector<T, Len> v2) requires(Len == 4)
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{
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return this->v[0] * v2.v[0] + this->v[1] * v2.v[1] + this->v[2] * v2.v[2] + this->v[3] * v2.v[3];
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}
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Vector<T, Len> Cross(Vector<T, Len> v2) requires(Len == 3) {
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return Vector<T, Len>(
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(this->v[1] * v2.v[2]) - (this->v[2] * v2.v[1]),
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(this->v[2] * v2.v[0]) - (this->v[0] * v2.v[2]),
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(this->v[0] * v2.v[1]) - (this->v[1] * v2.v[0])
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);
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};
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Vector<T, Len> QuaternionConjugate() requires(Len == 4) {
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return Vector<T, Len>(
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-this->x,
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-this->y,
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-this->z,
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this->w
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);
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}
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Vector<T, Len> QuaternionMultiply(Vector<T, Len> q2) requires(Len == 4) {
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return Vector<T, Len>(
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(q2.v[3] * this->v[0]) + (q2.v[0] * this->v[3]) + (q2.v[1] * this->v[2]) - (q2.v[2] * this->v[1]),
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(q2.v[3] * this->v[1]) - (q2.v[0] * this->v[2]) + (q2.v[1] * this->v[3]) + (q2.v[2] * this->v[0]),
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(q2.v[3] * this->v[2]) + (q2.v[0] * this->v[1]) - (q2.v[1] * this->v[0]) + (q2.v[2] * this->v[3]),
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(q2.v[3] * this->v[3]) - (q2.v[0] * this->v[0]) - (q2.v[1] * this->v[1]) - (q2.v[2] * this->v[2])
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);
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}
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Vector<T, 4> QuaternionRotationAxis(float angle) requires(Len == 3) {
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Vector<T, 3> Normal = Normalize();
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return Normal.QuaternionRotationNormal(angle);
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}
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Vector<T, 4> QuaternionRotationNormal(float angle) requires(Len == 3) {
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Vector<T, 4> N = Vector<T, 4>(this->x, this->y, this->z, 1);
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float SinV, CosV;
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XMScalarSinCos(&SinV, &CosV, 0.5f * angle);
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Vector<T, 4> Scale = Vector<T, 4>(SinV, SinV, SinV, CosV);
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return N * Scale;
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}
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// typedef
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// typename std::conditional<(sizeof(T)* len > 32 && (std::same_as<T, int64_t> || std::same_as<T, int32_t> || std::same_as<T, int16_t> || std::same_as<T, int8_t> || std::same_as<T, uint64_t> || std::same_as<T, uint32_t> || std::same_as<T, uint16_t> || std::same_as<T, uint8_t>)), __m512i,
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