Fixed namespace issues

This commit is contained in:
Pascal Serrarens 2024-05-23 12:46:39 +02:00
parent f8009a7663
commit a25a8be067
7 changed files with 23 additions and 22 deletions

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@ -78,7 +78,8 @@ template <> AngleOf<float> AngleOf<float>::pi = 3.1415927410125732421875F;
template <> AngleOf<float> AngleOf<float>::Rad2Deg = 360.0f / (pi * 2);
template <> AngleOf<float> AngleOf<float>::Deg2Rad = (pi * 2) / 360.0f;
template <> bool Passer::AngleOf<float>::operator==(AngleOf<float> a) {
template <>
bool Passer::LinearAlgebra::AngleOf<float>::operator==(AngleOf<float> a) {
return (float)*this == (float)a;
}

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@ -9,7 +9,7 @@
#include "Axis.h"
namespace Passer {
namespace LinearAlgbra {
namespace LinearAlgebra {
class AngleAxis {
public:
@ -20,8 +20,8 @@ public:
AngleAxis(Angle angle, Axis axis);
};
} // namespace LinearAlgbra
} // namespace LinearAlgebra
} // namespace Passer
using namespace Passer::LinearAlgbra;
using namespace Passer::LinearAlgebra;
#endif

2
Axis.h
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@ -33,6 +33,6 @@ public:
} // namespace LinearAlgebra
} // namespace Passer
using namespace Passer::LinearAlgbra;
using namespace Passer::LinearAlgebra;
#endif

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@ -94,20 +94,20 @@ Polar Polar::operator+=(const Polar &v) {
return *this;
}
Polar Passer::operator*(const Polar &v, float f) {
Polar Passer::LinearAlgebra::operator*(const Polar &v, float f) {
return Polar(v.distance * f, v.angle);
}
Polar Passer::operator*(float f, const Polar &v) {
Polar Passer::LinearAlgebra::operator*(float f, const Polar &v) {
return Polar(v.distance * f, v.angle);
}
Polar Polar::operator*=(float f) {
this->distance *= f;
return *this;
}
Polar Passer::operator/(const Polar &v, float f) {
Polar Passer::LinearAlgebra::operator/(const Polar &v, float f) {
return Polar(v.distance / f, v.angle);
}
Polar Passer::operator/(float f, const Polar &v) {
Polar Passer::LinearAlgebra::operator/(float f, const Polar &v) {
return Polar(v.distance / f, v.angle);
}
Polar Polar::operator/=(float f) {

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@ -71,20 +71,20 @@ Spherical Spherical::operator-() const {
return v;
}
Spherical Passer::operator*(const Spherical &v, float f) {
Spherical Passer::LinearAlgebra::operator*(const Spherical &v, float f) {
return Spherical(v.distance * f, v.horizontalAngle, v.verticalAngle);
}
Spherical Passer::operator*(float f, const Spherical &v) {
Spherical Passer::LinearAlgebra::operator*(float f, const Spherical &v) {
return Spherical(v.distance * f, v.horizontalAngle, v.verticalAngle);
}
Spherical Spherical::operator*=(float f) {
this->distance *= f;
return *this;
}
Spherical Passer::operator/(const Spherical &v, float f) {
Spherical Passer::LinearAlgebra::operator/(const Spherical &v, float f) {
return Spherical(v.distance / f, v.horizontalAngle, v.verticalAngle);
}
Spherical Passer::operator/(float f, const Spherical &v) {
Spherical Passer::LinearAlgebra::operator/(float f, const Spherical &v) {
return Spherical(v.distance / f, v.horizontalAngle, v.verticalAngle);
}
Spherical Spherical::operator/=(float f) {

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@ -99,10 +99,10 @@ Vector2 Vector2::operator+=(const Vector2 &v) {
Vector2 Vector2::Scale(const Vector2 &v1, const Vector2 &v2) {
return Vector2(v1.x * v2.x, v1.y * v2.y);
}
Vector2 Passer::operator*(const Vector2 &v, float f) {
Vector2 Passer::LinearAlgebra::operator*(const Vector2 &v, float f) {
return Vector2(v.x * f, v.y * f);
}
Vector2 Passer::operator*(float f, const Vector2 &v) {
Vector2 Passer::LinearAlgebra::operator*(float f, const Vector2 &v) {
return Vector2(v.x * f, v.y * f);
}
Vector2 Vector2::operator*=(float f) {
@ -110,10 +110,10 @@ Vector2 Vector2::operator*=(float f) {
this->y *= f;
return *this;
}
Vector2 Passer::operator/(const Vector2 &v, float f) {
Vector2 Passer::LinearAlgebra::operator/(const Vector2 &v, float f) {
return Vector2(v.x / f, v.y / f);
}
Vector2 Passer::operator/(float f, const Vector2 &v) {
Vector2 Passer::LinearAlgebra::operator/(float f, const Vector2 &v) {
return Vector2(v.x / f, v.y / f);
}
Vector2 Vector2::operator/=(float f) {
@ -151,7 +151,7 @@ float Vector2::SignedAngle(const Vector2 &v1, const Vector2 &v2) {
return -(angleTo - angleFrom) * Angle::Rad2Deg;
}
Vector2 Vector2::Rotate(const Vector2 &v, Passer::Angle a) {
Vector2 Vector2::Rotate(const Vector2 &v, Passer::LinearAlgebra::Angle a) {
float angleRad = a * Angle::Deg2Rad;
#if defined(AVR)
float sinValue = sin(angleRad);

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@ -118,10 +118,10 @@ Vector3 Vector3::operator+=(const Vector3 &v) {
Vector3 Vector3::Scale(const Vector3 &v1, const Vector3 &v2) {
return Vector3(v1.x * v2.x, v1.y * v2.y, v1.z * v2.z);
}
Vector3 Passer::operator*(const Vector3 &v, float f) {
Vector3 Passer::LinearAlgebra::operator*(const Vector3 &v, float f) {
return Vector3(v.x * f, v.y * f, v.z * f);
}
Vector3 Passer::operator*(float f, const Vector3 &v) {
Vector3 Passer::LinearAlgebra::operator*(float f, const Vector3 &v) {
return Vector3(v.x * f, v.y * f, v.z * f);
}
Vector3 Vector3::operator*=(float f) {
@ -130,10 +130,10 @@ Vector3 Vector3::operator*=(float f) {
this->z *= f;
return *this;
}
Vector3 Passer::operator/(const Vector3 &v, float f) {
Vector3 Passer::LinearAlgebra::operator/(const Vector3 &v, float f) {
return Vector3(v.x / f, v.y / f, v.z / f);
}
Vector3 Passer::operator/(float f, const Vector3 &v) {
Vector3 Passer::LinearAlgebra::operator/(float f, const Vector3 &v) {
return Vector3(v.x / f, v.y / f, v.z / f);
}
Vector3 Vector3::operator/=(float f) {