Fixed namespace issues
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@ -78,7 +78,8 @@ template <> AngleOf<float> AngleOf<float>::pi = 3.1415927410125732421875F;
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template <> AngleOf<float> AngleOf<float>::Rad2Deg = 360.0f / (pi * 2);
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template <> AngleOf<float> AngleOf<float>::Deg2Rad = (pi * 2) / 360.0f;
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template <> bool Passer::AngleOf<float>::operator==(AngleOf<float> a) {
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template <>
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bool Passer::LinearAlgebra::AngleOf<float>::operator==(AngleOf<float> a) {
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return (float)*this == (float)a;
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}
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@ -9,7 +9,7 @@
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#include "Axis.h"
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namespace Passer {
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namespace LinearAlgbra {
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namespace LinearAlgebra {
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class AngleAxis {
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public:
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@ -20,8 +20,8 @@ public:
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AngleAxis(Angle angle, Axis axis);
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};
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} // namespace LinearAlgbra
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} // namespace LinearAlgebra
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} // namespace Passer
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using namespace Passer::LinearAlgbra;
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using namespace Passer::LinearAlgebra;
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#endif
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2
Axis.h
2
Axis.h
@ -33,6 +33,6 @@ public:
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} // namespace LinearAlgebra
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} // namespace Passer
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using namespace Passer::LinearAlgbra;
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using namespace Passer::LinearAlgebra;
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#endif
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@ -94,20 +94,20 @@ Polar Polar::operator+=(const Polar &v) {
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return *this;
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}
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Polar Passer::operator*(const Polar &v, float f) {
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Polar Passer::LinearAlgebra::operator*(const Polar &v, float f) {
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return Polar(v.distance * f, v.angle);
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}
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Polar Passer::operator*(float f, const Polar &v) {
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Polar Passer::LinearAlgebra::operator*(float f, const Polar &v) {
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return Polar(v.distance * f, v.angle);
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}
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Polar Polar::operator*=(float f) {
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this->distance *= f;
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return *this;
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}
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Polar Passer::operator/(const Polar &v, float f) {
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Polar Passer::LinearAlgebra::operator/(const Polar &v, float f) {
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return Polar(v.distance / f, v.angle);
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}
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Polar Passer::operator/(float f, const Polar &v) {
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Polar Passer::LinearAlgebra::operator/(float f, const Polar &v) {
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return Polar(v.distance / f, v.angle);
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}
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Polar Polar::operator/=(float f) {
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@ -71,20 +71,20 @@ Spherical Spherical::operator-() const {
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return v;
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}
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Spherical Passer::operator*(const Spherical &v, float f) {
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Spherical Passer::LinearAlgebra::operator*(const Spherical &v, float f) {
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return Spherical(v.distance * f, v.horizontalAngle, v.verticalAngle);
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}
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Spherical Passer::operator*(float f, const Spherical &v) {
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Spherical Passer::LinearAlgebra::operator*(float f, const Spherical &v) {
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return Spherical(v.distance * f, v.horizontalAngle, v.verticalAngle);
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}
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Spherical Spherical::operator*=(float f) {
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this->distance *= f;
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return *this;
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}
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Spherical Passer::operator/(const Spherical &v, float f) {
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Spherical Passer::LinearAlgebra::operator/(const Spherical &v, float f) {
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return Spherical(v.distance / f, v.horizontalAngle, v.verticalAngle);
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}
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Spherical Passer::operator/(float f, const Spherical &v) {
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Spherical Passer::LinearAlgebra::operator/(float f, const Spherical &v) {
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return Spherical(v.distance / f, v.horizontalAngle, v.verticalAngle);
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}
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Spherical Spherical::operator/=(float f) {
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10
Vector2.cpp
10
Vector2.cpp
@ -99,10 +99,10 @@ Vector2 Vector2::operator+=(const Vector2 &v) {
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Vector2 Vector2::Scale(const Vector2 &v1, const Vector2 &v2) {
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return Vector2(v1.x * v2.x, v1.y * v2.y);
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}
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Vector2 Passer::operator*(const Vector2 &v, float f) {
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Vector2 Passer::LinearAlgebra::operator*(const Vector2 &v, float f) {
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return Vector2(v.x * f, v.y * f);
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}
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Vector2 Passer::operator*(float f, const Vector2 &v) {
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Vector2 Passer::LinearAlgebra::operator*(float f, const Vector2 &v) {
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return Vector2(v.x * f, v.y * f);
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}
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Vector2 Vector2::operator*=(float f) {
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@ -110,10 +110,10 @@ Vector2 Vector2::operator*=(float f) {
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this->y *= f;
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return *this;
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}
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Vector2 Passer::operator/(const Vector2 &v, float f) {
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Vector2 Passer::LinearAlgebra::operator/(const Vector2 &v, float f) {
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return Vector2(v.x / f, v.y / f);
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}
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Vector2 Passer::operator/(float f, const Vector2 &v) {
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Vector2 Passer::LinearAlgebra::operator/(float f, const Vector2 &v) {
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return Vector2(v.x / f, v.y / f);
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}
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Vector2 Vector2::operator/=(float f) {
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@ -151,7 +151,7 @@ float Vector2::SignedAngle(const Vector2 &v1, const Vector2 &v2) {
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return -(angleTo - angleFrom) * Angle::Rad2Deg;
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}
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Vector2 Vector2::Rotate(const Vector2 &v, Passer::Angle a) {
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Vector2 Vector2::Rotate(const Vector2 &v, Passer::LinearAlgebra::Angle a) {
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float angleRad = a * Angle::Deg2Rad;
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#if defined(AVR)
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float sinValue = sin(angleRad);
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@ -118,10 +118,10 @@ Vector3 Vector3::operator+=(const Vector3 &v) {
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Vector3 Vector3::Scale(const Vector3 &v1, const Vector3 &v2) {
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return Vector3(v1.x * v2.x, v1.y * v2.y, v1.z * v2.z);
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}
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Vector3 Passer::operator*(const Vector3 &v, float f) {
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Vector3 Passer::LinearAlgebra::operator*(const Vector3 &v, float f) {
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return Vector3(v.x * f, v.y * f, v.z * f);
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}
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Vector3 Passer::operator*(float f, const Vector3 &v) {
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Vector3 Passer::LinearAlgebra::operator*(float f, const Vector3 &v) {
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return Vector3(v.x * f, v.y * f, v.z * f);
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}
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Vector3 Vector3::operator*=(float f) {
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@ -130,10 +130,10 @@ Vector3 Vector3::operator*=(float f) {
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this->z *= f;
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return *this;
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}
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Vector3 Passer::operator/(const Vector3 &v, float f) {
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Vector3 Passer::LinearAlgebra::operator/(const Vector3 &v, float f) {
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return Vector3(v.x / f, v.y / f, v.z / f);
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}
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Vector3 Passer::operator/(float f, const Vector3 &v) {
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Vector3 Passer::LinearAlgebra::operator/(float f, const Vector3 &v) {
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return Vector3(v.x / f, v.y / f, v.z / f);
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}
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Vector3 Vector3::operator/=(float f) {
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