[Core] Codestyle improvements to math types
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@ -56,11 +56,11 @@ struct _NO_DISCARD_ Vector4 {
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real_t components[4] = { 0, 0, 0, 0 };
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};
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_FORCE_INLINE_ real_t &operator[](const int p_axis) {
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_FORCE_INLINE_ real_t &operator[](int p_axis) {
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DEV_ASSERT((unsigned int)p_axis < 4);
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return components[p_axis];
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}
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_FORCE_INLINE_ const real_t &operator[](const int p_axis) const {
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_FORCE_INLINE_ const real_t &operator[](int p_axis) const {
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DEV_ASSERT((unsigned int)p_axis < 4);
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return components[p_axis];
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}
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@ -94,11 +94,11 @@ struct _NO_DISCARD_ Vector4 {
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Vector4 floor() const;
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Vector4 ceil() const;
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Vector4 round() const;
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Vector4 lerp(const Vector4 &p_to, const real_t p_weight) const;
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Vector4 cubic_interpolate(const Vector4 &p_b, const Vector4 &p_pre_a, const Vector4 &p_post_b, const real_t p_weight) const;
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Vector4 cubic_interpolate_in_time(const Vector4 &p_b, const Vector4 &p_pre_a, const Vector4 &p_post_b, const real_t p_weight, const real_t &p_b_t, const real_t &p_pre_a_t, const real_t &p_post_b_t) const;
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Vector4 lerp(const Vector4 &p_to, real_t p_weight) const;
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Vector4 cubic_interpolate(const Vector4 &p_b, const Vector4 &p_pre_a, const Vector4 &p_post_b, real_t p_weight) const;
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Vector4 cubic_interpolate_in_time(const Vector4 &p_b, const Vector4 &p_pre_a, const Vector4 &p_post_b, real_t p_weight, real_t p_b_t, real_t p_pre_a_t, real_t p_post_b_t) const;
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Vector4 posmod(const real_t p_mod) const;
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Vector4 posmod(real_t p_mod) const;
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Vector4 posmodv(const Vector4 &p_modv) const;
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void snap(const Vector4 &p_step);
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Vector4 snapped(const Vector4 &p_step) const;
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@ -111,15 +111,15 @@ struct _NO_DISCARD_ Vector4 {
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_FORCE_INLINE_ void operator-=(const Vector4 &p_vec4);
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_FORCE_INLINE_ void operator*=(const Vector4 &p_vec4);
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_FORCE_INLINE_ void operator/=(const Vector4 &p_vec4);
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_FORCE_INLINE_ void operator*=(const real_t &s);
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_FORCE_INLINE_ void operator/=(const real_t &s);
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_FORCE_INLINE_ void operator*=(real_t p_s);
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_FORCE_INLINE_ void operator/=(real_t p_s);
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_FORCE_INLINE_ Vector4 operator+(const Vector4 &p_vec4) const;
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_FORCE_INLINE_ Vector4 operator-(const Vector4 &p_vec4) const;
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_FORCE_INLINE_ Vector4 operator*(const Vector4 &p_vec4) const;
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_FORCE_INLINE_ Vector4 operator/(const Vector4 &p_vec4) const;
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_FORCE_INLINE_ Vector4 operator-() const;
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_FORCE_INLINE_ Vector4 operator*(const real_t &s) const;
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_FORCE_INLINE_ Vector4 operator/(const real_t &s) const;
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_FORCE_INLINE_ Vector4 operator*(real_t p_s) const;
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_FORCE_INLINE_ Vector4 operator/(real_t p_s) const;
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_FORCE_INLINE_ bool operator==(const Vector4 &p_vec4) const;
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_FORCE_INLINE_ bool operator!=(const Vector4 &p_vec4) const;
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@ -189,15 +189,15 @@ void Vector4::operator/=(const Vector4 &p_vec4) {
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z /= p_vec4.z;
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w /= p_vec4.w;
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}
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void Vector4::operator*=(const real_t &s) {
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x *= s;
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y *= s;
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z *= s;
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w *= s;
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void Vector4::operator*=(real_t p_s) {
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x *= p_s;
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y *= p_s;
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z *= p_s;
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w *= p_s;
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}
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void Vector4::operator/=(const real_t &s) {
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*this *= 1.0f / s;
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void Vector4::operator/=(real_t p_s) {
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*this *= 1.0f / p_s;
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}
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Vector4 Vector4::operator+(const Vector4 &p_vec4) const {
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@ -220,12 +220,12 @@ Vector4 Vector4::operator-() const {
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return Vector4(-x, -y, -z, -w);
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}
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Vector4 Vector4::operator*(const real_t &s) const {
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return Vector4(x * s, y * s, z * s, w * s);
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Vector4 Vector4::operator*(real_t p_s) const {
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return Vector4(x * p_s, y * p_s, z * p_s, w * p_s);
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}
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Vector4 Vector4::operator/(const real_t &s) const {
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return *this * (1.0f / s);
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Vector4 Vector4::operator/(real_t p_s) const {
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return *this * (1.0f / p_s);
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}
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bool Vector4::operator==(const Vector4 &p_vec4) const {
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@ -288,19 +288,19 @@ bool Vector4::operator>=(const Vector4 &p_v) const {
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return x > p_v.x;
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}
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_FORCE_INLINE_ Vector4 operator*(const float p_scalar, const Vector4 &p_vec) {
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_FORCE_INLINE_ Vector4 operator*(float p_scalar, const Vector4 &p_vec) {
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return p_vec * p_scalar;
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}
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_FORCE_INLINE_ Vector4 operator*(const double p_scalar, const Vector4 &p_vec) {
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_FORCE_INLINE_ Vector4 operator*(double p_scalar, const Vector4 &p_vec) {
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return p_vec * p_scalar;
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}
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_FORCE_INLINE_ Vector4 operator*(const int32_t p_scalar, const Vector4 &p_vec) {
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_FORCE_INLINE_ Vector4 operator*(int32_t p_scalar, const Vector4 &p_vec) {
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return p_vec * p_scalar;
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}
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_FORCE_INLINE_ Vector4 operator*(const int64_t p_scalar, const Vector4 &p_vec) {
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_FORCE_INLINE_ Vector4 operator*(int64_t p_scalar, const Vector4 &p_vec) {
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return p_vec * p_scalar;
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}
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