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vector_math: Remove AsArray() and Write() functions from Vec[2,3,4]
These are all unused and the Write() ones should arguably not even be in the interface. There are better ways to provide this if we ever need it (like iterators).
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f633b0c875
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1 changed files with 0 additions and 30 deletions
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@ -55,10 +55,6 @@ public:
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T x;
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T x;
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T y;
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T y;
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T* AsArray() {
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return &x;
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}
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Vec2() = default;
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Vec2() = default;
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Vec2(const T& _x, const T& _y) : x(_x), y(_y) {}
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Vec2(const T& _x, const T& _y) : x(_x), y(_y) {}
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@ -71,11 +67,6 @@ public:
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return Vec2<T>(f, f);
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return Vec2<T>(f, f);
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}
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}
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void Write(T a[2]) {
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a[0] = x;
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a[1] = y;
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}
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Vec2<decltype(T{} + T{})> operator+(const Vec2& other) const {
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Vec2<decltype(T{} + T{})> operator+(const Vec2& other) const {
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return MakeVec(x + other.x, y + other.y);
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return MakeVec(x + other.x, y + other.y);
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}
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}
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@ -205,10 +196,6 @@ public:
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T y;
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T y;
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T z;
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T z;
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T* AsArray() {
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return &x;
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}
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Vec3() = default;
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Vec3() = default;
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Vec3(const T& _x, const T& _y, const T& _z) : x(_x), y(_y), z(_z) {}
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Vec3(const T& _x, const T& _y, const T& _z) : x(_x), y(_y), z(_z) {}
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@ -225,12 +212,6 @@ public:
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return MakeVec(f, f, f);
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return MakeVec(f, f, f);
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}
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}
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void Write(T a[3]) {
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a[0] = x;
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a[1] = y;
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a[2] = z;
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}
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Vec3<decltype(T{} + T{})> operator+(const Vec3& other) const {
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Vec3<decltype(T{} + T{})> operator+(const Vec3& other) const {
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return MakeVec(x + other.x, y + other.y, z + other.z);
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return MakeVec(x + other.x, y + other.y, z + other.z);
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}
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}
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@ -416,10 +397,6 @@ public:
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T z;
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T z;
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T w;
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T w;
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T* AsArray() {
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return &x;
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}
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Vec4() = default;
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Vec4() = default;
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Vec4(const T& _x, const T& _y, const T& _z, const T& _w) : x(_x), y(_y), z(_z), w(_w) {}
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Vec4(const T& _x, const T& _y, const T& _z, const T& _w) : x(_x), y(_y), z(_z), w(_w) {}
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@ -436,13 +413,6 @@ public:
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return Vec4<T>(f, f, f, f);
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return Vec4<T>(f, f, f, f);
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}
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}
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void Write(T a[4]) {
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a[0] = x;
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a[1] = y;
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a[2] = z;
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a[3] = w;
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}
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Vec4<decltype(T{} + T{})> operator+(const Vec4& other) const {
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Vec4<decltype(T{} + T{})> operator+(const Vec4& other) const {
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return MakeVec(x + other.x, y + other.y, z + other.z, w + other.w);
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return MakeVec(x + other.x, y + other.y, z + other.z, w + other.w);
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}
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}
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