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[Core] Codestyle improvements to math types
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@@ -58,12 +58,12 @@ struct _NO_DISCARD_ Vector4i {
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int32_t coord[4] = { 0 };
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};
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_FORCE_INLINE_ const int32_t &operator[](const int p_axis) const {
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_FORCE_INLINE_ const int32_t &operator[](int p_axis) const {
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DEV_ASSERT((unsigned int)p_axis < 4);
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return coord[p_axis];
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}
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_FORCE_INLINE_ int32_t &operator[](const int p_axis) {
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_FORCE_INLINE_ int32_t &operator[](int p_axis) {
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DEV_ASSERT((unsigned int)p_axis < 4);
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return coord[p_axis];
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}
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@@ -105,12 +105,12 @@ struct _NO_DISCARD_ Vector4i {
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_FORCE_INLINE_ Vector4i &operator%=(const Vector4i &p_v);
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_FORCE_INLINE_ Vector4i operator%(const Vector4i &p_v) const;
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_FORCE_INLINE_ Vector4i &operator*=(const int32_t p_scalar);
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_FORCE_INLINE_ Vector4i operator*(const int32_t p_scalar) const;
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_FORCE_INLINE_ Vector4i &operator/=(const int32_t p_scalar);
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_FORCE_INLINE_ Vector4i operator/(const int32_t p_scalar) const;
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_FORCE_INLINE_ Vector4i &operator%=(const int32_t p_scalar);
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_FORCE_INLINE_ Vector4i operator%(const int32_t p_scalar) const;
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_FORCE_INLINE_ Vector4i &operator*=(int32_t p_scalar);
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_FORCE_INLINE_ Vector4i operator*(int32_t p_scalar) const;
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_FORCE_INLINE_ Vector4i &operator/=(int32_t p_scalar);
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_FORCE_INLINE_ Vector4i operator/(int32_t p_scalar) const;
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_FORCE_INLINE_ Vector4i &operator%=(int32_t p_scalar);
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_FORCE_INLINE_ Vector4i operator%(int32_t p_scalar) const;
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_FORCE_INLINE_ Vector4i operator-() const;
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@@ -126,7 +126,7 @@ struct _NO_DISCARD_ Vector4i {
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_FORCE_INLINE_ Vector4i() {}
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Vector4i(const Vector4 &p_vec4);
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_FORCE_INLINE_ Vector4i(const int32_t p_x, const int32_t p_y, const int32_t p_z, const int32_t p_w) {
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_FORCE_INLINE_ Vector4i(int32_t p_x, int32_t p_y, int32_t p_z, int32_t p_w) {
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x = p_x;
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y = p_y;
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z = p_z;
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@@ -220,7 +220,7 @@ Vector4i Vector4i::operator%(const Vector4i &p_v) const {
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return Vector4i(x % p_v.x, y % p_v.y, z % p_v.z, w % p_v.w);
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}
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Vector4i &Vector4i::operator*=(const int32_t p_scalar) {
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Vector4i &Vector4i::operator*=(int32_t p_scalar) {
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x *= p_scalar;
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y *= p_scalar;
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z *= p_scalar;
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@@ -228,29 +228,29 @@ Vector4i &Vector4i::operator*=(const int32_t p_scalar) {
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return *this;
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}
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Vector4i Vector4i::operator*(const int32_t p_scalar) const {
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Vector4i Vector4i::operator*(int32_t p_scalar) const {
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return Vector4i(x * p_scalar, y * p_scalar, z * p_scalar, w * p_scalar);
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}
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// Multiplication operators required to workaround issues with LLVM using implicit conversion.
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_FORCE_INLINE_ Vector4i operator*(const int32_t p_scalar, const Vector4i &p_vector) {
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_FORCE_INLINE_ Vector4i operator*(int32_t p_scalar, const Vector4i &p_vector) {
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return p_vector * p_scalar;
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}
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_FORCE_INLINE_ Vector4i operator*(const int64_t p_scalar, const Vector4i &p_vector) {
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_FORCE_INLINE_ Vector4i operator*(int64_t p_scalar, const Vector4i &p_vector) {
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return p_vector * p_scalar;
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}
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_FORCE_INLINE_ Vector4i operator*(const float p_scalar, const Vector4i &p_vector) {
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_FORCE_INLINE_ Vector4i operator*(float p_scalar, const Vector4i &p_vector) {
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return p_vector * p_scalar;
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}
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_FORCE_INLINE_ Vector4i operator*(const double p_scalar, const Vector4i &p_vector) {
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_FORCE_INLINE_ Vector4i operator*(double p_scalar, const Vector4i &p_vector) {
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return p_vector * p_scalar;
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}
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Vector4i &Vector4i::operator/=(const int32_t p_scalar) {
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Vector4i &Vector4i::operator/=(int32_t p_scalar) {
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x /= p_scalar;
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y /= p_scalar;
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z /= p_scalar;
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@@ -258,11 +258,11 @@ Vector4i &Vector4i::operator/=(const int32_t p_scalar) {
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return *this;
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}
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Vector4i Vector4i::operator/(const int32_t p_scalar) const {
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Vector4i Vector4i::operator/(int32_t p_scalar) const {
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return Vector4i(x / p_scalar, y / p_scalar, z / p_scalar, w / p_scalar);
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}
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Vector4i &Vector4i::operator%=(const int32_t p_scalar) {
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Vector4i &Vector4i::operator%=(int32_t p_scalar) {
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x %= p_scalar;
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y %= p_scalar;
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z %= p_scalar;
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@@ -270,7 +270,7 @@ Vector4i &Vector4i::operator%=(const int32_t p_scalar) {
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return *this;
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}
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Vector4i Vector4i::operator%(const int32_t p_scalar) const {
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Vector4i Vector4i::operator%(int32_t p_scalar) const {
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return Vector4i(x % p_scalar, y % p_scalar, z % p_scalar, w % p_scalar);
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}
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