mirror of
https://github.com/baldurk/renderdoc.git
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272 lines
4.7 KiB
C++
272 lines
4.7 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2019-2025 Baldur Karlsson
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* Copyright (c) 2014 Crytek
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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#pragma once
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#include <stdint.h>
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#ifdef _MSC_VER
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#pragma warning(push)
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#pragma warning(disable : 4201)
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#endif
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struct Vec2f
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{
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Vec2f(float X, float Y)
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{
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x = X;
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y = Y;
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}
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Vec2f() { x = y = 0.0f; }
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union
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{
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struct
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{
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float x, y;
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};
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float fv[2];
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};
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};
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class Vec3f
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{
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public:
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Vec3f(const float X, const float Y, const float Z) : x(X), y(Y), z(Z) {}
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Vec3f() { x = y = z = 0.0f; }
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inline float Dot(const Vec3f &o) const { return x * o.x + y * o.y + z * o.z; }
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inline Vec3f Cross(const Vec3f &o) const
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{
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return Vec3f(y * o.z - z * o.y, z * o.x - x * o.z, x * o.y - y * o.x);
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}
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float Length() const;
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inline void Normalise()
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{
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float l = Length();
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x /= l;
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y /= l;
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z /= l;
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}
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union
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{
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struct
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{
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float x, y, z;
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};
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float fv[3];
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};
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};
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struct FloatVector;
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struct Vec4f
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{
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Vec4f(float X, float Y, float Z, float W)
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{
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x = X;
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y = Y;
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z = Z;
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w = W;
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}
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Vec4f() { x = y = z = w = 0.0f; }
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Vec4f(const FloatVector &v);
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operator Vec3f() const { return Vec3f(x, y, z); }
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operator FloatVector() const;
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union
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{
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struct
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{
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float x, y, z, w;
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};
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float fv[4];
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};
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};
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inline Vec3f operator*(const Vec3f &a, const float b)
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{
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return Vec3f(a.x * b, a.y * b, a.z * b);
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}
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inline Vec3f operator+(const Vec3f &a, const Vec3f &b)
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{
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return Vec3f(a.x + b.x, a.y + b.y, a.z + b.z);
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}
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inline Vec3f operator-(const Vec3f &a)
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{
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return Vec3f(-a.x, -a.y, -a.z);
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}
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inline Vec3f operator-(const Vec3f &a, const Vec3f &b)
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{
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return a + (-b);
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}
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inline Vec3f operator-=(Vec3f &a, const Vec3f &b)
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{
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a = a - b;
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return a;
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}
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inline Vec3f operator+=(Vec3f &a, const Vec3f &b)
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{
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a = a + b;
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return a;
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}
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inline Vec4f operator*(const Vec4f &a, const float b)
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{
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return Vec4f(a.x * b, a.y * b, a.z * b, a.w * b);
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}
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inline Vec4f operator+(const Vec4f &a, const Vec4f &b)
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{
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return Vec4f(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w);
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}
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inline Vec4f operator-(const Vec4f &a)
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{
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return Vec4f(-a.x, -a.y, -a.z, -a.w);
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}
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inline Vec4f operator-(const Vec4f &a, const Vec4f &b)
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{
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return a + (-b);
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}
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inline Vec4f operator-=(Vec4f &a, const Vec4f &b)
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{
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a = a - b;
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return a;
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}
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inline Vec4f operator+=(Vec4f &a, const Vec4f &b)
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{
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a = a + b;
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return a;
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}
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struct Vec2u
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{
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Vec2u(uint32_t X, uint32_t Y)
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{
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x = X;
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y = Y;
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}
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Vec2u() { x = y = 0; }
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union
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{
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struct
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{
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uint32_t x, y;
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};
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uint32_t uv[2];
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};
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};
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struct Vec3u
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{
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Vec3u(uint32_t X, uint32_t Y, uint32_t Z)
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{
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x = X;
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y = Y;
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z = Z;
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}
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Vec3u() { x = y = z = 0; }
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union
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{
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struct
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{
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uint32_t x, y, z;
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};
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uint32_t uv[3];
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};
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};
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struct Vec4u
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{
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Vec4u(uint32_t X, uint32_t Y, uint32_t Z, uint32_t W)
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{
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x = X;
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y = Y;
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z = Z;
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w = W;
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}
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Vec4u() { x = y = z = w = 0; }
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union
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{
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struct
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{
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uint32_t x, y, z, w;
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};
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uint32_t uv[4];
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};
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};
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struct Vec3i
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{
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Vec3i(int32_t X, int32_t Y, int32_t Z)
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{
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x = X;
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y = Y;
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z = Z;
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}
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Vec3i() { x = y = z = 0; }
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union
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{
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struct
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{
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int32_t x, y, z;
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};
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int32_t uv[3];
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};
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};
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struct Vec4i
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{
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Vec4i(int32_t X, int32_t Y, int32_t Z, int32_t W)
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{
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x = X;
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y = Y;
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z = Z;
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w = W;
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}
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Vec4i() { x = y = z = w = 0; }
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union
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{
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struct
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{
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int32_t x, y, z, w;
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};
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int32_t uv[4];
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};
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};
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#ifdef _MSC_VER
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#pragma warning(pop)
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#endif
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