Ajout de Jolt Physics + 1ere version des factory entitecomposants - camera, transform, rigidbody, collider, renderer
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lib/All/JoltPhysics/Jolt/Math/Float4.h
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44
lib/All/JoltPhysics/Jolt/Math/Float4.h
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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#pragma once
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JPH_NAMESPACE_BEGIN
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/// Class that holds 4 float values. Convert to Vec4 to perform calculations.
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class [[nodiscard]] Float4
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{
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public:
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JPH_OVERRIDE_NEW_DELETE
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Float4() = default; ///< Intentionally not initialized for performance reasons
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Float4(const Float4 &inRHS) = default;
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Float4(float inX, float inY, float inZ, float inW) : x(inX), y(inY), z(inZ), w(inW) { }
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Float4 & operator = (const Float4 &inRHS) = default;
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float operator [] (int inCoordinate) const
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{
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JPH_ASSERT(inCoordinate < 4);
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return *(&x + inCoordinate);
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}
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bool operator == (const Float4 &inRHS) const
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{
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return x == inRHS.x && y == inRHS.y && z == inRHS.z && w == inRHS.w;
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}
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bool operator != (const Float4 &inRHS) const
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{
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return x != inRHS.x || y != inRHS.y || z != inRHS.z || w != inRHS.w;
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}
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float x;
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float y;
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float z;
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float w;
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};
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static_assert(std::is_trivial<Float4>(), "Is supposed to be a trivial type!");
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JPH_NAMESPACE_END
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