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MSVC fix-up
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commit
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2
external/cubicvr2/math/mat3.h
vendored
2
external/cubicvr2/math/mat3.h
vendored
@ -23,7 +23,9 @@ namespace CubicVR {
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__float a,b,c,d,e,f,g,h,i;
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// __float operator [] (unsigned i) const { return ((__float *)this)[i]; }
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#ifndef _WIN32
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__float& operator [] (unsigned i) { return ((__float *)this)[i]; }
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#endif
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operator __float*() const { return (__float *)this; }
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mat3(__float ai,__float bi,__float ci,__float di,__float ei,__float fi,__float gi,__float hi,__float ii) {
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3
external/cubicvr2/math/mat4.h
vendored
3
external/cubicvr2/math/mat4.h
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@ -25,7 +25,10 @@ namespace CubicVR {
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__float a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p;
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// __float operator [] (unsigned i) const { return ((__float *)this)[i]; }
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#ifndef _WIN32
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__float& operator [] (unsigned i) { return ((__float *)this)[i]; }
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#endif
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operator __float*() const { return (__float *)this; }
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mat4(__float ai,__float bi,__float ci,__float di,__float ei,__float fi,__float gi,__float hi,__float ii,__float ji,__float ki,__float li,__float mi,__float ni,__float oi,__float pi) {
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a = ai; b = bi; c = ci; d = di; e = ei; f = fi; g = gi; h = hi; i = ii; j = ji; k = ki; l = li; m = mi; n = ni; o = oi; p = pi;
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5
external/cubicvr2/math/vec2.h
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5
external/cubicvr2/math/vec2.h
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@ -25,8 +25,9 @@ namespace CubicVR {
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__float& v() { return y; }
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// __float operator [] (unsigned i) const { return ((__float *)this)[i]; }
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__float& operator [] (unsigned i) { return ((__float *)this)[i]; }
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#ifndef _WIN32
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__float& operator [] (unsigned i) { return ((__float *)this)[i]; }
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#endif
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vec2 (__float xi,__float yi) { x = xi; y = yi; }
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vec2 () { x = y = 0.0f; }
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external/cubicvr2/math/vec3.h
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2
external/cubicvr2/math/vec3.h
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@ -29,7 +29,9 @@ namespace CubicVR {
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__float& g() { return y; }
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__float& b() { return z; }
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#ifndef _WIN32
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__float& operator [] (unsigned i) { return ((__float *)this)[i]; }
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#endif
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vec3 (__float xi,__float yi,__float zi) { x = xi; y = yi; z = zi; }
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vec3 () { x = y = z = 0.0f; }
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4
external/cubicvr2/math/vec4.h
vendored
4
external/cubicvr2/math/vec4.h
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@ -28,8 +28,10 @@ namespace CubicVR {
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__float& a() { return w; }
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// __float operator [] (unsigned i) const { return ((__float *)this)[i]; }
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#ifndef _WIN32
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__float& operator [] (unsigned i) { return ((__float *)this)[i]; }
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#endif
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vec4 (__float xi,__float yi,__float zi,__float wi) { x = xi; y = yi; z = zi; w = wi; }
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vec4 () { x = y = z = w = 0.0f; }
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