Move everything from global namespace to "sp" namespace
When writing the X11 (linux) implementation there was a problem with X11 defining a "Display" type and we also have a Display class in the engine. So to fix that problem and minimize the risk for running into other name conflicts. We move everything from global namespace.
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120 changed files with 551 additions and 105 deletions
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@ -1,6 +1,8 @@
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#include <Spectre/Math/Color.h>
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namespace sp {
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const Color Color::Black (0 , 0 , 0 , 255);
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const Color Color::White (255, 255, 255, 255);
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const Color Color::Red (255, 0 , 0 , 255);
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@ -126,3 +128,5 @@ Color operator *(const Color& c, unsigned int s)
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{
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return Color(c.r * s, c.g * s, c.b * s, c.a * s);
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}
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} // namespace sp
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@ -3,18 +3,18 @@
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#include <cstdlib>
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#include <Spectre/Math/Math.h>
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namespace math {
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namespace sp {
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#define LOG2INBASE10 0.30102999566f
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#define LOG2INBASE10 0.30102999566f
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double log(double base, double value) {
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double math::log(double base, double value) {
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return log10(value) / log10(base);
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}
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return ::log10(value) / ::log10(base);
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}
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double log2(double value) {
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double math::log2(double value) {
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return log10(value) / LOG2INBASE10;
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}
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return ::log10(value) / LOG2INBASE10;
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}
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}; // namespace math
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} // namespace sp
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@ -2,8 +2,8 @@
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#include <cstdlib>
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#include <Spectre/Math/Math.h>
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namespace math {
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namespace sp { namespace math
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{
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float rand(float min, float max) {
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float r = ((float) ::rand()) / RAND_MAX;
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@ -50,8 +50,8 @@ namespace math {
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Matrix4f rotation(float theta) {
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float r = deg2rad(theta);
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float s = std::sin(r);
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float c = std::cos(r);
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float s = ::std::sin(r);
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float c = ::std::cos(r);
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return Matrix4f(
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c, -s, 0.0f, 0.0f,
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@ -94,4 +94,5 @@ namespace math {
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return Vector3f(matrix.e[8], matrix.e[9], matrix.e[10]);
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}
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};
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} } // namespace sp::math
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@ -2,6 +2,8 @@
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#include <Spectre/Math/Math.h>
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#include <Spectre/Math/Transform.h>
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namespace sp {
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Transform::Transform() :
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m_matrix (Matrix4f::Identity)
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{
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@ -155,4 +157,6 @@ Transform& operator*=(Transform& a, const Transform& other)
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Vector2f operator*(const Transform& transform, const Vector2f& vec)
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{
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return transform.transformPoint(vec);
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}
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}
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} // namespace sp
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