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								#pragma once
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								/*
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								MIT License
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								Copyright (c) 2024 - 2025 René Amthor (tobid7)
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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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								The above copyright notice and this permission notice shall be included in all
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								copies or substantial portions of the Software.
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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 THE
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								SOFTWARE.
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								 */
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											2025-07-23 23:21:34 +02:00
										 
									 
								 
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								// This file is generated by lazyvec 2.0.0
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											2025-06-22 21:05:09 +02:00
										 
									 
								 
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								#include <pd/core/common.hpp>
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								// Extended includes (rename if you use other filenames/paths)
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								#include <pd/core/vec2.hpp>
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								namespace PD {
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								template <typename T>
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								class vec3 {
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								 public:
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								  T x;
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								  T y;
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								  T z;
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								  // Constructors
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								  constexpr vec3() : x(0), y(0), z(0) {}
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								  template <typename T1>
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								  constexpr vec3(T1 v) {
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								    x = (T)v;
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								    y = (T)v;
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								    z = (T)v;
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								  }
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								  template <typename T1>
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								  constexpr vec3(const vec3<T1>& v) {
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								    x = (T)v.x;
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								    y = (T)v.y;
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								    z = (T)v.z;
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								  }
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								  constexpr explicit vec3(T x, T y, T z) : x(x), y(y), z(z) {}
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								  // Extended Constructors
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								  template <typename T1>
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								  constexpr explicit vec3(const vec2<T1>& xy, T1 z) {
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								    {
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								      x = (T)xy.x;
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								      y = (T)xy.y;
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								      this->z = (T)z;
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								    }
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								  }
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								  // Operations
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								  template <typename T1>
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								  vec3<T>& operator+=(T1 v) {
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								    x += (T)v;
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								    y += (T)v;
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								    z += (T)v;
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								    return *this;
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								  }
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								  template <typename T1>
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								  vec3<T>& operator+=(const vec3<T1>& v) {
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								    x += (T)v.x;
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								    y += (T)v.y;
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								    z += (T)v.z;
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								    return *this;
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								  }
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								  template <typename T1>
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								  vec3<T> operator+(T1 v) const {
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								    return vec3<T>(x + (T)v, y + (T)v, z + (T)v);
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								  }
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								  template <typename T1>
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								  vec3<T> operator+(const vec3<T1>& v) const {
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								    return vec3<T>(x + (T)v.x, y + (T)v.y, z + (T)v.z);
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								  }
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								  template <typename T1>
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								  vec3<T>& operator-=(T1 v) {
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								    x -= (T)v;
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								    y -= (T)v;
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								    z -= (T)v;
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								    return *this;
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								  }
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								  template <typename T1>
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								  vec3<T>& operator-=(const vec3<T1>& v) {
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								    x -= (T)v.x;
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								    y -= (T)v.y;
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								    z -= (T)v.z;
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								    return *this;
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								  }
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								  template <typename T1>
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								  vec3<T> operator-(T1 v) const {
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								    return vec3<T>(x - (T)v, y - (T)v, z - (T)v);
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								  }
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								  template <typename T1>
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								  vec3<T> operator-(const vec3<T1>& v) const {
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								    return vec3<T>(x - (T)v.x, y - (T)v.y, z - (T)v.z);
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								  }
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								  template <typename T1>
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								  vec3<T>& operator*=(T1 v) {
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								    x *= (T)v;
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								    y *= (T)v;
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								    z *= (T)v;
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								    return *this;
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								  }
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								  template <typename T1>
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								  vec3<T>& operator*=(const vec3<T1>& v) {
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								    x *= (T)v.x;
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								    y *= (T)v.y;
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								    z *= (T)v.z;
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								    return *this;
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								  }
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								  template <typename T1>
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								  vec3<T> operator*(T1 v) const {
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								    return vec3<T>(x * (T)v, y * (T)v, z * (T)v);
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								  }
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								  template <typename T1>
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								  vec3<T> operator*(const vec3<T1>& v) const {
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								    return vec3<T>(x * (T)v.x, y * (T)v.y, z * (T)v.z);
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								  }
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								  template <typename T1>
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								  vec3<T>& operator/=(T1 v) {
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								    x /= (T)v;
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								    y /= (T)v;
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								    z /= (T)v;
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								    return *this;
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								  }
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								  template <typename T1>
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								  vec3<T>& operator/=(const vec3<T1>& v) {
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								    x /= (T)v.x;
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								    y /= (T)v.y;
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								    z /= (T)v.z;
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								    return *this;
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								  }
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								  template <typename T1>
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								  vec3<T> operator/(T1 v) const {
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								    return vec3<T>(x / (T)v, y / (T)v, z / (T)v);
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								  }
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								  template <typename T1>
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								  vec3<T> operator/(const vec3<T1>& v) const {
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								    return vec3<T>(x / (T)v.x, y / (T)v.y, z / (T)v.z);
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								  }
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								  // Generic Operations
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								  vec3 operator-() const { return vec3(-x, -y, -z); }
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								  template <typename T1>
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								  bool operator==(const vec3<T1>& v) const {
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								    return x == (T)v.x && y == (T)v.y && z == (T)v.z;
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								  }
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								  template <typename T1>
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								  bool operator!=(const vec3<T1>& v) const {
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								    return !(*this == v);
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								  }
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								  // Functions
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								  double Len() const { return std::sqrt(SqLen()); }
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								  double SqLen() const { return x * x + y * y + z * z; }
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								  template <typename T1>
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								  double Distance(const vec3<T1>& v) const {
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								    return (*this - v).Len();
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								  }
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								  vec3<T> Normalize() const {
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								    double l = Len();
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								    if (l == 0) {
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								      return *this;
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								    }
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								    return *this / (T)l;
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								  }
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								  template <typename T1>
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								  T Dot(const vec3<T1>& v) const {
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								    return x * (T)v.x + y * (T)v.y + z * (T)v.z;
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								  }
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								  template <typename T1>
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								  vec3<T> Cross(const vec3<T1>& v) const {
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								    return vec3<T>(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x);
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								  }
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								  // Swap Functions
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								  void SwapXY() {
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								    T t = x;
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								    x = y;
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								    y = t;
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								  }
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								  void SwapXZ() {
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								    T t = x;
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								    x = z;
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								    z = t;
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								  }
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								  void SwapYZ() {
							 | 
						
					
						
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								    T t = y;
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								    y = z;
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								    z = t;
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								  }
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								};
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								using fvec3 = vec3<float>;
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								using ivec3 = vec3<int>;
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								using dvec3 = vec3<double>;
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								}  // namespace PD
							 |