Refactor engine to support double-precision vectors
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@@ -16,37 +16,37 @@ Half2 Half2::Zero(0.0f, 0.0f);
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Half3 Half3::Zero(0.0f, 0.0f, 0.0f);
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Half4 Half4::Zero(0.0f, 0.0f, 0.0f, 0.0f);
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Half2::Half2(const Vector2& v)
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Half2::Half2(const Float2& v)
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{
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X = Float16Compressor::Compress(v.X);
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Y = Float16Compressor::Compress(v.Y);
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}
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Vector2 Half2::ToVector2() const
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Float2 Half2::ToFloat2() const
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{
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return Vector2(
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return Float2(
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Float16Compressor::Decompress(X),
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Float16Compressor::Decompress(Y)
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);
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}
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Half3::Half3(const Vector3& v)
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Half3::Half3(const Float3& v)
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{
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X = Float16Compressor::Compress(v.X);
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Y = Float16Compressor::Compress(v.Y);
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Z = Float16Compressor::Compress(v.Z);
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}
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Vector3 Half3::ToVector3() const
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Float3 Half3::ToFloat3() const
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{
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return Vector3(
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return Float3(
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Float16Compressor::Decompress(X),
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Float16Compressor::Decompress(Y),
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Float16Compressor::Decompress(Z)
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);
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}
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Half4::Half4(const Vector4& v)
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Half4::Half4(const Float4& v)
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{
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X = Float16Compressor::Compress(v.X);
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Y = Float16Compressor::Compress(v.Y);
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@@ -70,26 +70,26 @@ Half4::Half4(const Rectangle& rect)
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W = Float16Compressor::Compress(rect.Size.Y);
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}
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Vector2 Half4::ToVector2() const
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Float2 Half4::ToFloat2() const
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{
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return Vector2(
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return Float2(
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Float16Compressor::Decompress(X),
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Float16Compressor::Decompress(Y)
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);
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}
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Vector3 Half4::ToVector3() const
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Float3 Half4::ToFloat3() const
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{
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return Vector3(
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return Float3(
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Float16Compressor::Decompress(X),
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Float16Compressor::Decompress(Y),
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Float16Compressor::Decompress(Z)
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);
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}
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Vector4 Half4::ToVector4() const
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Float4 Half4::ToFloat4() const
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{
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return Vector4(
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return Float4(
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Float16Compressor::Decompress(X),
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Float16Compressor::Decompress(Y),
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Float16Compressor::Decompress(Z),
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