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824 lines
17 KiB
C++
824 lines
17 KiB
C++
#ifndef _VECTOR3_H
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#define _VECTOR3_H
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#include "JSystem/JGeometry.h"
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#include "stream.h"
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#include "math.h"
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#include "sysMath.h"
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#include "Vector2.h"
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#include "sqrt.h"
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struct Matrixf;
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/**
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* @brief A 3-dimensional vector template class.
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*
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* @tparam T The type of the vector components.
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* @note 2D functions refer to the X and Z components, and ignores the y dimension, a flat plane.
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*/
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template <typename T>
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struct Vector3 {
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T x, y, z;
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// Constructors
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inline Vector3();
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inline Vector3(T value);
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inline Vector3(T x, T y, T z);
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inline Vector3(JGeometry::TVec3<T> vec);
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inline Vector3(Vec& vec);
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// Assignment Operators
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inline Vector3& operator=(const Vector3& other);
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inline void operator=(Vector3& other);
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inline void operator=(const Vec& other);
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// Conversion Operators
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inline operator Vector2<T>() const;
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// Arithmetic Operators
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inline Vector3<T> operator*(const Vector3<T>& other) const;
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inline void operator*=(Matrixf& other);
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inline void operator*=(const T other);
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inline void operator+=(const Vector3& other);
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inline void operator-=(const Vector3& other);
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inline void operator/=(const Vector3& other);
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inline Vector3 operator-() const;
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// Set Functions
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inline void set(const Vector3& vec);
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inline void set(T _x, T _y, T _z);
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inline void set(T xyz);
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inline void set(JGeometry::TVec3<T>& vec);
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inline void set(Vec& vec);
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// Utility Functions
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inline void negate();
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inline void negate2();
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inline void addXZ(const Vector3& other);
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inline void addXY(const Vector3& other);
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inline void scaleXY(const Vector3& other);
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inline void scale2D(T other);
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inline void set2D(const Vector3& other);
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inline void setZero();
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inline void sub(Vector3& a, Vector3& b);
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// Direction Functions
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static inline T getDirectionFromTo(const Vector3& from, Vector3& to);
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static inline void getFlatDirectionFromTo(Vector3& from, Vector3& to);
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inline T setDirectionFromTo(const Vector3& from, const Vector3& to);
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inline void setFlatDirectionFromTo(Vector3& from, Vector3& to);
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inline void toFlatDirection();
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// Calculation Functions
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inline T dot(const Vector3& other);
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inline Vector3 cross(const Vector3& other);
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inline void cross(const Vector3& v1, const Vector3& v2);
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inline T absX();
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inline T absY();
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inline T absZ();
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inline bool isBoundedX(T bound);
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inline bool isBoundedY(T bound);
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inline bool isBoundedZ(T bound);
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inline void scale(T scale);
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// Magnitude Functions
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inline T sqrMagnitude() const;
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inline T sqrMagnitude2D() const;
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inline T qLength() const;
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inline T qLength2D() const;
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inline T qNormalise();
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// Distance Functions
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inline T qDistance(Vector3& them);
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inline T sqrDistanceToSphere(Vector3& them);
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static inline T distance(Vector3& a, Vector3& b);
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T distance(Vector3&);
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T distance2D(Vector3&);
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T sqrDistance(Vector3&);
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T sqrDistance2D(Vector3&);
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T distance(JGeometry::TVec3f&);
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// Length and Normalise Functions
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T length() const;
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T normalise();
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T length2D() const;
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T normalise2D();
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// I/O Functions
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void read(Stream&);
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void write(Stream&);
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// Static Members
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static Vector3<T> zero;
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};
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typedef Vector3<f32> Vector3f;
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typedef Vector3<int> Vector3i;
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inline Vector3f operator+(const Vector3f& a, const Vector3f& b) { return Vector3f(a.x + b.x, a.y + b.y, a.z + b.z); }
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inline Vector3f operator-(const Vector3f& a, const Vector3f& b) { return Vector3f(a.x - b.x, a.y - b.y, a.z - b.z); }
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inline Vector3f operator*(const Vector3f& a, const f32 b) { return Vector3f(a.x * b, a.y * b, a.z * b); }
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inline Vector3f operator/(const Vector3f& a, const f32 b) { return Vector3f(a.x / b, a.y / b, a.z / b); }
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inline Vector3f operator*=(const Vector3f& a, const f32 b) { return Vector3f(a.x * b, a.y * b, a.z * b); }
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inline Vector3i operator+(const Vector3i& a, const Vector3i& b) { return Vector3i(a.x + b.x, a.y + b.y, a.z + b.z); }
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inline Vector3i operator-(const Vector3i& a, const Vector3i& b) { return Vector3i(a.x - b.x, a.y - b.y, a.z - b.z); }
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inline Vector3i operator*(const Vector3i& a, const int b) { return Vector3i(a.x * b, a.y * b, a.z * b); }
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inline Vector3i operator/(const Vector3i& a, const int b) { return Vector3i(a.x / b, a.y / b, a.z / b); }
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inline Vector3i operator*=(const Vector3i& a, const int b) { return Vector3i(a.x * b, a.y * b, a.z * b); }
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inline bool operator==(const Vector3f& a, const Vector3f& b) { return (a.x == b.x && a.y == b.y && a.z == b.z); }
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inline bool operator!=(const Vector3f& a, const Vector3f& b) { return (a.x != b.x || a.y != b.y || a.z != b.z); }
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inline bool operator==(const Vector3i& a, const Vector3i& b) { return (a.x == b.x && a.y == b.y && a.z == b.z); }
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inline bool operator!=(const Vector3i& a, const Vector3i& b) { return (a.x != b.x || a.y != b.y || a.z != b.z); }
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template <typename T>
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inline Vector3<T>::Vector3()
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{
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}
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template <typename T>
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inline Vector3<T>::Vector3(T value)
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: x(value)
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, y(value)
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, z(value)
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{
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}
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template <typename T>
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inline Vector3<T>::Vector3(T x, T y, T z)
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: x(x)
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, y(y)
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, z(z)
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{
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}
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template <typename T>
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inline Vector3<T>::Vector3(JGeometry::TVec3<T> vec)
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{
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__memcpy(this, &vec, sizeof(Vector3));
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}
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template <typename T>
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inline Vector3<T>::Vector3(Vec& vec)
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{
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x = vec.x;
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y = vec.y;
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z = vec.z;
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}
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template <typename T>
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inline T Vector3<T>::getDirectionFromTo(const Vector3& from, Vector3& to)
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{
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to -= from;
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return to.normalise();
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}
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template <typename T>
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inline void Vector3<T>::getFlatDirectionFromTo(Vector3& from, Vector3& to)
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{
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to -= from;
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to.y = 0.0f;
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to.normalise();
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}
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template <typename T>
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inline Vector3<T>& Vector3<T>::operator=(const Vector3& other)
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{
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x = other.x;
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y = other.y;
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z = other.z;
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return *this;
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}
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template <typename T>
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inline void Vector3<T>::operator=(Vector3& other)
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{
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x = other.x;
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y = other.y;
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z = other.z;
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}
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template <typename T>
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inline void Vector3<T>::operator=(const Vec& other)
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{
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x = other.x;
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y = other.y;
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z = other.z;
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}
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template <typename T>
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inline Vector3<T>::operator Vector2<T>() const
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{
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return Vector2<T>(x, y);
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}
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template <typename T>
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inline Vector3<T> Vector3<T>::operator*(const Vector3<T>& other) const
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{
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return Vector3<T>(x * other.x, y * other.y, z * other.z);
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}
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template <typename T>
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inline void Vector3<T>::set(const Vector3& vec)
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{
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x = vec.x;
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y = vec.y;
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z = vec.z;
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}
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template <typename T>
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inline void Vector3<T>::set(T _x, T _y, T _z)
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{
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x = _x;
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y = _y;
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z = _z;
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}
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template <typename T>
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inline void Vector3<T>::set(T xyz)
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{
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x = y = z = xyz;
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}
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template <typename T>
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inline void Vector3<T>::set(JGeometry::TVec3<T>& vec)
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{
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vec.x = x;
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vec.y = y;
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vec.z = z;
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}
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template <typename T>
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inline void Vector3<T>::set(Vec& vec)
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{
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vec.x = x;
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vec.y = y;
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vec.z = z;
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}
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template <typename T>
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inline void Vector3<T>::negate()
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{
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x *= -1.0f;
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y *= -1.0f;
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z *= -1.0f;
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}
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template <typename T>
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inline void Vector3<T>::negate2()
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{
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x = -x;
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y = -y;
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z = -z;
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}
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template <typename T>
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inline void Vector3<T>::operator*=(const T other)
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{
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this->x *= other;
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this->y *= other;
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this->z *= other;
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}
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template <typename T>
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inline void Vector3<T>::operator+=(const Vector3& other)
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{
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this->x += other.x;
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this->y += other.y;
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this->z += other.z;
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}
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template <typename T>
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inline void Vector3<T>::operator-=(const Vector3& other)
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{
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this->x -= other.x;
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this->y -= other.y;
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this->z -= other.z;
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}
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template <typename T>
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inline void Vector3<T>::operator/=(const Vector3& other)
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{
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this->x /= other.x;
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this->y /= other.y;
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this->z /= other.z;
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}
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template <typename T>
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inline Vector3<T> Vector3<T>::operator-() const
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{
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return Vector3<T>(-x, -y, -z);
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}
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template <typename T>
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inline void Vector3<T>::addXZ(const Vector3& other)
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{
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this->x += other.x;
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this->z += other.z;
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}
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template <typename T>
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inline void Vector3<T>::addXY(const Vector3& other)
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{
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this->x += other.x;
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this->y += other.y;
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}
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template <typename T>
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inline void Vector3<T>::scaleXY(const Vector3& other)
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{
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T newVal = this->x * other.x;
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this->x = newVal;
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newVal = this->y * other.y;
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this->y = newVal;
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}
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template <typename T>
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inline void Vector3<T>::scale2D(T other)
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{
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T newVal = this->x * other;
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this->x = newVal;
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newVal = this->z * other;
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this->z = newVal;
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}
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template <typename T>
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inline void Vector3<T>::set2D(const Vector3& other)
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{
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x = other.x;
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z = other.z;
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}
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template <typename T>
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inline T Vector3<T>::dot(const Vector3& other)
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{
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return this->x * other.x + this->y * other.y + this->z * other.z;
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}
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template <typename T>
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inline Vector3<T> Vector3<T>::cross(const Vector3& other)
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{
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Vector3 outVec;
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outVec.x = y * other.z - z * other.y;
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outVec.y = z * other.x - x * other.z;
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outVec.z = x * other.y - y * other.x;
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return outVec;
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}
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template <typename T>
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inline void Vector3<T>::cross(const Vector3& v1, const Vector3& v2)
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{
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set(v1.y * v2.z - v1.z * v2.y, v1.z * v2.x - v1.x * v2.z, v1.x * v2.y - v1.y * v2.z);
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}
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template <typename T>
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inline void Vector3<T>::setZero()
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{
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this->x = this->y = this->z = 0;
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}
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template <typename T>
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inline T Vector3<T>::setDirectionFromTo(const Vector3& from, const Vector3& to)
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{
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*this = to - from;
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return this->normalise();
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}
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template <typename T>
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inline T Vector3<T>::distance(Vector3& a, Vector3& b)
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{
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return (a - b).length();
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}
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template <typename T>
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inline void Vector3<T>::sub(Vector3& a, Vector3& b)
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{
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set(a.x - b.x, a.y - b.y, a.z - b.z);
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}
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template <typename T>
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inline T Vector3<T>::absX()
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{
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return (T)absF(x);
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}
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template <typename T>
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inline T Vector3<T>::absY()
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{
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return (T)absF(y);
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}
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template <typename T>
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inline T Vector3<T>::absZ()
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{
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return (T)absF(z);
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}
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template <typename T>
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inline bool Vector3<T>::isBoundedX(T bound)
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{
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return absX() < bound;
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}
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template <typename T>
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inline bool Vector3<T>::isBoundedY(T bound)
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{
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return absY() < bound;
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}
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template <typename T>
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inline bool Vector3<T>::isBoundedZ(T bound)
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{
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return absZ() < bound;
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}
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template <typename T>
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inline void Vector3<T>::scale(T scale)
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{
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x *= scale;
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y *= scale;
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z *= scale;
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}
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template <typename T>
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inline void Vector3<T>::setFlatDirectionFromTo(Vector3& from, Vector3& to)
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{
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*this = to - from;
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this->y = 0.0f;
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this->normalise();
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}
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template <typename T>
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inline void Vector3<T>::toFlatDirection()
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{
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this->y = 0.0f;
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this->normalise();
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}
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template <typename T>
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inline T Vector3<T>::sqrMagnitude() const
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{
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return this->x * this->x + this->y * this->y + this->z * this->z;
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}
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template <typename T>
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inline T Vector3<T>::sqrMagnitude2D() const
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{
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return this->x * this->x + this->z * this->z;
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}
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template <typename T>
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inline T Vector3<T>::qLength() const
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{
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return pikmin2_sqrtf(this->sqrMagnitude());
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}
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template <typename T>
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inline T Vector3<T>::qLength2D() const
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{
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return pikmin2_sqrtf(this->sqrMagnitude2D());
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}
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template <typename T>
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inline T Vector3<T>::qNormalise()
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{
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T length = this->qLength();
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if (length > 0.0f) {
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T len = 1.0f / length;
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this->x *= len;
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this->y *= len;
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this->z *= len;
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return length;
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}
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return 0.0f;
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}
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template <typename T>
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inline T Vector3<T>::qDistance(Vector3& them)
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{
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T diffX = this->x - them.x;
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T diffY = this->y - them.y;
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T diffZ = this->z - them.z;
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return pikmin2_sqrtf(SQUARE(diffX) + SQUARE(diffY) + SQUARE(diffZ));
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}
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template <typename T>
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inline T Vector3<T>::sqrDistanceToSphere(Vector3& them)
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{
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T diffX = this->x - them.x;
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T diffY = this->y - them.y;
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T diffZ = this->z - them.z;
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return SQUARE(diffX) + SQUARE(diffY) + SQUARE(diffZ);
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}
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template <>
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inline f32 Vector3f::length() const
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{
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if (sqrMagnitude() > 0.0f) {
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Vector3f vec = Vector3f(x, y, z);
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f32 sqrLen = SQUARE(vec.x) + SQUARE(y) + SQUARE(z);
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return sqrtf(sqrLen);
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} else {
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return 0.0f;
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}
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}
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template <>
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inline f32 Vector3f::length2D() const
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{
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if (sqrMagnitude2D() > 0.0f) {
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Vector3f vec = Vector3f(x, y, z);
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f32 sqrLen = SQUARE(vec.x) + SQUARE(z);
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return sqrtf(sqrLen);
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} else {
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return 0.0f;
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}
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}
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template <>
|
|
inline f32 Vector3f::normalise()
|
|
{
|
|
f32 len = length();
|
|
|
|
if (len > 0.0f) {
|
|
f32 norm = 1.0f / len;
|
|
x *= norm;
|
|
y *= norm;
|
|
z *= norm;
|
|
return len;
|
|
}
|
|
return 0.0f;
|
|
}
|
|
|
|
template <>
|
|
inline f32 Vector3f::normalise2D()
|
|
{
|
|
f32 len = length2D();
|
|
|
|
if (len > 0.0f) {
|
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x /= len;
|
|
z /= len;
|
|
} else {
|
|
x = z = 0.0f;
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|
}
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|
|
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return len;
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|
}
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|
|
|
template <>
|
|
inline f32 Vector3f::distance(Vector3f& them)
|
|
{
|
|
f32 diffX = this->x - them.x;
|
|
f32 diffY = this->y - them.y;
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|
f32 diffZ = this->z - them.z;
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|
|
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return Vector3f(diffX, diffY, diffZ).length();
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|
}
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|
|
|
template <>
|
|
inline f32 Vector3f::distance2D(Vector3f& them)
|
|
{
|
|
f32 diffX = this->x - them.x;
|
|
f32 diffY = this->y - them.y;
|
|
f32 diffZ = this->z - them.z;
|
|
|
|
return Vector3f(diffX, diffY, diffZ).length2D();
|
|
}
|
|
|
|
template <>
|
|
inline f32 Vector3f::sqrDistance(Vector3f& them)
|
|
{
|
|
f32 diffX = this->x - them.x;
|
|
f32 diffY = this->y - them.y;
|
|
f32 diffZ = this->z - them.z;
|
|
|
|
return SQUARE(diffX) + SQUARE(diffY) + SQUARE(diffZ);
|
|
}
|
|
|
|
template <>
|
|
inline f32 Vector3f::sqrDistance2D(Vector3f& them)
|
|
{
|
|
f32 diffX = this->x - them.x;
|
|
f32 diffZ = this->z - them.z;
|
|
|
|
return SQUARE(diffX) + SQUARE(diffZ);
|
|
}
|
|
|
|
// this is wacky and shows up in efxEnemy.cpp
|
|
template <>
|
|
inline f32 Vector3f::distance(JGeometry::TVec3f& them)
|
|
{
|
|
f32 diffX = them.x - this->x;
|
|
f32 diffY = them.y - this->y;
|
|
f32 diffZ = them.z - this->z;
|
|
|
|
f32 X = diffX * diffX;
|
|
f32 Y = diffY * diffY;
|
|
f32 Z = diffZ * diffZ;
|
|
|
|
f32 mag = X + Y + Z;
|
|
if (mag <= 0.0f) {
|
|
return mag;
|
|
}
|
|
|
|
f32 root = __frsqrte(mag);
|
|
f32 v1 = root * root;
|
|
f32 v2 = 0.5f * root;
|
|
f32 v3 = v2 * (3.0f - mag * v1);
|
|
return mag * v3;
|
|
}
|
|
|
|
inline bool isWithinSphere(Vector3f& pToCheck, f32 pRadius)
|
|
{
|
|
f32 distance = pToCheck.sqrMagnitude2D();
|
|
f32 radius = pRadius;
|
|
radius *= radius;
|
|
return distance > radius;
|
|
}
|
|
|
|
inline f32 stickMagnitude(Vector3f& vec)
|
|
{
|
|
Vector3f a = vec;
|
|
a.z *= a.z;
|
|
return _sqrtf(a.x * a.x + a.y * a.y + a.z);
|
|
}
|
|
|
|
inline f32 _length2(Vector3f& vec)
|
|
{
|
|
Vector3f a = vec;
|
|
a.x *= a.x;
|
|
a.y *= a.y;
|
|
return _sqrtf(a.x + a.z * a.z + a.y);
|
|
}
|
|
|
|
inline f32 _length(Vector3f& vec)
|
|
{
|
|
Vector3f a = vec;
|
|
a.y *= a.y;
|
|
a.z *= a.z;
|
|
return _sqrtf(a.y + a.x * a.x + a.z);
|
|
}
|
|
|
|
inline f32 _normalise2(Vector3f& diff)
|
|
{
|
|
f32 dist = _length(diff);
|
|
if (dist > 0.0f) {
|
|
f32 norm = 1.0f / dist;
|
|
diff = diff * norm;
|
|
return dist;
|
|
}
|
|
return 0.0f;
|
|
}
|
|
|
|
inline void _normaliseScale(Vector3f& vec, f32 scale)
|
|
{
|
|
Vector2f sqr(vec.z * vec.z, vec.x * vec.x + vec.y * vec.y);
|
|
f32 length = sqr.x + sqr.y;
|
|
__sqrtf(length, &length);
|
|
|
|
if (length > 0.0f) {
|
|
f32 norm = 1.0f / length;
|
|
vec *= norm;
|
|
}
|
|
|
|
vec *= scale;
|
|
}
|
|
|
|
inline f32 _normaliseXZ(Vector3f& vec)
|
|
{
|
|
Vector2f sqr(vec.z * vec.z, vec.x * vec.x + vec.y * vec.y);
|
|
f32 length = sqr.x + sqr.y;
|
|
__sqrtf(length, &length);
|
|
|
|
if (length > 0.0f) {
|
|
f32 norm = 1.0f / length;
|
|
vec.x *= norm;
|
|
vec.z *= norm;
|
|
}
|
|
|
|
return length;
|
|
}
|
|
|
|
inline f32 _normaliseVec(Vector3f& vec)
|
|
{
|
|
Vector2f sqr(vec.z * vec.z, vec.x * vec.x + vec.y * vec.y);
|
|
f32 length = sqr.x + sqr.y;
|
|
__sqrtf(length, &length);
|
|
|
|
if (length > 0.0f) {
|
|
f32 norm = 1.0f / length;
|
|
vec = vec * norm;
|
|
return length;
|
|
}
|
|
return 0.0f;
|
|
}
|
|
|
|
inline f32 sqrDistanceXZ(Vector3f& vec1, Vector3f& vec2)
|
|
{
|
|
f32 x = vec1.x - vec2.x;
|
|
f32 z = vec1.z - vec2.z;
|
|
return x * x + z * z;
|
|
}
|
|
|
|
inline bool inRadius(f32 r, Vector3f& vec1, Vector3f& vec2) { return sqrDistanceXZ(vec1, vec2) < r * r; }
|
|
|
|
inline bool outsideRadius(f32 r, Vector3f& vec1, Vector3f& vec2) { return sqrDistanceXZ(vec1, vec2) > r * r; }
|
|
|
|
inline f32 _distanceXZ(Vector3f& vec1, Vector3f& vec2)
|
|
{
|
|
Vector2f vec;
|
|
vec.x = vec1.x - vec2.x;
|
|
vec.y = vec1.z - vec2.z;
|
|
return _sqrtf(vec.x * vec.x + vec.y * vec.y);
|
|
}
|
|
|
|
inline f32 _distanceXZflag(Vector3f& vec1, Vector3f& vec2)
|
|
{
|
|
Vector2f vec;
|
|
vec.x = vec1.x - vec2.x;
|
|
vec.y = vec1.z - vec2.z;
|
|
vec.y *= vec.y;
|
|
return _sqrtf(vec.y + vec.x * vec.x);
|
|
}
|
|
|
|
inline void sumXY(Vector3f vec, f32* sum) { *sum = (vec.x *= vec.x) + (vec.y *= vec.y); }
|
|
|
|
inline void sumZ(Vector3f vec, f32* sum)
|
|
{
|
|
f32 z = vec.z * vec.z;
|
|
*sum = z + *sum;
|
|
}
|
|
|
|
inline f32 _normaliseDistance(Vector3f& vec1, Vector3f& vec2)
|
|
{
|
|
Vector3f vec = vec1 - vec2;
|
|
Vector2f sqr(vec.z * vec.z, vec.x * vec.x + vec.y * vec.y);
|
|
f32 length = sqr.x + sqr.y;
|
|
__sqrtf(length, &length);
|
|
|
|
if (length > 0.0f) {
|
|
f32 norm = 1.0f / length;
|
|
vec = vec * norm;
|
|
return length;
|
|
}
|
|
return 0.0f;
|
|
}
|
|
|
|
inline void setAccel(Vector3f& outputVec, const Vector3f& inputVec, f32 massRatio, f32 fps, f32 groundFactor, f32 airFactor)
|
|
{
|
|
outputVec.x = inputVec.x * (groundFactor * fps * massRatio);
|
|
outputVec.z = inputVec.z * (groundFactor * fps * massRatio);
|
|
outputVec.y = inputVec.y * (airFactor * fps * massRatio);
|
|
}
|
|
|
|
inline void setOpAccel(Vector3f& outputVec, const Vector3f& inputVec, f32 massRatio, f32 fps, f32 groundFactor, f32 airFactor)
|
|
{
|
|
outputVec.x = -inputVec.x * (groundFactor * fps * massRatio);
|
|
outputVec.z = -inputVec.z * (groundFactor * fps * massRatio);
|
|
outputVec.y = -inputVec.y * (airFactor * fps * massRatio);
|
|
}
|
|
|
|
inline void addAccel(Vector3f& outputVec, const Vector3f& inputVec, f32 massRatio, f32 fps, f32 groundFactor, f32 airFactor)
|
|
{
|
|
outputVec.x += inputVec.x * (groundFactor * fps * massRatio);
|
|
outputVec.z += inputVec.z * (groundFactor * fps * massRatio);
|
|
outputVec.y += inputVec.y * (airFactor * fps * massRatio);
|
|
}
|
|
|
|
inline Vector3f cross(Vector3f& vec1, Vector3f& vec2)
|
|
{
|
|
Vector3f outVec;
|
|
outVec.x = vec1.y * vec2.z - vec1.z * vec2.y;
|
|
outVec.y = vec1.z * vec2.x - vec1.x * vec2.z;
|
|
outVec.z = vec1.x * vec2.y - vec1.y * vec2.x;
|
|
return outVec;
|
|
}
|
|
|
|
inline Vector3f scaleAndTranslate(const Vector3f& vec1, const Vector3f& vec2, f32 scale)
|
|
{
|
|
Vector3f outVec;
|
|
outVec.x = vec1.x * scale + vec2.x;
|
|
outVec.y = vec1.y * scale + vec2.y;
|
|
outVec.z = vec1.z * scale + vec2.z;
|
|
return outVec;
|
|
}
|
|
|
|
inline f32 sqrDistance(Vector3f& vec1, Vector3f& vec2)
|
|
{
|
|
f32 x = vec1.x - vec2.x;
|
|
f32 y = vec1.y - vec2.y;
|
|
f32 z = vec1.z - vec2.z;
|
|
|
|
return x * x + y * y + z * z;
|
|
}
|
|
|
|
#endif
|
|
|
|
// I saw this constant being used a lot, if you have a better name please replace it
|
|
#define FLOAT_DIST_MAX 128000.0f
|
|
#define FLOAT_DIST_MIN -128000.0f
|