2020-08-31 18:50:41 +02:00
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//=======================================================================
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// Copyright (C) Shambler Team 2005
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// vector.h - shared vector operations
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//=======================================================================
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#ifndef VECTOR_H
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#define VECTOR_H
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2020-09-01 14:57:29 +02:00
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#include <port.h>
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2020-08-31 18:50:41 +02:00
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#include <math.h>
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#include <float.h>
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#include <stdlib.h>
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#include <stdio.h>
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#include <assert.h>
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#define PITCH 0
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#define YAW 1
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#define ROLL 2
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#define DIST_EPSILON (1.0f / 32.0f)
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#define STOP_EPSILON 0.1f
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#define ON_EPSILON 0.1f
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#define BIT( n ) (1<<( n ))
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#define RAD2DEG( x ) ((float)(x) * (float)(180.f / M_PI))
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#define DEG2RAD( x ) ((float)(x) * (float)(M_PI / 180.f))
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#define IS_NAN( x ) (((*(int *)&x) & (255<<23)) == (255<<23))
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#define Q_rint( x ) ((x) < 0 ? ((int)((x)-0.5f)) : ((int)((x)+0.5f)))
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#define Q_floor( a ) ((float)(long)(a))
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#define Q_ceil( a ) ((float)(long)((a) + 1))
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// global replacement engine <-> game
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#define vec2_t Vector2D
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#define vec3_t Vector
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#define vec4_t Vector4D
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2020-09-01 14:57:29 +02:00
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#ifdef _MSC_VER
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2020-08-31 18:50:41 +02:00
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#pragma warning( disable : 4244 ) // disable 'possible loss of data converting float to int' warning message
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#pragma warning( disable : 4305 ) // disable 'truncation from 'const double' to 'float' warning message
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2020-09-01 14:57:29 +02:00
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#endif
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2020-08-31 18:50:41 +02:00
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class NxVec3;
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class Radian;
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inline void SinCos( float angle, float *sine, float *cosine )
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{
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2020-09-01 14:57:29 +02:00
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#if defined _MSC_VER && defined _M_I386
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2020-08-31 18:50:41 +02:00
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__asm
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{
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push ecx
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fld dword ptr angle
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fsincos
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mov ecx, dword ptr[cosine]
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fstp dword ptr [ecx]
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mov ecx, dword ptr[sine]
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fstp dword ptr [ecx]
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pop ecx
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}
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2020-09-01 14:57:29 +02:00
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#else
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*sine = sin(angle);
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*cosine = cos(angle);
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#endif
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2020-08-31 18:50:41 +02:00
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}
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inline float Q_rsqrt( float number )
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{
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const float threehalfs = 1.5F;
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float x2 = number * 0.5F;
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float y = number;
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int i = *(long *)&y; // evil floating point bit level hacking
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i = 0x5f3759df - (i>>1); // what the fuck?
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y = * (float *)&i;
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y = y * (1.5F - ( x2 * y * y )); // 1st iteration
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assert( !IS_NAN( y ));
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return y;
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}
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extern float HalfToFloat( unsigned short h );
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//=========================================================
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// 2DVector - used for many pathfinding and many other
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// operations that are treated as planar rather than 3d.
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//=========================================================
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class Vector2D
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{
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public:
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inline Vector2D(void) { }
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inline Vector2D(float X, float Y) { x = X; y = Y; }
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inline Vector2D( const float *rgfl ) { x = rgfl[0]; y = rgfl[1]; }
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inline Vector2D(float rgfl[2]) { x = rgfl[0]; y = rgfl[1]; }
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inline Vector2D operator+(const Vector2D& v) const { return Vector2D(x+v.x, y+v.y); }
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inline Vector2D operator-(const Vector2D& v) const { return Vector2D(x-v.x, y-v.y); }
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inline Vector2D operator*(float fl) const { return Vector2D(x*fl, y*fl); }
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inline Vector2D operator/(float fl) const { return Vector2D(x/fl, y/fl); }
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_forceinline Vector2D& operator+=(const Vector2D &v)
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{
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x+=v.x; y+=v.y;
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return *this;
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}
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_forceinline Vector2D& operator-=(const Vector2D &v)
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{
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x-=v.x; y-=v.y;
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return *this;
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}
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_forceinline Vector2D& operator*=(const Vector2D &v)
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{
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x *= v.x; y *= v.y;
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return *this;
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}
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_forceinline Vector2D& operator*=(float s)
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{
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x *= s; y *= s;
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return *this;
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}
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_forceinline Vector2D& operator/=(const Vector2D &v)
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{
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x /= v.x; y /= v.y;
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return *this;
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}
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_forceinline Vector2D& operator/=(float s)
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{
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float oofl = 1.0f / s;
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x *= oofl; y *= oofl;
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return *this;
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}
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operator float *() { return &x; } // Vectors will now automatically convert to float * when needed
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operator const float *() const { return &x; }
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inline float Length(void) const { return sqrt(x*x + y*y ); }
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inline Vector2D Normalize ( void ) const
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{
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Vector2D vec2;
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float flLen = Length();
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if ( flLen == 0 )
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{
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return Vector2D( 0, 0 );
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}
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else
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{
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flLen = 1 / flLen;
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return Vector2D( x * flLen, y * flLen );
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}
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}
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float x, y;
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};
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#define IS_NAN(x) (((*(int *)&x) & (255<<23)) == (255<<23))
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inline float DotProduct(const Vector2D& a, const Vector2D& b) { return( a.x*b.x + a.y*b.y ); }
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inline Vector2D operator*(float fl, const Vector2D& v) { return v * fl; }
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class NxVec3;
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//=========================================================
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// 3D Vector
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//=========================================================
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2020-09-01 14:57:29 +02:00
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struct Vector // same data-layout as engine's vec3_t,
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2020-08-31 18:50:41 +02:00
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{ // which is a float[3]
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2020-09-01 14:57:29 +02:00
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//public:
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2020-08-31 18:50:41 +02:00
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// Construction/destruction
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inline Vector(void) { }
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inline Vector(float X, float Y, float Z) { x = X; y = Y; z = Z; }
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inline Vector(const Vector& v) { x = v.x; y = v.y; z = v.z; }
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inline Vector( const float *rgfl ) { x = rgfl[0]; y = rgfl[1]; z = rgfl[2]; }
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inline Vector(float rgfl[3]) { x = rgfl[0]; y = rgfl[1]; z = rgfl[2]; }
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inline Vector( const unsigned short rgus[3] ) { x = HalfToFloat( rgus[0] ); y = HalfToFloat( rgus[1] ); z = HalfToFloat( rgus[2] ); }
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inline Vector( char rgch[3] )
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{
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x = float( rgch[0] );
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y = float( rgch[1] );
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z = float( rgch[2] );
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float flLen = Length();
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if( flLen )
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{
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float flInvLen = 1.0f / flLen;
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x *= flInvLen, y *= flInvLen, z *= flInvLen;
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}
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}
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inline Vector( float fill ) { x = fill; y = fill; z = fill; }
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Vector(const NxVec3& v);
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// Initialization
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void Init(float ix=0.0f, float iy=0.0f, float iz=0.0f){ x = ix; y = iy; z = iz; }
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// Operators
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inline Vector operator-(void) const { return Vector(-x,-y,-z); }
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inline int operator==(const Vector& v) const { return x==v.x && y==v.y && z==v.z; }
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inline int operator!=(const Vector& v) const { return !(*this==v); }
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inline Vector operator+(const Vector& v) const { return Vector(x+v.x, y+v.y, z+v.z); }
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inline Vector operator-(const Vector& v) const { return Vector(x-v.x, y-v.y, z-v.z); }
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inline Vector operator+(float fl) const { return Vector(x+fl, y+fl, z+fl); }
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inline Vector operator-(float fl) const { return Vector(x-fl, y-fl, z-fl); }
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inline Vector operator*(float fl) const { return Vector(x*fl, y*fl, z*fl); }
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inline Vector operator/(float fl) const { return Vector(x/fl, y/fl, z/fl); }
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inline Vector operator*(const Vector& v) const { return Vector(x*v.x, y*v.y, z*v.z); }
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const Vector& operator=(const NxVec3& v);
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_forceinline Vector& operator+=(const Vector &v)
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{
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x+=v.x; y+=v.y; z += v.z;
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return *this;
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}
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_forceinline Vector& operator-=(const Vector &v)
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{
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x-=v.x; y-=v.y; z -= v.z;
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return *this;
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}
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_forceinline Vector& operator*=(const Vector &v)
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{
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x *= v.x; y *= v.y; z *= v.z;
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return *this;
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}
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_forceinline Vector& operator*=(float s)
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{
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x *= s; y *= s; z *= s;
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return *this;
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}
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_forceinline Vector& operator/=(const Vector &v)
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{
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x /= v.x; y /= v.y; z /= v.z;
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return *this;
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}
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_forceinline Vector& operator/=(float s)
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{
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float oofl = 1.0f / s;
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x *= oofl; y *= oofl; z *= oofl;
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return *this;
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}
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_forceinline Vector& fixangle(void)
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{
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if (!IS_NAN( x ))
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{
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while ( x < 0 ) x += 360;
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while ( x > 360 ) x -= 360;
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}
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if (!IS_NAN( y ))
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{
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while ( y < 0 ) y += 360;
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while ( y > 360 ) y -= 360;
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}
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if (!IS_NAN( z ))
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{
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while ( z < 0 ) z += 360;
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while ( z > 360 ) z -= 360;
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}
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return *this;
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}
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_forceinline Vector MA( float scale, const Vector &start, const Vector &direction ) const
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{
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return Vector(start.x + scale * direction.x, start.y + scale * direction.y, start.z + scale * direction.z) ;
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}
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_forceinline bool Compare( const Vector &vec, const float epsilon ) const
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{
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if( fabs( x - vec.x ) > epsilon ) return false;
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if( fabs( y - vec.y ) > epsilon ) return false;
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if( fabs( z - vec.z ) > epsilon ) return false;
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return true;
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}
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// Methods
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inline void CopyToArray( float *rgfl ) const { rgfl[0] = x, rgfl[1] = y, rgfl[2] = z; }
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inline float Length(void) const { return sqrt( x*x + y*y + z*z ); }
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inline float LengthSqr(void) const { return (x*x + y*y + z*z); }
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operator float *() { return &x; } // Vectors will now automatically convert to float * when needed
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operator const float *() const { return &x; }
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inline Vector Normalize( void ) const
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{
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float flLen = Length();
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if( flLen )
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{
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flLen = 1.0f / flLen;
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return Vector( x * flLen, y * flLen, z * flLen );
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}
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return *this; // can't normalize
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}
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inline Vector NormalizeFast( void ) const
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{
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float ilength = Q_rsqrt( x * x + y * y + z * z );
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return Vector( x * ilength, y * ilength, z * ilength );
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}
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inline float NormalizeLength( void )
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{
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float flLen = Length();
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if( flLen )
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{
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float flInvLen = 1.0f / flLen;
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x *= flInvLen, y *= flInvLen, z *= flInvLen;
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}
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return flLen;
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}
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inline Vector Abs( void ) const
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{
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return Vector( fabs( x ), fabs( y ), fabs( z ));
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}
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inline float Average( void ) const { return (x + y + z) / 3.0f; }
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float Dot( Vector const& vOther ) const
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{
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return(x*vOther.x+y*vOther.y+z*vOther.z);
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}
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Vector Cross(const Vector &vOther) const
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{
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return Vector(y*vOther.z - z*vOther.y, z*vOther.x - x*vOther.z, x*vOther.y - y*vOther.x);
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}
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inline Vector2D Make2D ( void ) const
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{
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Vector2D Vec2;
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Vec2.x = x;
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Vec2.y = y;
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return Vec2;
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}
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inline float Length2D(void) const { return sqrt(x*x + y*y); }
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// Members
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float x, y, z;
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};
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inline Vector operator* ( float fl, const Vector& v ) { return v * fl; }
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inline float DotProduct(const Vector& a, const Vector& b ) { return( a.x * b.x + a.y * b.y + a.z * b.z ); }
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inline float DotProductAbs( const Vector& a, const Vector& b ) { return( fabs( a.x * b.x ) + fabs( a.y * b.y ) + fabs( a.z * b.z )); }
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inline Vector CrossProduct( const Vector& a, const Vector& b ) { return Vector( a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x ); }
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inline void VectorLerp( const Vector& src1, float t, const Vector& src2, Vector& dest )
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{
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dest.x = src1.x + (src2.x - src1.x) * t;
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dest.y = src1.y + (src2.y - src1.y) * t;
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dest.z = src1.z + (src2.z - src1.z) * t;
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}
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//=========================================================
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// 4D Vector - for matrix operations
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//=========================================================
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class Vector4D
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{
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public:
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// Members
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float x, y, z, w;
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// Construction/destruction
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inline Vector4D( void ) { }
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inline Vector4D( float X, float Y, float Z, float W ) { x = X; y = Y; z = Z; w = W; }
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inline Vector4D( const Vector4D& v ) { x = v.x; y = v.y; z = v.z, w = v.w; }
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inline Vector4D( const float *pFloat ) { x = pFloat[0]; y = pFloat[1]; z = pFloat[2]; w = pFloat[3];}
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inline Vector4D( const Vector& v ) { x = v.x; y = v.y; z = v.z; w = 1.0f; }
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inline Vector4D( Radian const &angle ); // evil auto type promotion!!!
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// Initialization
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void Init( float ix = 0.0f, float iy = 0.0f, float iz = 0.0f, float iw = 0.0f )
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{
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x = ix; y = iy; z = iz; w = iw;
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}
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// Vectors will now automatically convert to float * when needed
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operator float *() { return &x; }
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operator const float *() const { return &x; }
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// Vectors will now automatically convert to Vector when needed
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operator Vector() { return Vector( x, y, z ); }
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operator const Vector() const { return Vector( x, y, z ); }
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inline float Length(void) const { return sqrt( x*x + y*y + z*z + w*w); }
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inline float LengthSqr(void) const { return (x*x + y*y + z*z + w*w); }
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inline Vector4D Normalize( void ) const
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{
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float flLen = Length();
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if( flLen )
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{
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flLen = 1.0f / flLen;
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return Vector4D( x * flLen, y * flLen, z * flLen, w * flLen );
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}
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return *this; // can't normalize
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}
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// equality
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bool operator==(const Vector4D& v) const { return v.x==x && v.y==y && v.z==z && v.w==w; }
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bool operator!=(const Vector4D& v) const { return !(*this==v); }
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inline Vector4D operator+(const Vector4D& v) const { return Vector4D(x+v.x, y+v.y, z+v.z, w+v.w); }
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inline Vector4D operator-(const Vector4D& v) const { return Vector4D(x-v.x, y-v.y, z-v.z, w-v.w); }
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};
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inline float DotProduct( const Vector4D& a, const Vector4D& b ) { return( a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w ); }
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class Radian
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{
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public:
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inline Radian( void ) { }
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inline Radian( float X, float Y, float Z ) { x = X; y = Y; z = Z; }
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inline Radian( Vector4D const &q ); // evil auto type promotion!!!
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// initialization
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inline void Init( float ix = 0.0f, float iy = 0.0f, float iz = 0.0f ) { x = ix; y = iy; z = iz; }
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// Vectors will now automatically convert to float * when needed
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operator float *() { return &x; }
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operator const float *() const { return &x; }
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// Operators
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inline Radian operator-(void) const { return Radian(-x,-y,-z); }
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inline int operator==(const Radian& v) const { return x==v.x && y==v.y && z==v.z; }
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inline int operator!=(const Radian& v) const { return !(*this==v); }
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inline Radian operator+(const Radian& v) const { return Radian(x+v.x, y+v.y, z+v.z); }
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inline Radian operator-(const Radian& v) const { return Radian(x-v.x, y-v.y, z-v.z); }
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inline Radian operator+(float fl) const { return Radian(x+fl, y+fl, z+fl); }
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inline Radian operator-(float fl) const { return Radian(x-fl, y-fl, z-fl); }
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inline Radian operator*(float fl) const { return Radian(x*fl, y*fl, z*fl); }
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inline Radian operator/(float fl) const { return Radian(x/fl, y/fl, z/fl); }
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inline Radian operator*(const Radian& v) const { return Radian(x*v.x, y*v.y, z*v.z); }
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const Radian& operator=(const NxVec3& v);
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_forceinline Radian& operator+=(const Radian &v)
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{
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x+=v.x; y+=v.y; z += v.z;
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return *this;
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}
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_forceinline Radian& operator-=(const Radian &v)
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{
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x-=v.x; y-=v.y; z -= v.z;
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return *this;
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}
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_forceinline Radian& operator*=(const Radian &v)
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{
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x *= v.x; y *= v.y; z *= v.z;
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return *this;
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}
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_forceinline Radian& operator*=(float s)
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{
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x *= s; y *= s; z *= s;
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return *this;
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}
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_forceinline Radian& operator/=(const Radian &v)
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{
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x /= v.x; y /= v.y; z /= v.z;
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|
return *this;
|
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|
}
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_forceinline Radian& operator/=(float s)
|
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|
{
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float oofl = 1.0f / s;
|
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|
x *= oofl; y *= oofl; z *= oofl;
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|
|
return *this;
|
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|
}
|
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|
|
|
float x, y, z;
|
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|
};
|
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|
|
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|
|
extern void AngleQuaternion( Radian const &angles, Vector4D &qt );
|
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|
|
extern void QuaternionAngle( Vector4D const &q, Radian &angles );
|
|
|
|
|
|
|
|
inline Radian :: Radian( Vector4D const &q )
|
|
|
|
{
|
|
|
|
QuaternionAngle( q, *this );
|
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|
|
}
|
|
|
|
|
|
|
|
inline Vector4D :: Vector4D( Radian const &angle )
|
|
|
|
{
|
|
|
|
AngleQuaternion( angle, *this );
|
|
|
|
}
|
|
|
|
|
|
|
|
extern const Vector g_vecZero;
|
|
|
|
extern const Radian g_radZero;
|
|
|
|
|
2020-08-31 00:15:53 +02:00
|
|
|
#endif//VECTOR_H
|