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334
engines/hpl1/engine/math/Vector3.h
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334
engines/hpl1/engine/math/Vector3.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of HPL1 Engine.
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*/
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#ifndef HPL_VECTOR3_H
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#define HPL_VECTOR3_H
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#include "hpl1/engine/math/Vector2.h"
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#define VEC3_CONST_ARRAY(name, vec) const float name[] = {vec.x, vec.y, vec.z}
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namespace hpl {
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template<class T>
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class cVector3 {
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public:
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T x, y, z;
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constexpr cVector3() : x(0), y(0), z(0) {
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}
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constexpr cVector3(T aVal) : x(aVal), y(aVal), z(aVal) {
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}
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constexpr cVector3(T aX, T aY, T aZ) : x(aX), y(aY), z(aZ) {
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}
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constexpr cVector3(cVector3<T> const &aVec) : x(aVec.x), y(aVec.y), z(aVec.z) {
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}
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constexpr cVector3(cVector2<T> const &aVec) : x(aVec.x), y(aVec.y), z(0) {
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}
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static cVector3 fromArray(const float vec[3]) {
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return cVector3<T>(vec[0], vec[1], vec[2]);
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}
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//////////////////////////////////////////
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// Copy
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/////////////////////////////////////////
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inline cVector3<T> &operator=(const cVector3<T> &aVec) {
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x = aVec.x;
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y = aVec.y;
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z = aVec.z;
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return *this;
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}
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inline cVector3<T> &operator=(const cVector2<T> &aVec) {
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x = aVec.x;
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y = aVec.y;
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return *this;
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}
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inline cVector3<T> &operator=(const T aVal) {
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x = aVal;
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y = aVal;
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z = aVal;
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return *this;
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}
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//////////////////////////////////////////
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// Boolean
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/////////////////////////////////////////
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inline bool operator==(const cVector3<T> &aVec) const {
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if (x == aVec.x && y == aVec.y && z == aVec.z)
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return true;
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else
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return false;
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}
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inline bool operator!=(const cVector3<T> &aVec) const {
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if (x == aVec.x && y == aVec.y && z == aVec.z)
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return false;
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else
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return true;
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}
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inline bool operator<(const cVector3<T> &aVec) const {
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if (x != aVec.x)
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return x < aVec.x;
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if (y != aVec.y)
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return y < aVec.y;
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return z < aVec.z;
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}
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inline bool operator>(const cVector3<T> &aVec) const {
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if (x != aVec.x)
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return x > aVec.x;
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if (y != aVec.y)
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return y > aVec.y;
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return z > aVec.z;
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}
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//////////////////////////////////////////
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// Vector3 Arithmetic
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/////////////////////////////////////////
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inline cVector3<T> operator+(const cVector3<T> &aVec) const {
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cVector3<T> vec;
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vec.x = x + aVec.x;
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vec.y = y + aVec.y;
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vec.z = z + aVec.z;
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return vec;
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}
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inline cVector3<T> operator-(const cVector3<T> &aVec) const {
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cVector3<T> vec;
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vec.x = x - aVec.x;
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vec.y = y - aVec.y;
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vec.z = z - aVec.z;
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return vec;
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}
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inline cVector3<T> operator*(const cVector3<T> &aVec) const {
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cVector3<T> vec;
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vec.x = x * aVec.x;
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vec.y = y * aVec.y;
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vec.z = z * aVec.z;
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return vec;
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}
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inline cVector3<T> operator/(const cVector3<T> &aVec) const {
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cVector3<T> vec;
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vec.x = x / aVec.x;
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vec.y = y / aVec.y;
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vec.z = z / aVec.z;
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return vec;
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}
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inline cVector3<T> &operator-=(const cVector3<T> &aVec) {
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x -= aVec.x;
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y -= aVec.y;
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z -= aVec.z;
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return *this;
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}
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inline cVector3<T> &operator+=(const cVector3<T> &aVec) {
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x += aVec.x;
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y += aVec.y;
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z += aVec.z;
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return *this;
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}
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inline cVector3<T> &operator*=(const cVector3<T> &aVec) {
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x *= aVec.x;
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y *= aVec.y;
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z *= aVec.z;
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return *this;
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}
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inline cVector3<T> &operator/=(const cVector3<T> &aVec) {
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x /= aVec.x;
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y /= aVec.y;
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z /= aVec.z;
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return *this;
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}
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//////////////////////////////////////////
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// Vector2 Arithmetic
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/////////////////////////////////////////
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inline cVector3<T> operator+(const cVector2<T> &aVec) const {
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cVector3<T> vec;
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vec.x = x + aVec.x;
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vec.y = y + aVec.y;
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vec.z = z;
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return vec;
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}
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inline cVector3<T> operator-(const cVector2<T> &aVec) const {
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cVector3<T> vec;
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vec.x = x - aVec.x;
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vec.y = y - aVec.y;
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vec.z = z;
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return vec;
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}
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inline cVector3<T> operator*(const cVector2<T> &aVec) const {
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cVector3<T> vec;
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vec.x = x * aVec.x;
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vec.y = y * aVec.y;
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vec.z = z;
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return vec;
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}
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inline cVector3<T> operator/(const cVector2<T> &aVec) const {
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cVector3<T> vec;
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vec.x = x / aVec.x;
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vec.y = y / aVec.y;
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vec.z = z;
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return vec;
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}
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inline cVector3<T> &operator-=(const cVector2<T> &aVec) {
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x -= aVec.x;
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y -= aVec.y;
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return *this;
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}
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inline cVector3<T> &operator+=(const cVector2<T> &aVec) {
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x += aVec.x;
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y += aVec.y;
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return *this;
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}
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inline cVector3<T> &operator*=(const cVector2<T> &aVec) {
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x *= aVec.x;
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y *= aVec.y;
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return *this;
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}
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inline cVector3<T> &operator/=(const cVector2<T> &aVec) {
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x /= aVec.x;
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y /= aVec.y;
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return *this;
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}
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//////////////////////////////////////////
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// Single Float Arithmetic
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/////////////////////////////////////////
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inline cVector3<T> operator/(const T &aVal) const {
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cVector3<T> vec;
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vec.x = x / aVal;
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vec.y = y / aVal;
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vec.z = z / aVal;
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return vec;
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}
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inline cVector3<T> operator*(const T &aVal) const {
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cVector3<T> vec;
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vec.x = x * aVal;
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vec.y = y * aVal;
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vec.z = z * aVal;
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return vec;
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}
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inline cVector3<T> operator+(const T &aVal) const {
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cVector3<T> vec;
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vec.x = x + aVal;
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vec.y = y + aVal;
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vec.z = z + aVal;
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return vec;
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}
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cVector3<T> operator-(const T &aVal) const {
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cVector3<T> vec;
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vec.x = x - aVal;
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vec.y = y - aVal;
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vec.z = z - aVal;
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return vec;
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}
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//////////////////////////////////////////
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// Methods
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/////////////////////////////////////////
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inline void FromVec(const T *apVec) {
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x = apVec[0];
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y = apVec[1];
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z = apVec[2];
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}
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inline T Length() {
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return sqrt(x * x + y * y + z * z);
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}
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inline T SqrLength() {
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return x * x + y * y + z * z;
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}
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/**
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* Only use this on double or float vectors
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* \return Length of Vector
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*/
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T Normalise() {
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T length = sqrt(x * x + y * y + z * z);
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// Will also work for zero-sized vectors, but will change nothing
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if (length > 1e-08) {
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T InvLength = 1.0f / length;
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x *= InvLength;
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y *= InvLength;
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z *= InvLength;
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}
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return length;
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}
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//////////////////////////////////////////
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// Printing
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/////////////////////////////////////////
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tString ToString() const {
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char buf[512];
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snprintf(buf, 512, "%f : %f : %f", x, y, z);
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tString str = buf;
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return str;
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}
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tString ToFileString() const {
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char buf[512];
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snprintf(buf, 512, "%g %g %g", x, y, z);
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tString str = buf;
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return str;
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}
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};
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} // namespace hpl
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#endif // HPL_VECTOR3_H
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