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engines/qdengine/minigames/adv/qdMath.h
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engines/qdengine/minigames/adv/qdMath.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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#ifndef QDENGINE_MINIGAMES_ADV_QDMATH_H
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#define QDENGINE_MINIGAMES_ADV_QDMATH_H
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#include "qdengine/xmath.h"
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namespace QDEngine {
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#define SQRT2 1.41421356f
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#define SQRT3 1.73205081f
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inline float dist(const mgVect2f& v1, const mgVect2f& v2) {
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return sqrt((v1.x - v2.x) * (v1.x - v2.x) + (v1.y - v2.y) * (v1.y - v2.y));
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}
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inline float abs(const mgVect2f& v) {
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return sqrt(v.x * v.x + v.y * v.y);
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}
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inline void norm(mgVect2f& v) {
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float mod = abs(v);
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if (mod < FLT_EPS) {
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v = mgVect2f(0, 1);
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return;
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}
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v.x /= mod;
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v.y /= mod;
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}
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template<class T, class T1, class T2>
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inline T clamp(const T& x, const T1& xmin, const T2& xmax) {
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if (x < xmin) return xmin;
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if (x > xmax) return xmax;
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return x;
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}
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template<class T>
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inline T abs(const T& x) {
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if (x < 0) return -x;
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return x;
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}
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} // namespace QDEngine
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#endif // QDENGINE_MINIGAMES_ADV_QDMATH_H
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