[692] | 1 | #ifndef _VECTOR3_H_
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| 2 | #define _VECTOR3_H_
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| 3 |
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| 4 | #include "math.h"
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| 5 |
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| 6 | class Vector3
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| 7 | {
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| 8 | public:
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| 9 | float x, y, z;
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| 10 |
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| 11 | inline Vector3() {}
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| 12 |
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| 13 | inline Vector3( float nx, float ny, float nz ) : x(nx), y(ny), z(nz) {}
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| 14 |
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| 15 | inline Vector3( float v[3] ) : x(v[0]), y(v[1]), z(v[2]) {}
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| 16 |
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| 17 | inline Vector3( int v[3] ): x((float)v[0]), y((float)v[1]), z((float)v[2]) {}
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| 18 |
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| 19 | inline Vector3( const float* const v ) : x(v[0]), y(v[1]), z(v[2]) {}
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| 20 |
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| 21 | inline Vector3( const Vector3& v ) : x(v.x), y(v.y), z(v.z) {}
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| 22 |
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| 23 | inline float operator [] ( unsigned i ) const
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| 24 | {
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| 25 | return *(&x+i);
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| 26 | }
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| 27 |
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| 28 | inline float& operator [] ( unsigned i )
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| 29 | {
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| 30 | return *(&x+i);
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| 31 | }
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| 32 |
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| 33 | inline Vector3& operator = ( const Vector3& v )
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| 34 | {
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| 35 | x = v.x;
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| 36 | y = v.y;
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| 37 | z = v.z;
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| 38 |
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| 39 | return *this;
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| 40 | }
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| 41 |
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| 42 | inline bool operator == ( const Vector3& v ) const
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| 43 | {
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| 44 | return ( x == v.x && y == v.y && z == v.z );
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| 45 | }
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| 46 |
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| 47 | inline bool operator != ( const Vector3& v ) const
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| 48 | {
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| 49 | return ( x != v.x || y != v.y || z != v.z );
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| 50 | }
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| 51 |
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| 52 | // arithmetic operations
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| 53 | inline Vector3 operator + ( const Vector3& v ) const
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| 54 | {
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| 55 | return Vector3(x + v.x, y + v.y, z + v.z);
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| 56 | }
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| 57 |
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| 58 | inline Vector3 operator - ( const Vector3& v ) const
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| 59 | {
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| 60 | return Vector3(x - v.x, y - v.y, z - v.z);
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| 61 | }
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| 62 |
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| 63 | inline Vector3 operator * ( float f ) const
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| 64 | {
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| 65 | return Vector3(x * f, y * f, z * f);
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| 66 | }
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| 67 |
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| 68 | inline Vector3 operator * ( const Vector3& v) const
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| 69 | {
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| 70 | return Vector3(x * v.x, y * v.y, z * v.z);
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| 71 | }
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| 72 |
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| 73 | inline Vector3 operator / ( float f ) const
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| 74 | {
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| 75 | f = 1.0f / f;
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| 76 | return Vector3(x * f, y * f, z * f);
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| 77 | }
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| 78 |
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| 79 | inline Vector3 operator - () const
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| 80 | {
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| 81 | return Vector3( -x, -y, -z);
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| 82 | }
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| 83 |
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| 84 | inline friend Vector3 operator * ( float f, const Vector3& v )
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| 85 | {
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| 86 | return Vector3(f * v.x, f * v.y, f * v.z);
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| 87 | }
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| 88 |
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| 89 | // arithmetic updates
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| 90 | inline Vector3& operator += ( const Vector3& v )
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| 91 | {
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| 92 | x += v.x;
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| 93 | y += v.y;
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| 94 | z += v.z;
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| 95 |
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| 96 | return *this;
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| 97 | }
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| 98 |
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| 99 | inline Vector3& operator -= ( const Vector3& v )
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| 100 | {
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| 101 | x -= v.x;
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| 102 | y -= v.y;
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| 103 | z -= v.z;
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| 104 |
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| 105 | return *this;
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| 106 | }
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| 107 |
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| 108 | inline Vector3& operator *= ( float f )
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| 109 | {
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| 110 | x *= f;
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| 111 | y *= f;
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| 112 | z *= f;
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| 113 | return *this;
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| 114 | }
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| 115 |
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| 116 | inline Vector3& operator /= ( float f )
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| 117 | {
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| 118 | f = 1.0f / f;
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| 119 |
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| 120 | x *= f;
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| 121 | y *= f;
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| 122 | z *= f;
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| 123 |
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| 124 | return *this;
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| 125 | }
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| 126 |
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| 127 | inline float length () const
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| 128 | {
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| 129 | return (float)sqrt( x * x + y * y + z * z );
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| 130 | }
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| 131 |
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| 132 | inline float squaredLength () const
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| 133 | {
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| 134 | return x * x + y * y + z * z;
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| 135 | }
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| 136 |
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| 137 | inline float dotProduct(const Vector3& v) const
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| 138 | {
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| 139 | return x * v.x + y * v.y + z * v.z;
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| 140 | }
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| 141 |
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| 142 | inline Vector3 & normalise()
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| 143 | {
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| 144 | float f = (float)sqrt( x * x + y * y + z * z );
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| 145 |
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| 146 | // Will also work for zero-sized vectors, but will change nothing
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| 147 | if ( f > 1e-06f )
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| 148 | {
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| 149 | f = 1.0f / f;
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| 150 | x *= f;
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| 151 | y *= f;
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| 152 | z *= f;
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| 153 | }
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| 154 |
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| 155 | return *this;
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| 156 | }
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| 157 |
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| 158 | inline Vector3 crossProduct( const Vector3& v ) const
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| 159 | {
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| 160 | return Vector3(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x);
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| 161 | }
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| 162 |
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| 163 | inline Vector3 midPoint( const Vector3& v ) const
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| 164 | {
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| 165 | return Vector3( ( x + v.x ) * 0.5f, ( y + v.y ) * 0.5f, ( z + v.z ) * 0.5f );
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| 166 | }
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| 167 |
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| 168 | inline bool operator < ( const Vector3& v ) const
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| 169 | {
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| 170 | return ( x < v.x && y < v.y && z < v.z );
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| 171 | }
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| 172 |
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| 173 | inline bool operator > ( const Vector3& v ) const
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| 174 | {
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| 175 | return ( x > v.x && y > v.y && z > v.z );
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| 176 | }
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| 177 |
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| 178 | inline void makeFloor( const Vector3& v )
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| 179 | {
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| 180 | if( v.x < x ) x = v.x;
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| 181 | if( v.y < y ) y = v.y;
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| 182 | if( v.z < z ) z = v.z;
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| 183 | }
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| 184 |
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| 185 | inline void makeCeil( const Vector3& v )
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| 186 | {
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| 187 | if( v.x > x ) x = v.x;
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| 188 | if( v.y > y ) y = v.y;
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| 189 | if( v.z > z ) z = v.z;
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| 190 | }
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| 191 |
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| 192 | inline Vector3 perpendicular(void)
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| 193 | {
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| 194 | static float fSquareZero = 1e-06f * 1e-06f;
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| 195 |
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| 196 | Vector3 perp = this->crossProduct( Vector3::UNIT_X );
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| 197 |
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| 198 | // Check length
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| 199 | if( perp.squaredLength() < fSquareZero )
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| 200 | {
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| 201 | /* This vector is the Y axis multiplied by a scalar, so we have
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| 202 | to use another axis.
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| 203 | */
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| 204 | perp = this->crossProduct( Vector3::UNIT_Y );
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| 205 | }
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| 206 |
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| 207 | return perp;
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| 208 | }
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| 209 |
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| 210 | // special points
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| 211 | static const Vector3 ZERO;
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| 212 | static const Vector3 UNIT_X;
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| 213 | static const Vector3 UNIT_Y;
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| 214 | static const Vector3 UNIT_Z;
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| 215 | static const Vector3 UNIT_SCALE;
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| 216 | };
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| 217 |
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| 218 | #endif // _VECTOR3_H_
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| 219 |
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