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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