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								#ifndef _VEC3_H
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								#define _VEC3_H
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								#include <stdlib.h>
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								#include <math.h>
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								class Vec3
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								{
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								public:
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									float x,y,z;
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									Vec3() { }
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									explicit Vec3(float f) {x=y=z=f;}
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									explicit Vec3(const float *f) {x=f[0]; y=f[1]; z=f[2];}
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									Vec3(const float _x, const float _y, const float _z) {
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										x=_x; y=_y; z=_z;
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									}
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									void set(const float _x, const float _y, const float _z) {
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										x=_x; y=_y; z=_z;
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									}
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									Vec3 operator + (const Vec3 &other) const {
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										return Vec3(x+other.x, y+other.y, z+other.z);
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									}
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									void operator += (const Vec3 &other) {
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										x+=other.x; y+=other.y; z+=other.z;
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									}
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									Vec3 operator -(const Vec3 &v) const {
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										return Vec3(x-v.x,y-v.y,z-v.z);
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									}
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									void operator -= (const Vec3 &other)
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									{
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										x-=other.x; y-=other.y; z-=other.z;
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									}
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									Vec3 operator -() const {
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										return Vec3(-x,-y,-z);
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									}
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									Vec3 operator * (const float f) const {
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										return Vec3(x*f,y*f,z*f);
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									}
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									Vec3 operator / (const float f) const {
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										float invf = (1.0f/f);
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										return Vec3(x*invf,y*invf,z*invf);
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									}
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									void operator /= (const float f)
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									{
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										*this = *this / f;
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									}
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									float operator * (const Vec3 &other) const {
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										return x*other.x + y*other.y + z*other.z;
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									}
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									void operator *= (const float f) {
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										*this = *this * f;
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									}
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									Vec3 scaled_by(const Vec3 &other) const {
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										return Vec3(x*other.x, y*other.y, z*other.z);
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									}
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									Vec3 operator %(const Vec3 &v) const {
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										return Vec3(y*v.z-z*v.y, z*v.x-x*v.z, x*v.y-y*v.x);
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									}  
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									float length2() const {
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										return x*x+y*y+z*z;
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									}
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									float length() const {
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										return sqrtf(length2());
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									}
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									float distance2_to(Vec3 &other)
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									{
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										return (other-(*this)).length2();
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									}
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									Vec3 normalized() const {
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										return (*this) / length();
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									}
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									void normalize() {
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										(*this) /= length();
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									}
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									float &operator [] (int i)
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									{
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										return *((&x) + i);
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									}
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									const float operator [] (const int i) const
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									{
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										return *((&x) + i);
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									}
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									bool operator == (const Vec3 &other) const 
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									{
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										if (x==other.x && y==other.y && z==other.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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									void setZero()
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									{
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										memset((void *)this,0,sizeof(float)*3);
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									}
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								};
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								#endif
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