2015-05-24 06:55:12 +02:00
										 
									 
								 
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								// Copyright 2010 Dolphin Emulator Project
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											2015-05-18 01:08:10 +02:00
										 
									 
								 
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								// Licensed under GPLv2+
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											2013-04-17 23:29:41 -04:00
										 
									 
								 
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								// Refer to the license.txt file included.
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											2010-07-19 12:34:11 +00:00
										 
									 
								 
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											2014-02-10 13:54:46 -05:00
										 
									 
								 
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								#pragma once
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											2014-02-17 05:18:15 -05:00
										 
									 
								 
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								#include <cmath>
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								#include <cstdlib>
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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)
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								  {
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								    x = f[0];
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								    y = f[1];
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								    z = f[2];
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								  }
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								  Vec3(const float _x, const float _y, const float _z)
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								  {
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								    x = _x;
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								    y = _y;
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								    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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								  {
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								    x = _x;
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								    y = _y;
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								    z = _z;
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								  }
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								  Vec3 operator+(const Vec3& other) const { return Vec3(x + other.x, y + other.y, z + other.z); }
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								  void operator+=(const Vec3& other)
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								  {
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								    x += other.x;
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								    y += other.y;
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								    z += other.z;
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								  }
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								  Vec3 operator-(const Vec3& v) const { return Vec3(x - v.x, y - v.y, z - v.z); }
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								  void operator-=(const Vec3& other)
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								  {
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								    x -= other.x;
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								    y -= other.y;
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								    z -= other.z;
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								  }
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								  Vec3 operator-() const { return Vec3(-x, -y, -z); }
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								  Vec3 operator*(const float f) const { return Vec3(x * f, y * f, z * f); }
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								  Vec3 operator/(const float f) const
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								  {
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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) { *this = *this / f; }
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								  float operator*(const Vec3& other) const { return (x * other.x) + (y * other.y) + (z * other.z); }
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								  void operator*=(const float f) { *this = *this * f; }
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								  Vec3 ScaledBy(const Vec3& other) const { return Vec3(x * other.x, y * other.y, z * other.z); }
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								  Vec3 operator%(const Vec3& v) const
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								  {
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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 { return (x * x) + (y * y) + (z * z); }
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								  float Length() const { return sqrtf(Length2()); }
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								  float Distance2To(Vec3& other) { return (other - (*this)).Length2(); }
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								  Vec3 Normalized() const { return (*this) / Length(); }
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								  void Normalize() { (*this) /= Length(); }
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								  float& operator[](int i) { return *((&x) + i); }
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								  float operator[](const int i) const { return *((&x) + i); }
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								  bool operator==(const Vec3& other) const { return x == other.x && y == other.y && z == other.z; }
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								  void SetZero()
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								  {
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								    x = 0.0f;
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								    y = 0.0f;
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								    z = 0.0f;
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								  }
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								};
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