385 lines
7.6 KiB
C++
385 lines
7.6 KiB
C++
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#pragma once
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#include <list>
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#include <vector>
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template <typename T>
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// tolua_begin
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class Vector3
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{
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TOLUA_TEMPLATE_BIND((T, int, float, double))
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public:
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T x, y, z;
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inline Vector3(void) : x(0), y(0), z(0) {}
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inline Vector3(T a_x, T a_y, T a_z) : x(a_x), y(a_y), z(a_z) {}
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// Hardcoded copy constructors (tolua++ does not support function templates .. yet)
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Vector3(const Vector3<float> & a_Rhs) : x(static_cast<T>(a_Rhs.x)), y(static_cast<T>(a_Rhs.y)), z(static_cast<T>(a_Rhs.z)) {}
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Vector3(const Vector3<double> & a_Rhs) : x(static_cast<T>(a_Rhs.x)), y(static_cast<T>(a_Rhs.y)), z(static_cast<T>(a_Rhs.z)) {}
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Vector3(const Vector3<int> & a_Rhs) : x(static_cast<T>(a_Rhs.x)), y(static_cast<T>(a_Rhs.y)), z(static_cast<T>(a_Rhs.z)) {}
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// tolua_end
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template <typename _T>
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Vector3(const Vector3<_T> & a_Rhs) : x(a_Rhs.x), y(a_Rhs.y), z(a_Rhs.z) {}
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template <typename _T>
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Vector3(const Vector3<_T> * a_Rhs) : x(a_Rhs->x), y(a_Rhs->y), z(a_Rhs->z) {}
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// tolua_begin
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inline void Set(T a_x, T a_y, T a_z)
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{
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x = a_x;
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y = a_y;
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z = a_z;
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}
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inline void Normalize(void)
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{
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double Len = 1.0 / Length();
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x = static_cast<T>(x * Len);
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y = static_cast<T>(y * Len);
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z = static_cast<T>(z * Len);
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}
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inline Vector3<T> NormalizeCopy(void) const
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{
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double Len = 1.0 / Length();
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return Vector3<T>(
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static_cast<T>(x * Len),
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static_cast<T>(y * Len),
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static_cast<T>(z * Len)
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);
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}
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inline void NormalizeCopy(Vector3<T> & a_Rhs) const
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{
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double Len = 1.0 / Length();
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a_Rhs.Set(
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static_cast<T>(x * Len),
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static_cast<T>(y * Len),
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static_cast<T>(z * Len)
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);
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}
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inline double Length(void) const
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{
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return sqrt(static_cast<double>(x * x + y * y + z * z));
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}
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inline double SqrLength(void) const
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{
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return x * x + y * y + z * z;
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}
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inline T Dot(const Vector3<T> & a_Rhs) const
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{
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return x * a_Rhs.x + y * a_Rhs.y + z * a_Rhs.z;
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}
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inline void abs()
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{
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x = (x < 0) ? -x : x;
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y = (y < 0) ? -y : y;
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z = (z < 0) ? -z : z;
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}
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// We can't use a capital letter, because we wouldn't be able to call the normal Clamp function.
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inline void clamp(T a_Min, T a_Max)
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{
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x = Clamp(x, a_Min, a_Max);
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y = Clamp(y, a_Min, a_Max);
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z = Clamp(z, a_Min, a_Max);
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}
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inline Vector3<T> Cross(const Vector3<T> & a_Rhs) const
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{
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return Vector3<T>(
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y * a_Rhs.z - z * a_Rhs.y,
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z * a_Rhs.x - x * a_Rhs.z,
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x * a_Rhs.y - y * a_Rhs.x
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);
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}
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inline bool Equals(const Vector3<T> & a_Rhs) const
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{
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// Perform a bitwise comparison of the contents - we want to know whether this object is exactly equal
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// To perform EPS-based comparison, use the EqualsEps() function
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return (
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(memcmp(&x, &a_Rhs.x, sizeof(x)) == 0) &&
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(memcmp(&y, &a_Rhs.y, sizeof(y)) == 0) &&
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(memcmp(&z, &a_Rhs.z, sizeof(z)) == 0)
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);
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}
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inline bool EqualsEps(const Vector3<T> & a_Rhs, T a_Eps) const
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{
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return (Abs(x - a_Rhs.x) < a_Eps) && (Abs(y - a_Rhs.y) < a_Eps) && (Abs(z - a_Rhs.z) < a_Eps);
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}
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inline void Move(T a_X, T a_Y, T a_Z)
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{
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x += a_X;
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y += a_Y;
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z += a_Z;
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}
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inline void Move(const Vector3<T> & a_Diff)
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{
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x += a_Diff.x;
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y += a_Diff.y;
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z += a_Diff.z;
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}
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/** Runs each value of the vector through std::floor() */
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inline Vector3<int> Floor(void) const
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{
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return Vector3<int>(
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FloorC(x),
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FloorC(y),
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FloorC(z)
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);
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}
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// tolua_end
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inline bool operator != (const Vector3<T> & a_Rhs) const
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{
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return !Equals(a_Rhs);
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}
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inline bool operator == (const Vector3<T> & a_Rhs) const
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{
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return Equals(a_Rhs);
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}
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inline bool operator > (const Vector3<T> & a_Rhs) const
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{
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return (SqrLength() > a_Rhs.SqrLength());
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}
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inline bool operator < (const Vector3<T> & a_Rhs) const
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{
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return (SqrLength() < a_Rhs.SqrLength());
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}
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inline void operator += (const Vector3<T> & a_Rhs)
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{
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x += a_Rhs.x;
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y += a_Rhs.y;
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z += a_Rhs.z;
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}
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inline void operator -= (const Vector3<T> & a_Rhs)
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{
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x -= a_Rhs.x;
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y -= a_Rhs.y;
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z -= a_Rhs.z;
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}
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inline void operator *= (const Vector3<T> & a_Rhs)
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{
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x *= a_Rhs.x;
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y *= a_Rhs.y;
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z *= a_Rhs.z;
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}
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inline void operator *= (T a_v)
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{
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x *= a_v;
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y *= a_v;
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z *= a_v;
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}
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inline Vector3<T> & operator = (const Vector3<T> & a_Rhs)
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{
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x = a_Rhs.x;
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y = a_Rhs.y;
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z = a_Rhs.z;
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return *this;
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}
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// tolua_begin
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inline Vector3<T> operator + (const Vector3<T>& a_Rhs) const
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{
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return Vector3<T>(
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x + a_Rhs.x,
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y + a_Rhs.y,
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z + a_Rhs.z
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);
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}
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inline Vector3<T> operator - (const Vector3<T>& a_Rhs) const
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{
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return Vector3<T>(
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x - a_Rhs.x,
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y - a_Rhs.y,
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z - a_Rhs.z
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);
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}
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inline Vector3<T> operator * (const Vector3<T>& a_Rhs) const
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{
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return Vector3<T>(
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x * a_Rhs.x,
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y * a_Rhs.y,
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z * a_Rhs.z
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);
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}
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inline Vector3<T> operator * (T a_v) const
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{
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return Vector3<T>(
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x * a_v,
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y * a_v,
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z * a_v
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);
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}
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inline Vector3<T> operator / (T a_v) const
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{
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return Vector3<T>(
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x / a_v,
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y / a_v,
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z / a_v
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);
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}
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/** Returns the coefficient for the (a_OtherEnd - this) line to reach the specified Z coord.
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The result satisfies the following equation:
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(*this + Result * (a_OtherEnd - *this)).z = a_Z
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If the line is too close to being parallel, this function returns NO_INTERSECTION
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*/
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inline double LineCoeffToXYPlane(const Vector3<T> & a_OtherEnd, T a_Z) const
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{
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if (Abs(z - a_OtherEnd.z) < EPS)
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{
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return NO_INTERSECTION;
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}
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return (a_Z - z) / (a_OtherEnd.z - z);
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}
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/** Returns the coefficient for the (a_OtherEnd - this) line to reach the specified Y coord.
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The result satisfies the following equation:
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(*this + Result * (a_OtherEnd - *this)).y = a_Y
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If the line is too close to being parallel, this function returns NO_INTERSECTION
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*/
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inline double LineCoeffToXZPlane(const Vector3<T> & a_OtherEnd, T a_Y) const
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{
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if (Abs(y - a_OtherEnd.y) < EPS)
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{
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return NO_INTERSECTION;
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}
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return (a_Y - y) / (a_OtherEnd.y - y);
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}
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/** Returns the coefficient for the (a_OtherEnd - this) line to reach the specified X coord.
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The result satisfies the following equation:
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(*this + Result * (a_OtherEnd - *this)).x = a_X
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If the line is too close to being parallel, this function returns NO_INTERSECTION
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*/
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inline double LineCoeffToYZPlane(const Vector3<T> & a_OtherEnd, T a_X) const
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{
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if (Abs(x - a_OtherEnd.x) < EPS)
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{
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return NO_INTERSECTION;
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}
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return (a_X - x) / (a_OtherEnd.x - x);
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}
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/** Rotates the vector 90 degrees clockwise around the vertical axis.
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Note that this is specific to minecraft's axis ordering, which is X+ left, Z+ down. */
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inline void TurnCW(void)
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{
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std::swap(x, z);
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x = -x;
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}
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/** Rotates the vector 90 degrees counterclockwise around the vertical axis.
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Note that this is specific to minecraft's axis ordering, which is X+ left, Z+ down. */
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inline void TurnCCW(void)
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{
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std::swap(x, z);
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z = -z;
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}
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/** The max difference between two coords for which the coords are assumed equal. */
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static const double EPS;
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/** Return value of LineCoeffToPlane() if the line is parallel to the plane. */
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static const double NO_INTERSECTION;
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protected:
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/** Returns the absolute value of the given argument.
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Templatized because the standard library differentiates between abs() and fabs(). */
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static T Abs(T a_Value)
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{
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return (a_Value < 0) ? -a_Value : a_Value;
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}
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};
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// tolua_end
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template <> inline Vector3<int> Vector3<int>::Floor(void) const
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{
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return *this;
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}
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template <typename T>
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const double Vector3<T>::EPS = 0.000001;
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template <typename T>
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const double Vector3<T>::NO_INTERSECTION = 1e70;
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// tolua_begin
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typedef Vector3<double> Vector3d;
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typedef Vector3<float> Vector3f;
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typedef Vector3<int> Vector3i;
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// tolua_end
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typedef std::list<Vector3i> cVector3iList;
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typedef std::vector<Vector3i> cVector3iArray;
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