2019-11-23 20:27:39 +08:00
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/**
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Copyright 2013 BlackBerry Inc.
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Copyright (c) 2014-2017 Chukong Technologies
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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Original file from GamePlay3D: http://gameplay3d.org
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This file was modified to fit the cocos2d-x project
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*/
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#ifndef MATH_VEC3_H
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#define MATH_VEC3_H
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#include <cmath>
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#include "math/CCMathBase.h"
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/**
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* @addtogroup base
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* @{
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*/
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2022-07-11 17:50:21 +08:00
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NS_AX_MATH_BEGIN
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class Mat4;
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class Quaternion;
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/**
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* Defines a 3-element floating point vector.
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*
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* When using a vector to represent a surface normal,
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* the vector should typically be normalized.
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* Other uses of directional vectors may wish to leave
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* the magnitude of the vector intact. When used as a point,
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* the elements of the vector represent a position in 3D space.
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*/
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class AX_DLL Vec3
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{
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public:
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/**
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* The x-coordinate.
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*/
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float x;
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/**
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* The y-coordinate.
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*/
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float y;
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/**
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* The z-coordinate.
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*/
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float z;
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/**
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* Constructs a new vector initialized to all zeros.
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*/
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Vec3();
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/**
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* Constructs a new vector initialized to the specified values.
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*
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* @param xx The x coordinate.
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* @param yy The y coordinate.
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* @param zz The z coordinate.
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*/
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Vec3(float xx, float yy, float zz);
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/**
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* Constructs a new vector from the values in the specified array.
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*
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* @param array An array containing the elements of the vector in the order x, y, z.
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*/
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Vec3(const float* array);
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/**
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* Constructs a vector that describes the direction between the specified points.
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*
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* @param p1 The first point.
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* @param p2 The second point.
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*/
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Vec3(const Vec3& p1, const Vec3& p2);
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/**
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* Creates a new vector from an integer interpreted as an RGB value.
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* E.g. 0xff0000 represents red or the vector (1, 0, 0).
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*
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* @param color The integer to interpret as an RGB value.
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*
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* @return A vector corresponding to the interpreted RGB color.
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*/
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static Vec3 fromColor(unsigned int color);
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/**
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* Indicates whether this vector contains all zeros.
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*
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* @return true if this vector contains all zeros, false otherwise.
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*/
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inline bool isZero() const;
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/**
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* Indicates whether this vector contains all ones.
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*
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* @return true if this vector contains all ones, false otherwise.
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*/
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inline bool isOne() const;
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/**
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* Returns the angle (in radians) between the specified vectors.
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*
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* @param v1 The first vector.
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* @param v2 The second vector.
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*
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* @return The angle between the two vectors (in radians).
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*/
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static float angle(const Vec3& v1, const Vec3& v2);
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/**
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* Adds the elements of the specified vector to this one.
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*
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* @param v The vector to add.
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*/
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inline void add(const Vec3& v);
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/**
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* Adds the elements of this vector to the specified values.
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*
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* @param xx The add x coordinate.
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* @param yy The add y coordinate.
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* @param zz The add z coordinate.
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*/
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inline void add(float xx, float yy, float zz);
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/**
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* Adds the specified vectors and stores the result in dst.
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*
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* @param v1 The first vector.
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* @param v2 The second vector.
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* @param dst A vector to store the result in.
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*/
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static void add(const Vec3& v1, const Vec3& v2, Vec3* dst);
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/**
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* Clamps this vector within the specified range.
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*
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* @param min The minimum value.
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* @param max The maximum value.
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*/
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void clamp(const Vec3& min, const Vec3& max);
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/**
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* Clamps the specified vector within the specified range and returns it in dst.
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*
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* @param v The vector to clamp.
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* @param min The minimum value.
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* @param max The maximum value.
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* @param dst A vector to store the result in.
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*/
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static void clamp(const Vec3& v, const Vec3& min, const Vec3& max, Vec3* dst);
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/**
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* Sets this vector to the cross product between itself and the specified vector.
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*
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* @param v The vector to compute the cross product with.
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*/
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void cross(const Vec3& v);
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/**
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* Computes the cross product of the specified vectors and stores the result in dst.
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*
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* @param v1 The first vector.
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* @param v2 The second vector.
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* @param dst A vector to store the result in.
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*/
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static void cross(const Vec3& v1, const Vec3& v2, Vec3* dst);
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/**
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* Returns the distance between this vector and v.
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*
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* @param v The other vector.
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*
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* @return The distance between this vector and v.
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*
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* @see distanceSquared
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*/
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float distance(const Vec3& v) const;
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/**
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* Returns the squared distance between this vector and v.
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*
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* When it is not necessary to get the exact distance between
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* two vectors (for example, when simply comparing the
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* distance between different vectors), it is advised to use
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* this method instead of distance.
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*
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* @param v The other vector.
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*
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* @return The squared distance between this vector and v.
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*
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* @see distance
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*/
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float distanceSquared(const Vec3& v) const;
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/**
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* Returns the dot product of this vector and the specified vector.
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*
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* @param v The vector to compute the dot product with.
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*
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* @return The dot product.
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*/
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float dot(const Vec3& v) const;
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/**
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* Returns the dot product between the specified vectors.
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*
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* @param v1 The first vector.
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* @param v2 The second vector.
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*
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* @return The dot product between the vectors.
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*/
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static float dot(const Vec3& v1, const Vec3& v2);
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/**
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* Computes the length of this vector.
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*
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* @return The length of the vector.
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*
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* @see lengthSquared
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*/
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inline float length() const;
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/**
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* Returns the squared length of this vector.
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*
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* When it is not necessary to get the exact length of a
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* vector (for example, when simply comparing the lengths of
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* different vectors), it is advised to use this method
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* instead of length.
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*
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* @return The squared length of the vector.
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*
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* @see length
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*/
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inline float lengthSquared() const;
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/**
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* Negates this vector.
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*/
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inline void negate();
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/**
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* Normalizes this vector.
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*
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* This method normalizes this Vec3 so that it is of
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* unit length (in other words, the length of the vector
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* after calling this method will be 1.0f). If the vector
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* already has unit length or if the length of the vector
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* is zero, this method does nothing.
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*
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* @return This vector, after the normalization occurs.
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*/
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void normalize();
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/**
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* Get the normalized vector.
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*/
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Vec3 getNormalized() const;
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/**
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* Scales all elements of this vector by the specified value.
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*
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* @param scalar The scalar value.
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*/
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inline void scale(float scalar);
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/**
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* Sets the elements of this vector to the specified values.
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*
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* @param xx The new x coordinate.
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* @param yy The new y coordinate.
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* @param zz The new z coordinate.
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*/
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inline void set(float xx, float yy, float zz);
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/**
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* Sets the elements of this vector from the values in the specified array.
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*
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* @param array An array containing the elements of the vector in the order x, y, z.
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*/
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inline void set(const float* array);
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/**
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* Sets the elements of this vector to those in the specified vector.
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*
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* @param v The vector to copy.
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*/
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inline void set(const Vec3& v);
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/**
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* Sets this vector to the directional vector between the specified points.
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*/
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inline void set(const Vec3& p1, const Vec3& p2);
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/**
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* Sets the elements of this vector to zero.
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*/
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inline void setZero();
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/**
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* Subtracts this vector and the specified vector as (this - v)
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* and stores the result in this vector.
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*
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* @param v The vector to subtract.
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*/
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inline void subtract(const Vec3& v);
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/**
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* Subtracts the specified vectors and stores the result in dst.
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* The resulting vector is computed as (v1 - v2).
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*
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* @param v1 The first vector.
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* @param v2 The second vector.
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* @param dst The destination vector.
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*/
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static void subtract(const Vec3& v1, const Vec3& v2, Vec3* dst);
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/**
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* Updates this vector towards the given target using a smoothing function.
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* The given response time determines the amount of smoothing (lag). A longer
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* response time yields a smoother result and more lag. To force this vector to
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* follow the target closely, provide a response time that is very small relative
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* to the given elapsed time.
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*
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* @param target target value.
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* @param elapsedTime elapsed time between calls.
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* @param responseTime response time (in the same units as elapsedTime).
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*/
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void smooth(const Vec3& target, float elapsedTime, float responseTime);
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/**
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* Linear interpolation between two vectors A and B by alpha which
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* is in the range [0,1]
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*/
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inline Vec3 lerp(const Vec3& target, float alpha) const;
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/**
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* Calculates the sum of this vector with the given vector.
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*
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* Note: this does not modify this vector.
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*
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* @param v The vector to add.
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* @return The vector sum.
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*/
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inline Vec3 operator+(const Vec3& v) const;
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/**
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* Adds the given vector to this vector.
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*
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* @param v The vector to add.
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* @return This vector, after the addition occurs.
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*/
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inline Vec3& operator+=(const Vec3& v);
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/**
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* Calculates the difference of this vector with the given vector.
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*
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* Note: this does not modify this vector.
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*
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* @param v The vector to subtract.
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* @return The vector difference.
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*/
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inline Vec3 operator-(const Vec3& v) const;
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/**
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* Subtracts the given vector from this vector.
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*
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* @param v The vector to subtract.
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* @return This vector, after the subtraction occurs.
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*/
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inline Vec3& operator-=(const Vec3& v);
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/**
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* Calculates the negation of this vector.
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*
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* Note: this does not modify this vector.
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*
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* @return The negation of this vector.
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*/
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inline Vec3 operator-() const;
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/**
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* Calculates the scalar product of this vector with the given value.
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*
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* Note: this does not modify this vector.
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*
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* @param s The value to scale by.
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* @return The scaled vector.
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*/
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inline Vec3 operator*(float s) const;
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/**
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* Scales this vector by the given value.
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*
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* @param s The value to scale by.
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* @return This vector, after the scale occurs.
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*/
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inline Vec3& operator*=(float s);
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/**
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* Returns the components of this vector divided by the given constant
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*
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* Note: this does not modify this vector.
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*
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* @param s the constant to divide this vector with
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* @return a smaller vector
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*/
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inline Vec3 operator/(float s) const;
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/** Returns true if the vector's scalar components are all greater
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that the ones of the vector it is compared against.
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*/
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inline bool operator<(const Vec3& rhs) const
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{
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if (x < rhs.x && y < rhs.y && z < rhs.z)
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return true;
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return false;
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}
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/** Returns true if the vector's scalar components are all smaller
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that the ones of the vector it is compared against.
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*/
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inline bool operator>(const Vec3& rhs) const
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{
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if (x > rhs.x && y > rhs.y && z > rhs.z)
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return true;
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return false;
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}
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/**
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* Determines if this vector is equal to the given vector.
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*
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* @param v The vector to compare against.
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*
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* @return True if this vector is equal to the given vector, false otherwise.
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*/
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inline bool operator==(const Vec3& v) const;
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/**
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* Determines if this vector is not equal to the given vector.
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*
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* @param v The vector to compare against.
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*
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* @return True if this vector is not equal to the given vector, false otherwise.
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*/
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inline bool operator!=(const Vec3& v) const;
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/** equals to Vec3(0,0,0) */
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static const Vec3 ZERO;
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/** equals to Vec3(1,1,1) */
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static const Vec3 ONE;
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/** equals to Vec3(1,0,0) */
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static const Vec3 UNIT_X;
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/** equals to Vec3(0,1,0) */
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static const Vec3 UNIT_Y;
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/** equals to Vec3(0,0,1) */
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static const Vec3 UNIT_Z;
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};
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/**
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* Calculates the scalar product of the given vector with the given value.
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*
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* @param x The value to scale by.
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* @param v The vector to scale.
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* @return The scaled vector.
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*/
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inline Vec3 operator*(float x, const Vec3& v);
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// typedef Vec3 Point3;
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2022-07-11 17:50:21 +08:00
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NS_AX_MATH_END
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/**
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end of base group
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@}
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*/
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#include "math/Vec3.inl"
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#endif // MATH_VEC3_H
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