mirror of https://github.com/axmolengine/axmol.git
321 lines
5.6 KiB
C++
321 lines
5.6 KiB
C++
#include "Vector3.h"
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#include "MathUtil.h"
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#include "ccMacros.h"
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NS_CC_MATH_BEGIN
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Vector3::Vector3()
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: x(0.0f), y(0.0f), z(0.0f)
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{
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}
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Vector3::Vector3(float xx, float yy, float zz)
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: x(xx), y(yy), z(zz)
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{
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}
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Vector3::Vector3(const float* array)
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{
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set(array);
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}
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Vector3::Vector3(const Vector3& p1, const Vector3& p2)
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{
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set(p1, p2);
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}
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Vector3::Vector3(const Vector3& copy)
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{
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set(copy);
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}
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Vector3 Vector3::fromColor(unsigned int color)
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{
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float components[3];
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int componentIndex = 0;
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for (int i = 2; i >= 0; --i)
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{
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int component = (color >> i*8) & 0x0000ff;
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components[componentIndex++] = static_cast<float>(component) / 255.0f;
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}
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Vector3 value(components);
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return value;
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}
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Vector3::~Vector3()
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{
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}
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const Vector3& Vector3::zero()
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{
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static Vector3 value(0.0f, 0.0f, 0.0f);
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return value;
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}
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const Vector3& Vector3::one()
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{
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static Vector3 value(1.0f, 1.0f, 1.0f);
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return value;
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}
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const Vector3& Vector3::unitX()
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{
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static Vector3 value(1.0f, 0.0f, 0.0f);
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return value;
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}
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const Vector3& Vector3::unitY()
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{
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static Vector3 value(0.0f, 1.0f, 0.0f);
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return value;
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}
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const Vector3& Vector3::unitZ()
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{
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static Vector3 value(0.0f, 0.0f, 1.0f);
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return value;
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}
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bool Vector3::isZero() const
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{
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return x == 0.0f && y == 0.0f && z == 0.0f;
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}
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bool Vector3::isOne() const
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{
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return x == 1.0f && y == 1.0f && z == 1.0f;
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}
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float Vector3::angle(const Vector3& v1, const Vector3& v2)
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{
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float dx = v1.y * v2.z - v1.z * v2.y;
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float dy = v1.z * v2.x - v1.x * v2.z;
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float dz = v1.x * v2.y - v1.y * v2.x;
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return atan2f(sqrt(dx * dx + dy * dy + dz * dz) + MATH_FLOAT_SMALL, dot(v1, v2));
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}
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void Vector3::add(const Vector3& v)
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{
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x += v.x;
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y += v.y;
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z += v.z;
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}
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void Vector3::add(const Vector3& v1, const Vector3& v2, Vector3* dst)
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{
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GP_ASSERT(dst);
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dst->x = v1.x + v2.x;
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dst->y = v1.y + v2.y;
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dst->z = v1.z + v2.z;
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}
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void Vector3::clamp(const Vector3& min, const Vector3& max)
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{
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GP_ASSERT(!(min.x > max.x || min.y > max.y || min.z > max.z));
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// Clamp the x value.
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if (x < min.x)
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x = min.x;
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if (x > max.x)
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x = max.x;
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// Clamp the y value.
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if (y < min.y)
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y = min.y;
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if (y > max.y)
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y = max.y;
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// Clamp the z value.
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if (z < min.z)
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z = min.z;
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if (z > max.z)
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z = max.z;
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}
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void Vector3::clamp(const Vector3& v, const Vector3& min, const Vector3& max, Vector3* dst)
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{
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GP_ASSERT(dst);
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GP_ASSERT(!(min.x > max.x || min.y > max.y || min.z > max.z));
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// Clamp the x value.
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dst->x = v.x;
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if (dst->x < min.x)
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dst->x = min.x;
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if (dst->x > max.x)
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dst->x = max.x;
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// Clamp the y value.
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dst->y = v.y;
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if (dst->y < min.y)
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dst->y = min.y;
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if (dst->y > max.y)
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dst->y = max.y;
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// Clamp the z value.
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dst->z = v.z;
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if (dst->z < min.z)
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dst->z = min.z;
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if (dst->z > max.z)
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dst->z = max.z;
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}
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void Vector3::cross(const Vector3& v)
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{
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cross(*this, v, this);
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}
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void Vector3::cross(const Vector3& v1, const Vector3& v2, Vector3* dst)
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{
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GP_ASSERT(dst);
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// NOTE: This code assumes Vector3 struct members are contiguous floats in memory.
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// We might want to revisit this (and other areas of code that make this assumption)
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// later to guarantee 100% safety/compatibility.
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MathUtil::crossVector3(&v1.x, &v2.x, &dst->x);
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}
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float Vector3::distance(const Vector3& v) const
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{
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float dx = v.x - x;
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float dy = v.y - y;
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float dz = v.z - z;
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return sqrt(dx * dx + dy * dy + dz * dz);
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}
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float Vector3::distanceSquared(const Vector3& v) const
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{
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float dx = v.x - x;
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float dy = v.y - y;
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float dz = v.z - z;
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return (dx * dx + dy * dy + dz * dz);
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}
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float Vector3::dot(const Vector3& v) const
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{
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return (x * v.x + y * v.y + z * v.z);
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}
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float Vector3::dot(const Vector3& v1, const Vector3& v2)
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{
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return (v1.x * v2.x + v1.y * v2.y + v1.z * v2.z);
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}
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float Vector3::length() const
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{
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return sqrt(x * x + y * y + z * z);
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}
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float Vector3::lengthSquared() const
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{
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return (x * x + y * y + z * z);
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}
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void Vector3::negate()
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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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Vector3& Vector3::normalize()
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{
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normalize(this);
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return *this;
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}
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void Vector3::normalize(Vector3* dst) const
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{
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GP_ASSERT(dst);
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if (dst != this)
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{
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dst->x = x;
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dst->y = y;
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dst->z = z;
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}
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float n = x * x + y * y + z * z;
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// Already normalized.
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if (n == 1.0f)
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return;
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n = sqrt(n);
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// Too close to zero.
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if (n < MATH_TOLERANCE)
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return;
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n = 1.0f / n;
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dst->x *= n;
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dst->y *= n;
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dst->z *= n;
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}
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void Vector3::scale(float scalar)
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{
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x *= scalar;
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y *= scalar;
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z *= scalar;
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}
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void Vector3::set(float xx, float yy, float zz)
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{
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this->x = xx;
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this->y = yy;
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this->z = zz;
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}
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void Vector3::set(const float* array)
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{
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GP_ASSERT(array);
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x = array[0];
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y = array[1];
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z = array[2];
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}
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void Vector3::set(const Vector3& v)
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{
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this->x = v.x;
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this->y = v.y;
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this->z = v.z;
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}
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void Vector3::set(const Vector3& p1, const Vector3& p2)
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{
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x = p2.x - p1.x;
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y = p2.y - p1.y;
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z = p2.z - p1.z;
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}
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void Vector3::subtract(const Vector3& v)
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{
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x -= v.x;
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y -= v.y;
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z -= v.z;
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}
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void Vector3::subtract(const Vector3& v1, const Vector3& v2, Vector3* dst)
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{
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GP_ASSERT(dst);
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dst->x = v1.x - v2.x;
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dst->y = v1.y - v2.y;
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dst->z = v1.z - v2.z;
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}
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void Vector3::smooth(const Vector3& target, float elapsedTime, float responseTime)
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{
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if (elapsedTime > 0)
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{
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*this += (target - *this) * (elapsedTime / (elapsedTime + responseTime));
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}
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}
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NS_CC_MATH_END
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