2013-05-29 20:51:51 -03:00
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// -*- tab-width: 4; Mode: C++; c-basic-offset: 4; indent-tabs-mode: nil -*-
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2013-08-29 02:34:34 -03:00
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/*
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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2010-09-08 05:21:46 -03:00
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2013-08-29 02:34:34 -03:00
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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2010-09-08 05:21:46 -03:00
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2013-08-29 02:34:34 -03:00
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// Copyright 2010 Michael Smith, all rights reserved.
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2010-09-08 05:21:46 -03:00
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// Derived closely from:
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/****************************************
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2012-08-17 03:20:14 -03:00
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* 3D Vector Classes
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* By Bill Perone (billperone@yahoo.com)
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* Original: 9-16-2002
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* Revised: 19-11-2003
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* 11-12-2003
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* 18-12-2003
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* 06-06-2004
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*
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* <EFBFBD> 2003, This code is provided "as is" and you can use it freely as long as
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* credit is given to Bill Perone in the application it is used in
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*
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* Notes:
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* if a*b = 0 then a & b are orthogonal
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* a%b = -b%a
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* a*(b%c) = (a%b)*c
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* a%b = a(cast to matrix)*b
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* (a%b).length() = area of parallelogram formed by a & b
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* (a%b).length() = a.length()*b.length() * sin(angle between a & b)
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* (a%b).length() = 0 if angle between a & b = 0 or a.length() = 0 or b.length() = 0
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* a * (b%c) = volume of parallelpiped formed by a, b, c
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* vector triple product: a%(b%c) = b*(a*c) - c*(a*b)
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* scalar triple product: a*(b%c) = c*(a%b) = b*(c%a)
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* vector quadruple product: (a%b)*(c%d) = (a*c)*(b*d) - (a*d)*(b*c)
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* if a is unit vector along b then a%b = -b%a = -b(cast to matrix)*a = 0
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2016-05-12 14:02:03 -03:00
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* vectors a1...an are linearly dependent if there exists a vector of scalars (b) where a1*b1 + ... + an*bn = 0
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* or if the matrix (A) * b = 0
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*
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****************************************/
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2016-02-17 21:25:33 -04:00
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#pragma once
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2016-03-31 18:43:36 -03:00
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#include <cmath>
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#include <float.h>
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#include <string.h>
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#if MATH_CHECK_INDEXES
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#include <assert.h>
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#endif
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2016-05-02 18:39:03 -03:00
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#include "rotations.h"
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template <typename T>
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class Matrix3;
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template <typename T>
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class Vector3
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{
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public:
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T x, y, z;
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// trivial ctor
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constexpr Vector3<T>()
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: x(0)
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, y(0)
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, z(0) {}
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// setting ctor
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constexpr Vector3<T>(const T x0, const T y0, const T z0)
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: x(x0)
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, y(y0)
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, z(z0) {}
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// function call operator
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void operator ()(const T x0, const T y0, const T z0)
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{
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x= x0; y= y0; z= z0;
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}
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// test for equality
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bool operator ==(const Vector3<T> &v) const;
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// test for inequality
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bool operator !=(const Vector3<T> &v) const;
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// negation
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Vector3<T> operator -(void) const;
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// addition
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Vector3<T> operator +(const Vector3<T> &v) const;
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// subtraction
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Vector3<T> operator -(const Vector3<T> &v) const;
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// uniform scaling
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Vector3<T> operator *(const T num) const;
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// uniform scaling
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Vector3<T> operator /(const T num) const;
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// addition
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Vector3<T> &operator +=(const Vector3<T> &v);
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// subtraction
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Vector3<T> &operator -=(const Vector3<T> &v);
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// uniform scaling
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Vector3<T> &operator *=(const T num);
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// uniform scaling
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Vector3<T> &operator /=(const T num);
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2013-12-29 03:37:14 -04:00
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// allow a vector3 to be used as an array, 0 indexed
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T & operator[](uint8_t i) {
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T *_v = &x;
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#if MATH_CHECK_INDEXES
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assert(i >= 0 && i < 3);
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#endif
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return _v[i];
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}
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const T & operator[](uint8_t i) const {
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const T *_v = &x;
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#if MATH_CHECK_INDEXES
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assert(i >= 0 && i < 3);
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#endif
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return _v[i];
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}
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2012-08-17 03:20:14 -03:00
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// dot product
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T operator *(const Vector3<T> &v) const;
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2013-07-19 19:13:34 -03:00
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// multiply a row vector by a matrix, to give a row vector
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Vector3<T> operator *(const Matrix3<T> &m) const;
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// multiply a column vector by a row vector, returning a 3x3 matrix
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Matrix3<T> mul_rowcol(const Vector3<T> &v) const;
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// cross product
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Vector3<T> operator %(const Vector3<T> &v) const;
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// computes the angle between this vector and another vector
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float angle(const Vector3<T> &v2) const;
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// check if any elements are NAN
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bool is_nan(void) const;
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// check if any elements are infinity
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bool is_inf(void) const;
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2013-12-08 18:49:44 -04:00
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// check if all elements are zero
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bool is_zero(void) const { return (fabsf(x) < FLT_EPSILON) && (fabsf(y) < FLT_EPSILON) && (fabsf(z) < FLT_EPSILON); }
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2013-12-08 18:49:44 -04:00
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2013-04-11 21:04:18 -03:00
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// rotate by a standard rotation
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void rotate(enum Rotation rotation);
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2015-04-21 00:37:35 -03:00
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void rotate_inverse(enum Rotation rotation);
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// gets the length of this vector squared
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T length_squared() const
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{
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return (T)(*this * *this);
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}
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// gets the length of this vector
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float length(void) const;
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// normalizes this vector
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void normalize()
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{
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*this /= length();
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}
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// zero the vector
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void zero()
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{
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x = y = z = 0;
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}
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// returns the normalized version of this vector
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Vector3<T> normalized() const
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{
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return *this/length();
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}
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// reflects this vector about n
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void reflect(const Vector3<T> &n)
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{
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Vector3<T> orig(*this);
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project(n);
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*this = *this*2 - orig;
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}
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// projects this vector onto v
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void project(const Vector3<T> &v)
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{
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*this= v * (*this * v)/(v*v);
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}
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// returns this vector projected onto v
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Vector3<T> projected(const Vector3<T> &v) const
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{
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return v * (*this * v)/(v*v);
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}
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// given a position p1 and a velocity v1 produce a vector
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// perpendicular to v1 maximising distance from p1. If p1 is the
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// zero vector the return from the function will always be the
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// zero vector - that should be checked for.
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static Vector3<T> perpendicular(const Vector3<T> &p1, const Vector3<T> &v1)
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{
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T d = p1 * v1;
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if (fabsf(d) < FLT_EPSILON) {
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return p1;
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}
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Vector3<T> parallel = (v1 * d) / v1.length_squared();
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Vector3<T> perpendicular = p1 - parallel;
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return perpendicular;
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}
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};
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typedef Vector3<int16_t> Vector3i;
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typedef Vector3<uint16_t> Vector3ui;
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typedef Vector3<int32_t> Vector3l;
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typedef Vector3<uint32_t> Vector3ul;
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typedef Vector3<float> Vector3f;
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typedef Vector3<double> Vector3d;
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