mirror of
https://github.com/ArduPilot/ardupilot
synced 2025-03-03 04:03:59 -04:00
AP_Math: moved a lot of vector templates to cpp from .h
this reduces the code size quite a lot on AVR
This commit is contained in:
parent
78eb12a4ac
commit
43c3c60de2
@ -25,4 +25,116 @@ float Vector2<T>::length(void) const
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return pythagorous2(x, y);
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}
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// dot product
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template <typename T>
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T Vector2<T>::operator *(const Vector2<T> &v) const
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{
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return x*v.x + y*v.y;
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}
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template <typename T>
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Vector2<T> &Vector2<T>::operator *=(const T num)
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{
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x*=num; y*=num;
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return *this;
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}
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template <typename T>
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Vector2<T> &Vector2<T>::operator /=(const T num)
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{
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x /= num; y /= num;
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return *this;
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}
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template <typename T>
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Vector2<T> &Vector2<T>::operator -=(const Vector2<T> &v)
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{
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x -= v.x; y -= v.y;
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return *this;
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}
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template <typename T>
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bool Vector2<T>::is_nan(void) const
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{
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return isnan(x) || isnan(y);
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}
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template <typename T>
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bool Vector2<T>::is_inf(void) const
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{
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return isinf(x) || isinf(y);
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}
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template <typename T>
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Vector2<T> &Vector2<T>::operator +=(const Vector2<T> &v)
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{
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x+=v.x; y+=v.y;
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return *this;
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}
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template <typename T>
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Vector2<T> Vector2<T>::operator /(const T num) const
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{
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return Vector2<T>(x/num, y/num);
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}
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template <typename T>
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Vector2<T> Vector2<T>::operator *(const T num) const
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{
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return Vector2<T>(x*num, y*num);
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}
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template <typename T>
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Vector2<T> Vector2<T>::operator -(const Vector2<T> &v) const
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{
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return Vector2<T>(x-v.x, y-v.y);
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}
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template <typename T>
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Vector2<T> Vector2<T>::operator +(const Vector2<T> &v) const
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{
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return Vector2<T>(x+v.x, y+v.y);
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}
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template <typename T>
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Vector2<T> Vector2<T>::operator -(void) const
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{
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return Vector2<T>(-x,-y);
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}
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template <typename T>
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bool Vector2<T>::operator ==(const Vector2<T> &v) const
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{
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return (x==v.x && y==v.y);
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}
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template <typename T>
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bool Vector2<T>::operator !=(const Vector2<T> &v) const
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{
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return (x!=v.x && y!=v.y);
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}
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template <typename T>
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float Vector2<T>::angle(const Vector2<T> &v2) const
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{
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return acosf(((*this)*v2) / (this->length()*v2.length()));
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}
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// only define for float
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template float Vector2<float>::length(void) const;
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template float Vector2<float>::operator *(const Vector2<float> &v) const;
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template Vector2<float> &Vector2<float>::operator *=(const float num);
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template Vector2<float> &Vector2<float>::operator /=(const float num);
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template Vector2<float> &Vector2<float>::operator -=(const Vector2<float> &v);
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template Vector2<float> &Vector2<float>::operator +=(const Vector2<float> &v);
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template Vector2<float> Vector2<float>::operator /(const float num) const;
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template Vector2<float> Vector2<float>::operator *(const float num) const;
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template Vector2<float> Vector2<float>::operator +(const Vector2<float> &v) const;
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template Vector2<float> Vector2<float>::operator -(const Vector2<float> &v) const;
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template Vector2<float> Vector2<float>::operator -(void) const;
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template bool Vector2<float>::operator ==(const Vector2<float> &v) const;
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template bool Vector2<float>::operator !=(const Vector2<float> &v) const;
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template bool Vector2<float>::is_nan(void) const;
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template bool Vector2<float>::is_inf(void) const;
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template float Vector2<float>::angle(const Vector2<float> &v) const;
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@ -46,82 +46,55 @@ struct Vector2
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}
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// test for equality
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bool operator==(const Vector2<T> &v)
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{
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return (x==v.x && y==v.y);
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}
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bool operator ==(const Vector2<T> &v) const;
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// test for inequality
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bool operator!=(const Vector2<T> &v)
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{
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return (x!=v.x || y!=v.y);
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}
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bool operator !=(const Vector2<T> &v) const;
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// negation
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Vector2<T> operator -(void) const
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{
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return Vector2<T>(-x, -y);
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}
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Vector2<T> operator -(void) const;
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// addition
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Vector2<T> operator +(const Vector2<T> &v) const
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{
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return Vector2<T>(x+v.x, y+v.y);
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}
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Vector2<T> operator +(const Vector2<T> &v) const;
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// subtraction
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Vector2<T> operator -(const Vector2<T> &v) const
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{
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return Vector2<T>(x-v.x, y-v.y);
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}
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Vector2<T> operator -(const Vector2<T> &v) const;
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// uniform scaling
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Vector2<T> operator *(const T num) const
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{
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Vector2<T> temp(*this);
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return temp*=num;
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}
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Vector2<T> operator *(const T num) const;
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// uniform scaling
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Vector2<T> operator /(const T num) const
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{
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Vector2<T> temp(*this);
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return temp/=num;
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}
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Vector2<T> operator /(const T num) const;
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// addition
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Vector2<T> &operator +=(const Vector2<T> &v)
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{
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x+=v.x; y+=v.y;
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return *this;
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}
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Vector2<T> &operator +=(const Vector2<T> &v);
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// subtraction
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Vector2<T> &operator -=(const Vector2<T> &v)
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{
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x-=v.x; y-=v.y;
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return *this;
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}
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Vector2<T> &operator -=(const Vector2<T> &v);
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// uniform scaling
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Vector2<T> &operator *=(const T num)
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{
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x*=num; y*=num;
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return *this;
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}
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Vector2<T> &operator *=(const T num);
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// uniform scaling
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Vector2<T> &operator /=(const T num)
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{
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x/=num; y/=num;
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return *this;
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}
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Vector2<T> &operator /=(const T num);
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// dot product
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T operator *(const Vector2<T> &v) const
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{
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return x*v.x + y*v.y;
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}
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T operator *(const Vector2<T> &v) const;
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// cross product
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Vector2<T> operator %(const Vector2<T> &v) const;
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// computes the angle between this vector and another vector
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float angle(const Vector2<T> &v2) const;
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// computes the angle in radians between the origin and this vector
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T angle(void) 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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// gets the length of this vector squared
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T length_squared() const
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@ -163,31 +136,6 @@ struct Vector2
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{
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return v * (*this * v)/(v*v);
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}
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// computes the angle between 2 arbitrary vectors
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T angle(const Vector2<T> &v1, const Vector2<T> &v2)
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{
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return (T)acosf((v1*v2) / (v1.length()*v2.length()));
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}
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// computes the angle in radians between the origin and this vector
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T angle(void)
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{
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return (T)atan2f(y, x);
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}
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// computes the angle between this vector and another vector
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T angle(const Vector2<T> &v2)
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{
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return (T)acosf(((*this)*v2) / (this->length()*v2.length()));
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}
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// computes the angle between 2 normalized arbitrary vectors
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T angle_normalized(const Vector2<T> &v1, const Vector2<T> &v2)
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{
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return (T)acosf(v1*v2);
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}
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};
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typedef Vector2<int16_t> Vector2i;
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@ -184,8 +184,110 @@ float Vector3<T>::length(void) const
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return pythagorous3(x, y, z);
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}
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// only define for signed numbers
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template <typename T>
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Vector3<T> &Vector3<T>::operator *=(const T num)
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{
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x*=num; y*=num; z*=num;
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return *this;
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}
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template <typename T>
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Vector3<T> &Vector3<T>::operator /=(const T num)
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{
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x /= num; y /= num; z /= num;
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return *this;
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}
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template <typename T>
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Vector3<T> &Vector3<T>::operator -=(const Vector3<T> &v)
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{
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x -= v.x; y -= v.y; z -= v.z;
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return *this;
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}
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template <typename T>
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bool Vector3<T>::is_nan(void) const
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{
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return isnan(x) || isnan(y) || isnan(z);
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}
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template <typename T>
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bool Vector3<T>::is_inf(void) const
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{
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return isinf(x) || isinf(y) || isinf(z);
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}
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template <typename T>
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Vector3<T> &Vector3<T>::operator +=(const Vector3<T> &v)
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{
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x+=v.x; y+=v.y; z+=v.z;
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return *this;
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}
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template <typename T>
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Vector3<T> Vector3<T>::operator /(const T num) const
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{
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return Vector3<T>(x/num, y/num, z/num);
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}
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template <typename T>
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Vector3<T> Vector3<T>::operator *(const T num) const
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{
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return Vector3<T>(x*num, y*num, z*num);
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}
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template <typename T>
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Vector3<T> Vector3<T>::operator -(const Vector3<T> &v) const
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{
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return Vector3<T>(x-v.x, y-v.y, z-v.z);
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}
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template <typename T>
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Vector3<T> Vector3<T>::operator +(const Vector3<T> &v) const
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{
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return Vector3<T>(x+v.x, y+v.y, z+v.z);
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}
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template <typename T>
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Vector3<T> Vector3<T>::operator -(void) const
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{
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return Vector3<T>(-x,-y,-z);
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}
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template <typename T>
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bool Vector3<T>::operator ==(const Vector3<T> &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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template <typename T>
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bool Vector3<T>::operator !=(const Vector3<T> &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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template <typename T>
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float Vector3<T>::angle(const Vector3<T> &v2) const
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{
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return acosf(((*this)*v2) / (this->length()*v2.length()));
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}
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// only define for float
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template void Vector3<float>::rotate(enum Rotation);
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template float Vector3<float>::length(void) const;
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template Vector3<float> Vector3<float>::operator %(const Vector3<float> &v) const;
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template float Vector3<float>::operator *(const Vector3<float> &v) const;
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template Vector3<float> &Vector3<float>::operator *=(const float num);
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template Vector3<float> &Vector3<float>::operator /=(const float num);
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template Vector3<float> &Vector3<float>::operator -=(const Vector3<float> &v);
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template Vector3<float> &Vector3<float>::operator +=(const Vector3<float> &v);
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template Vector3<float> Vector3<float>::operator /(const float num) const;
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template Vector3<float> Vector3<float>::operator *(const float num) const;
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template Vector3<float> Vector3<float>::operator +(const Vector3<float> &v) const;
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template Vector3<float> Vector3<float>::operator -(const Vector3<float> &v) const;
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template Vector3<float> Vector3<float>::operator -(void) const;
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template bool Vector3<float>::operator ==(const Vector3<float> &v) const;
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template bool Vector3<float>::operator !=(const Vector3<float> &v) const;
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template bool Vector3<float>::is_nan(void) const;
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template bool Vector3<float>::is_inf(void) const;
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template float Vector3<float>::angle(const Vector3<float> &v) const;
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@ -66,76 +66,37 @@ public:
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}
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// test for equality
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bool operator ==(const Vector3<T> &v)
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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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bool operator ==(const Vector3<T> &v) const;
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// test for inequality
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bool operator !=(const Vector3<T> &v)
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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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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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{
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return Vector3<T>(-x,-y,-z);
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}
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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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{
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return Vector3<T>(x+v.x, y+v.y, z+v.z);
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}
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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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{
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return Vector3<T>(x-v.x, y-v.y, z-v.z);
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}
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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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{
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Vector3<T> temp(*this);
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return temp*=num;
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}
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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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{
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Vector3<T> temp(*this);
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return temp/=num;
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}
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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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{
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x+=v.x; y+=v.y; z+=v.z;
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return *this;
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}
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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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{
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x-=v.x; y-=v.y; z-=v.z;
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return *this;
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}
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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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{
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x*=num; y*=num; z*=num;
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return *this;
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}
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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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{
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x/=num; y/=num; z/=num;
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return *this;
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}
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Vector3<T> &operator /=(const T num);
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// dot product
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T operator *(const Vector3<T> &v) const;
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@ -143,6 +104,18 @@ public:
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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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// rotate by a standard rotation
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void rotate(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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@ -185,43 +158,11 @@ public:
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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)
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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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// computes the angle between 2 arbitrary vectors
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T angle(const Vector3<T> &v1, const Vector3<T> &v2)
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{
|
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return (T)acosf((v1*v2) / (v1.length()*v2.length()));
|
||||
}
|
||||
|
||||
// computes the angle between this vector and another vector
|
||||
T angle(const Vector3<T> &v2)
|
||||
{
|
||||
return (T)acosf(((*this)*v2) / (this->length()*v2.length()));
|
||||
}
|
||||
|
||||
// computes the angle between 2 arbitrary normalized vectors
|
||||
T angle_normalized(const Vector3<T> &v1, const Vector3<T> &v2)
|
||||
{
|
||||
return (T)acosf(v1*v2);
|
||||
}
|
||||
|
||||
// check if any elements are NAN
|
||||
bool is_nan(void)
|
||||
{
|
||||
return isnan(x) || isnan(y) || isnan(z);
|
||||
}
|
||||
|
||||
// check if any elements are infinity
|
||||
bool is_inf(void)
|
||||
{
|
||||
return isinf(x) || isinf(y) || isinf(z);
|
||||
}
|
||||
|
||||
// rotate by a standard rotation
|
||||
void rotate(enum Rotation rotation);
|
||||
|
||||
};
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user