Archival snapshot of the Virtual World Entertainment Tesla cockpit software, 1994-1996: MUNGA engine and L4 pod layer source (Borland C++ 5.0), BT/RP game code, and game content (models, audio, maps, gauges, Division renderer data). Includes third-party libraries: Division dVS/DPL graphics, HMI SOS audio, WATTCP networking. Files are preserved byte-for-byte (.gitattributes disables all line-ending conversion). README.md documents the layout, target hardware, and toolchain. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
422 lines
8.3 KiB
C++
422 lines
8.3 KiB
C++
//===========================================================================//
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// File: vector3d.hh //
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// Project: MUNGA Brick: Math Library //
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// Contents: Interface specification for vector classes //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 11/19/94 JMA Initial coding. //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1994-1995, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#if !defined(VECTOR3D_HPP)
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# define VECTOR3D_HPP
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# if !defined(MEMSTRM_HPP)
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# include <memstrm.hpp>
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# endif
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# if !defined(SCALAR_HPP)
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# include <scalar.hpp>
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# endif
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class AbstractVector3D;
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class Vector3D;
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class LBE3Vector3D;
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class TIVector3D;
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class AffineMatrix;
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class LinearMatrix;
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class Matrix4x4;
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class Point3D;
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enum Axes {
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X_Axis,
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Y_Axis,
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Z_Axis,
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W_Axis
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~ AbstractVector3D ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class AbstractVector3D
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{
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public:
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Scalar
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x,
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y,
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z;
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#if defined(USE_SIGNATURE)
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friend int
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Is_Signature_Bad(const volatile AbstractVector3D *p);
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#endif
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//
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// Assignment operators
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//
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AbstractVector3D&
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operator=(const AbstractVector3D& v);
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//
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// "Close-enough" comparators
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//
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friend Logical
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Small_Enough(
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const AbstractVector3D &v,
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Scalar e=SMALL
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);
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Logical
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operator!() const
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{return Small_Enough(*this, SMALL);}
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friend Logical
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Close_Enough(
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const AbstractVector3D &v1,
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const AbstractVector3D &v2,
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Scalar e=SMALL
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);
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Logical
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operator==(const AbstractVector3D& v) const
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{return Close_Enough(*this,v,SMALL);}
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Logical
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operator!=(const AbstractVector3D& v) const
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{return !Close_Enough(*this,v,SMALL);}
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Logical
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TestInstance() const;
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protected:
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AbstractVector3D()
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{}
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AbstractVector3D(
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Scalar x,
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Scalar y,
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Scalar z
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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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};
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inline MemoryStream&
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MemoryStream_Read(
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MemoryStream* stream,
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AbstractVector3D *output
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)
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{return stream->ReadBytes(output, sizeof(*output));}
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inline MemoryStream&
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MemoryStream_Write(
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MemoryStream* stream,
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const AbstractVector3D *input
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)
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{return stream->WriteBytes(input, sizeof(*input));}
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class LBE3Vector3D;
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class TIVector3D;
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class AffineMatrix;
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class LinearMatrix;
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class Matrix4x4;
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class Point3D;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Vector3D ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class Vector3D:
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public AbstractVector3D
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{
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public:
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static const Vector3D
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Identity;
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//
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// Constructors
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//
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Vector3D()
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{}
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Vector3D(
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Scalar x,
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Scalar y,
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Scalar z
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):
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AbstractVector3D(x,y,z)
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{}
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//
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// Assignment operators
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//
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Vector3D&
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operator=(const Vector3D &vector)
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{
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Check_Pointer(this); Check(&vector);
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AbstractVector3D::operator=(vector); return *this;
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}
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Vector3D&
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operator=(const LBE3Vector3D &vector);
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Vector3D&
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operator=(const TIVector3D &vector);
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// Comparison operator (for sorting by length, GDU 1/26/96)
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Logical
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operator>(const Vector3D &v) const
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{
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Check(this); Check(&v);
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return LengthSquared() > v.LengthSquared();
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}
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Logical
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operator<(const Vector3D &v) const
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{
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Check(this); Check(&v);
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return LengthSquared() < v.LengthSquared();
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}
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//
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// Indexing operations
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//
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const Scalar&
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operator[](size_t index) const
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{Check_Pointer(this); Warn(index>Z_Axis); return (&x)[index];}
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Scalar&
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operator[](size_t index)
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{Check_Pointer(this); Warn(index>Z_Axis); return (&x)[index];}
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//
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// The following operators all assume that this points to the destination
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// of the operation results
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//
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Vector3D&
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Negate(const Vector3D &v);
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Vector3D&
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Add(
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const Vector3D& v1,
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const Vector3D& v2
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);
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Vector3D&
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AddScaled(
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const Vector3D& v1,
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const Vector3D& v2,
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Scalar scale
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);
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Vector3D&
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operator+=(const Vector3D& v)
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{return Add(*this,v);}
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Vector3D&
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Subtract(
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const Vector3D& v1,
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const Vector3D& v2
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);
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Vector3D&
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operator-=(const Vector3D& v)
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{return Subtract(*this,v);}
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Scalar
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operator*(const Vector3D& v) const
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{Check(this); Check(&v); return x*v.x + y*v.y + z*v.z;}
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Vector3D&
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Cross(
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const Vector3D& v1,
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const Vector3D& v2
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);
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Vector3D&
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Multiply(
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const Vector3D& v,
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Scalar Scale
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);
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Vector3D&
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operator*=(Scalar v)
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{return Multiply(*this,v);}
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Vector3D&
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Multiply(
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const Vector3D& v1,
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const Vector3D& v2
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);
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Vector3D&
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operator*=(const Vector3D &v)
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{return Multiply(*this,v);}
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Vector3D&
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Divide(
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const Vector3D& v,
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Scalar scale
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);
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Vector3D&
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operator/=(Scalar v)
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{return Divide(*this,v);}
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Vector3D&
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Divide(
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const Vector3D& v1,
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const Vector3D& v2
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);
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Vector3D&
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operator/=(const Vector3D &v)
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{return Divide(*this,v);}
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//
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// Transform operators
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//
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Vector3D&
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Multiply(
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const Vector3D &v,
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const AffineMatrix &m
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);
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Vector3D&
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operator*=(const AffineMatrix &m)
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{Vector3D src(*this); return Multiply(src,m);}
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Vector3D&
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MultiplyByInverse(
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const Vector3D &v,
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const LinearMatrix &m
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);
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//
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// Miscellaneous functions
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//
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Scalar
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LengthSquared() const
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{Check(this); return x*x + y*y + z*z;}
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Scalar
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Length() const
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{return Sqrt(LengthSquared());}
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Vector3D&
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Normalize(const Vector3D &v);
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Vector3D&
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Combine(
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const Vector3D& v1,
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Scalar t1,
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const Vector3D& v2,
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Scalar t2
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);
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//
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// Template support
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//
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Vector3D&
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Lerp(
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const Vector3D& v1,
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const Vector3D& v2,
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Scalar t
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)
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{return Combine(v1,1.0f-t,v2,t);}
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//
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// Support functions
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//
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friend ostream&
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operator<<(
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ostream& stream,
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const Vector3D& v
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);
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static Logical
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TestClass();
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~ Vector3D functions ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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void
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Convert_From_Ascii(
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const char *str,
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Vector3D *vector_3D
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~ LBE3Vector3D ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class LBE3Vector3D:
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public AbstractVector3D
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{
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public:
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//
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// Constructors
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//
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LBE3Vector3D()
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{}
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LBE3Vector3D(
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Scalar x,
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Scalar y,
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Scalar z
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):
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AbstractVector3D(x,y,z)
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{}
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//
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// Assignment operators
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//
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LBE3Vector3D&
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operator=(const LBE3Vector3D &vector)
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{
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Check_Pointer(this); Check(&vector);
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AbstractVector3D::operator=(vector); return *this;
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}
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LBE3Vector3D&
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operator=(const Vector3D& vector);
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LBE3Vector3D&
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operator=(const TIVector3D &vector);
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//
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// Support functions
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//
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friend ostream&
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operator<<(
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ostream &stream,
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const LBE3Vector3D &vector
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);
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static Logical
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TestClass();
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~ TIVector3D ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class TIVector3D:
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public AbstractVector3D
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{
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public:
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//
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// Constructors
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//
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TIVector3D()
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{}
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TIVector3D(
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Scalar x,
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Scalar y,
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Scalar z
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):
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AbstractVector3D(x,y,z)
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{}
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//
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// Assignment operators
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//
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TIVector3D&
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operator=(const TIVector3D &vector)
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{
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Check_Pointer(this); Check(&vector);
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AbstractVector3D::operator=(vector); return *this;
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}
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TIVector3D&
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operator=(const Vector3D &vector);
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TIVector3D&
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operator=(const LBE3Vector3D &vector);
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//
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// Support functions
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//
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friend ostream&
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operator<<(
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ostream &stream,
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const TIVector3D &vector
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);
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static Logical
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TestClass();
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};
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#endif
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