498 lines
18 KiB
Plaintext
498 lines
18 KiB
Plaintext
// Filename: lvector3_src.I
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// Created by: drose (24Sep99)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) Carnegie Mellon University. All rights reserved.
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//
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// All use of this software is subject to the terms of the revised BSD
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// license. You should have received a copy of this license along
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// with this source code in a file named "LICENSE."
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//
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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// Function: LVector3::Default Constructor
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATNAME(LVector3)::
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FLOATNAME(LVector3)() {
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}
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////////////////////////////////////////////////////////////////////
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// Function: LVector3::Copy Constructor
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATNAME(LVector3)::
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FLOATNAME(LVector3)(const FLOATNAME(LVecBase3) ©) : FLOATNAME(LVecBase3)(copy) {
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}
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////////////////////////////////////////////////////////////////////
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// Function: LVector3::Copy Assignment Operator
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATNAME(LVector3) &FLOATNAME(LVector3)::
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operator = (const FLOATNAME(LVecBase3) ©) {
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FLOATNAME(LVecBase3)::operator = (copy);
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return *this;
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}
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////////////////////////////////////////////////////////////////////
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// Function: LVector3::Copy Fill Operator
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATNAME(LVector3) &FLOATNAME(LVector3)::
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operator = (FLOATTYPE fill_value) {
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FLOATNAME(LVecBase3)::operator = (fill_value);
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return *this;
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}
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////////////////////////////////////////////////////////////////////
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// Function: LVector3::Constructor
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATNAME(LVector3)::
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FLOATNAME(LVector3)(FLOATTYPE fill_value) :
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FLOATNAME(LVecBase3)(fill_value)
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{
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}
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////////////////////////////////////////////////////////////////////
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// Function: LVector3::Constructor
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATNAME(LVector3)::
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FLOATNAME(LVector3)(FLOATTYPE x, FLOATTYPE y, FLOATTYPE z) :
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FLOATNAME(LVecBase3)(x, y, z)
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{
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}
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////////////////////////////////////////////////////////////////////
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// Function: LVector3::zero Named Constructor
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// Access: Published
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// Description: Returns a zero-length vector.
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH const FLOATNAME(LVector3) &FLOATNAME(LVector3)::
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zero() {
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return (const FLOATNAME(LVector3) &)FLOATNAME(LVecBase3)::zero();
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}
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////////////////////////////////////////////////////////////////////
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// Function: LVector3::unit_x Named Constructor
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// Access: Published
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// Description: Returns a unit X vector.
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH const FLOATNAME(LVector3) &FLOATNAME(LVector3)::
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unit_x() {
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return (const FLOATNAME(LVector3) &)FLOATNAME(LVecBase3)::unit_x();
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}
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////////////////////////////////////////////////////////////////////
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// Function: LVector3::unit_y Named Constructor
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// Access: Published
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// Description: Returns a unit Y vector.
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH const FLOATNAME(LVector3) &FLOATNAME(LVector3)::
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unit_y() {
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return (const FLOATNAME(LVector3) &)FLOATNAME(LVecBase3)::unit_y();
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}
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////////////////////////////////////////////////////////////////////
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// Function: LVector3::unit_z Named Constructor
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// Access: Published
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// Description: Returns a unit Z vector.
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH const FLOATNAME(LVector3) &FLOATNAME(LVector3)::
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unit_z() {
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return (const FLOATNAME(LVector3) &)FLOATNAME(LVecBase3)::unit_z();
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}
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////////////////////////////////////////////////////////////////////
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// Function: LVector3::get_xy
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// Access: Public
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// Description: Returns a 2-component vector that shares just the
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// first two components of this vector.
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATNAME(LVector2) FLOATNAME(LVector3)::
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get_xy() const {
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return FLOATNAME(LVector2)(_v.v._0, _v.v._1);
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}
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////////////////////////////////////////////////////////////////////
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// Function: LVector3::get_xz
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// Access: Public
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// Description: Returns a 2-component vector that shares just the
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// first and last components of this vector.
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATNAME(LVector2) FLOATNAME(LVector3)::
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get_xz() const {
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return FLOATNAME(LVector2)(_v.v._0, _v.v._2);
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}
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////////////////////////////////////////////////////////////////////
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// Function: LVector3::get_yz
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// Access: Public
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// Description: Returns a 2-component vector that shares just the
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// last two components of this vector.
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATNAME(LVector2) FLOATNAME(LVector3)::
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get_yz() const {
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return FLOATNAME(LVector2)(_v.v._1, _v.v._2);
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}
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////////////////////////////////////////////////////////////////////
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// Function: LVector3::unary -
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATNAME(LVector3) FLOATNAME(LVector3)::
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operator - () const {
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return FLOATNAME(LVecBase3)::operator - ();
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}
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////////////////////////////////////////////////////////////////////
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// Function: LVector3::vector + vecbase
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATNAME(LVecBase3) FLOATNAME(LVector3)::
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operator + (const FLOATNAME(LVecBase3) &other) const {
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return FLOATNAME(LVecBase3)::operator + (other);
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}
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////////////////////////////////////////////////////////////////////
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// Function: LVector3::vector + vector
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATNAME(LVector3) FLOATNAME(LVector3)::
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operator + (const FLOATNAME(LVector3) &other) const {
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return FLOATNAME(LVecBase3)::operator + (other);
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}
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////////////////////////////////////////////////////////////////////
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// Function: LVector3::vector - vecbase
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATNAME(LVecBase3) FLOATNAME(LVector3)::
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operator - (const FLOATNAME(LVecBase3) &other) const {
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return FLOATNAME(LVecBase3)::operator - (other);
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}
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////////////////////////////////////////////////////////////////////
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// Function: LVector3::vector - vector
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATNAME(LVector3) FLOATNAME(LVector3)::
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operator - (const FLOATNAME(LVector3) &other) const {
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return FLOATNAME(LVecBase3)::operator - (other);
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}
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////////////////////////////////////////////////////////////////////
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// Function: LVector3::cross
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATNAME(LVector3) FLOATNAME(LVector3)::
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cross(const FLOATNAME(LVecBase3) &other) const {
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return FLOATNAME(LVecBase3)::cross(other);
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}
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////////////////////////////////////////////////////////////////////
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// Function: LVector3::project
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// Access: Published
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// Description: Returns a new vector representing the projection of
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// this vector onto another one. The resulting vector
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// will be a scalar multiple of onto.
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATNAME(LVector3) FLOATNAME(LVector3)::
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project(const FLOATNAME(LVecBase3) &onto) const {
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return FLOATNAME(LVecBase3)::project(onto);
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}
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////////////////////////////////////////////////////////////////////
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// Function: LVector::angle_rad
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// Access: Published
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// Description: Returns the unsigned angle between this vector and
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// the other one, expressed in radians. Both vectors
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// should be initially normalized.
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATTYPE FLOATNAME(LVector3)::
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angle_rad(const FLOATNAME(LVector3) &other) const {
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// This algorithm yields better results than acos(dot(other)), which
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// behaves poorly as dot(other) approaches 1.0.
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if (dot(other) < 0.0f) {
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FLOATTYPE a = ((*this)+other).length() / 2.0f;
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return MathNumbers::cpi((FLOATTYPE)0.0f) - 2.0f * casin(min(a, (FLOATTYPE)1.0));
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} else {
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FLOATTYPE a = ((*this)-other).length() / 2.0f;
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return 2.0f * casin(min(a, (FLOATTYPE)1.0));
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: LVector::angle_deg
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// Access: Published
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// Description: Returns the angle between this vector and the other
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// one, expressed in degrees. Both vectors should be
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// initially normalized.
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATTYPE FLOATNAME(LVector3)::
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angle_deg(const FLOATNAME(LVector3) &other) const {
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return rad_2_deg(angle_rad(other));
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}
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////////////////////////////////////////////////////////////////////
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// Function: LVector::signed_angle_rad
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// Access: Published
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// Description: returns the signed angle between two vectors.
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// The angle is positive if the rotation from this
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// vector to other is clockwise when looking in the
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// direction of the ref vector.
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//
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// Vectors (except the ref vector) should be initially
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// normalized.
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATTYPE FLOATNAME(LVector3)::
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signed_angle_rad(const FLOATNAME(LVector3) &other,
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const FLOATNAME(LVector3) &ref) const {
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FLOATTYPE angle = angle_rad(other);
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if (cross(other).dot(ref) < 0.0f) {
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angle = -angle;
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}
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return angle;
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}
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////////////////////////////////////////////////////////////////////
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// Function: LVector::signed_angle_deg
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// Access: Published
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// Description: Returns the signed angle between two vectors.
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// The angle is positive if the rotation from this
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// vector to other is clockwise when looking in the
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// direction of the ref vector.
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//
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// Vectors (except the ref vector) should be initially
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// normalized.
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATTYPE FLOATNAME(LVector3)::
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signed_angle_deg(const FLOATNAME(LVector3) &other,
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const FLOATNAME(LVector3) &ref) const {
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return rad_2_deg(signed_angle_rad(other, ref));
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}
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////////////////////////////////////////////////////////////////////
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// Function: LVector::relative_angle_rad
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// Access: Published
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// Description: This method is deprecated. Do not use.
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATTYPE FLOATNAME(LVector3)::
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relative_angle_rad(const FLOATNAME(LVector3) &other) const {
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return atan2((_v.v._0*other._v.v._1)-(_v.v._1*other._v.v._0), dot(other));
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}
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////////////////////////////////////////////////////////////////////
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// Function: LVector::relative_angle_deg
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// Access: Published
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// Description: This method is deprecated. Do not use.
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATTYPE FLOATNAME(LVector3)::
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relative_angle_deg(const FLOATNAME(LVector3) &other) const {
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return relative_angle_rad(other)*180/3.1415926535;
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}
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////////////////////////////////////////////////////////////////////
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// Function: LVector3::operator * scalar
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATNAME(LVector3) FLOATNAME(LVector3)::
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operator * (FLOATTYPE scalar) const {
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return FLOATNAME(LVector3)(FLOATNAME(LVecBase3)::operator * (scalar));
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}
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////////////////////////////////////////////////////////////////////
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// Function: LVector3::operator / scalar
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATNAME(LVector3) FLOATNAME(LVector3)::
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operator / (FLOATTYPE scalar) const {
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FLOATTYPE recip_scalar = 1.0f/scalar;
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return FLOATNAME(LVector3)(FLOATNAME(LVecBase3)::operator * (recip_scalar));
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}
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////////////////////////////////////////////////////////////////////
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// Function: LVector3::up
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// Access: Published, Static
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// Description: Returns the up vector for the given coordinate
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// system.
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATNAME(LVector3) FLOATNAME(LVector3)::
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up(CoordinateSystem cs) {
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if (cs == CS_default) {
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cs = get_default_coordinate_system();
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}
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switch (cs) {
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case CS_zup_right:
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case CS_zup_left:
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return FLOATNAME(LVector3)(0.0f, 0.0f, 1.0f);
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case CS_yup_right:
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case CS_yup_left:
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return FLOATNAME(LVector3)(0.0f, 1.0f, 0.0f);
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default:
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linmath_cat.error()
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<< "Invalid coordinate system!\n";
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return FLOATNAME(LVector3)(0.0f, 0.0f, 0.0f);
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: LVector3::right
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// Access: Published, Static
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// Description: Returns the right vector for the given coordinate
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// system.
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATNAME(LVector3) FLOATNAME(LVector3)::
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right(CoordinateSystem) {
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return FLOATNAME(LVector3)(1.0f, 0.0f, 0.0f);
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}
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////////////////////////////////////////////////////////////////////
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// Function: LVector3::forward
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// Access: Published, Static
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// Description: Returns the forward vector for the given coordinate
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// system.
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATNAME(LVector3) FLOATNAME(LVector3)::
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forward(CoordinateSystem cs) {
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if (cs == CS_default) {
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cs = get_default_coordinate_system();
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}
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switch (cs) {
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case CS_zup_right:
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return FLOATNAME(LVector3)(0.0f, 1.0f, 0.0f);
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case CS_zup_left:
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return FLOATNAME(LVector3)(0.0f, -1.0f, 0.0f);
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case CS_yup_right:
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return FLOATNAME(LVector3)(0.0f, 0.0f, -1.0f);
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case CS_yup_left:
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return FLOATNAME(LVector3)(0.0f, 0.0f, 1.0f);
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default:
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linmath_cat.error()
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<< "Invalid coordinate system!\n";
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return FLOATNAME(LVector3)(0.0f, 0.0f, 0.0f);
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: LVector3::down
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// Access: Published, Static
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// Description: Returns the down vector for the given coordinate
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// system.
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATNAME(LVector3) FLOATNAME(LVector3)::
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down(CoordinateSystem cs) {
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return -up(cs);
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}
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////////////////////////////////////////////////////////////////////
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// Function: LVector3::left
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// Access: Published, Static
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// Description: Returns the left vector for the given coordinate
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// system.
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATNAME(LVector3) FLOATNAME(LVector3)::
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left(CoordinateSystem cs) {
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return -right(cs);
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}
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////////////////////////////////////////////////////////////////////
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// Function: LVector3::back
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// Access: Published, Static
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// Description: Returns the back vector for the given coordinate
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// system.
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH FLOATNAME(LVector3) FLOATNAME(LVector3)::
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back(CoordinateSystem cs) {
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return -forward(cs);
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}
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////////////////////////////////////////////////////////////////////
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// Function: LVector3::rfu
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// Access: Published, Static
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// Description: Returns a vector that is described by its right,
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// forward, and up components, in whatever way the
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// coordinate system represents that vector.
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////////////////////////////////////////////////////////////////////
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//INLINE_LINMATH FLOATNAME(LVector3) & FLOATNAME(LVector3)::
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INLINE_LINMATH FLOATNAME(LVector3) FLOATNAME(LVector3)::
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rfu(FLOATTYPE right_v, FLOATTYPE fwd_v, FLOATTYPE up_v,
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CoordinateSystem cs) {
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/* return forward(cs) * fwd_v + up(cs) * up_v + right(cs) * right_v; */
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// fast implementation of above for axis-aligned coordinate systems
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if (cs == CS_default) {
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cs = get_default_coordinate_system();
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}
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FLOATTYPE vy,vz;
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switch(cs) {
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case CS_yup_right:
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vz = -fwd_v;
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vy = up_v;
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break;
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case CS_yup_left:
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vz = fwd_v;
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vy = up_v;
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break;
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case CS_zup_right:
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vy = fwd_v;
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vz = up_v;
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break;
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case CS_zup_left:
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vy = -fwd_v;
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vz = up_v;
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default:
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linmath_cat.error()
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<< "Invalid coordinate system!\n";
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return FLOATNAME(LVector3)(0.0f, 0.0f, 0.0f);
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}
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return FLOATNAME(LVector3)(right_v,vy,vz);
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}
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#ifdef HAVE_PYTHON
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////////////////////////////////////////////////////////////////////
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// Function: LVector3::python_repr
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE_LINMATH void FLOATNAME(LVector3)::
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python_repr(ostream &out, const string &class_name) const {
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FLOATNAME(LVecBase3)::python_repr(out, class_name);
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}
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#endif // HAVE_PYTHON
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