forked from bartvdbraak/blender
280 lines
6.8 KiB
C++
Executable File
280 lines
6.8 KiB
C++
Executable File
/*
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* SOLID - Software Library for Interference Detection
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*
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* Copyright (C) 2001-2003 Dtecta. All rights reserved.
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*
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* This library may be distributed under the terms of the Q Public License
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* (QPL) as defined by Trolltech AS of Norway and appearing in the file
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* LICENSE.QPL included in the packaging of this file.
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*
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* This library may be distributed and/or modified under the terms of the
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* GNU General Public License (GPL) version 2 as published by the Free Software
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* Foundation and appearing in the file LICENSE.GPL included in the
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* packaging of this file.
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*
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* This library is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
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* WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
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*
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* Commercial use or any other use of this library not covered by either
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* the QPL or the GPL requires an additional license from Dtecta.
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* Please contact info@dtecta.com for enquiries about the terms of commercial
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* use of this library.
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*/
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#ifndef VECTOR3_H
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#define VECTOR3_H
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#include <cassert>
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#include "Tuple3.h"
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namespace MT {
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template <typename Scalar>
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class Vector3 : public Tuple3<Scalar> {
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public:
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Vector3() {}
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template <typename Scalar2>
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explicit Vector3(const Scalar2 *v) : Tuple3<Scalar>(v) {}
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template <typename Scalar2>
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Vector3(const Scalar2& x, const Scalar2& y, const Scalar2& z)
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: Tuple3<Scalar>(x, y, z)
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{}
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Vector3<Scalar>& operator+=(const Vector3<Scalar>& v)
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{
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this->m_co[0] += v[0]; this->m_co[1] += v[1]; this->m_co[2] += v[2];
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return *this;
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}
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Vector3<Scalar>& operator-=(const Vector3<Scalar>& v)
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{
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this->m_co[0] -= v[0]; this->m_co[1] -= v[1]; this->m_co[2] -= v[2];
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return *this;
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}
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Vector3<Scalar>& operator*=(const Scalar& s)
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{
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this->m_co[0] *= s; this->m_co[1] *= s; this->m_co[2] *= s;
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return *this;
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}
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Vector3<Scalar>& operator/=(const Scalar& s)
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{
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assert(s != Scalar(0.0));
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return *this *= Scalar(1.0) / s;
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}
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Scalar dot(const Vector3<Scalar>& v) const
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{
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return this->m_co[0] * v[0] + this->m_co[1] * v[1] + this->m_co[2] * v[2];
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}
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Scalar length2() const
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{
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return dot(*this);
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}
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Scalar length() const
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{
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return Scalar_traits<Scalar>::sqrt(length2());
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}
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Scalar distance2(const Vector3<Scalar>& v) const
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{
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return (v - *this).length2();
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}
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Scalar distance(const Vector3<Scalar>& v) const
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{
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return (v - *this).length();
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}
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Vector3<Scalar>& normalize()
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{
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return *this /= length();
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}
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Vector3<Scalar> normalized() const
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{
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return *this / length();
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}
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Scalar angle(const Vector3<Scalar>& v) const
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{
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Scalar s = Scalar_traits<Scalar>::sqrt(length2() * v.length2());
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assert(s != Scalar(0.0));
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return Scalar_traits<Scalar>::acos(dot(v) / s);
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}
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Vector3<Scalar> absolute() const
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{
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return Vector3<Scalar>(Scalar_traits<Scalar>::abs(this->m_co[0]),
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Scalar_traits<Scalar>::abs(this->m_co[1]),
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Scalar_traits<Scalar>::abs(this->m_co[2]));
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}
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Vector3<Scalar> cross(const Vector3<Scalar>& v) const
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{
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return Vector3<Scalar>(this->m_co[1] * v[2] - this->m_co[2] * v[1],
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this->m_co[2] * v[0] - this->m_co[0] * v[2],
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this->m_co[0] * v[1] - this->m_co[1] * v[0]);
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}
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Scalar triple(const Vector3<Scalar>& v1, const Vector3<Scalar>& v2) const
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{
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return this->m_co[0] * (v1[1] * v2[2] - v1[2] * v2[1]) +
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this->m_co[1] * (v1[2] * v2[0] - v1[0] * v2[2]) +
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this->m_co[2] * (v1[0] * v2[1] - v1[1] * v2[0]);
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}
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int minAxis() const
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{
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return this->m_co[0] < this->m_co[1] ? (this->m_co[0] < this->m_co[2] ? 0 : 2) : (this->m_co[1] < this->m_co[2] ? 1 : 2);
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}
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int maxAxis() const
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{
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return this->m_co[0] < this->m_co[1] ? (this->m_co[1] < this->m_co[2] ? 2 : 1) : (this->m_co[0] < this->m_co[2] ? 2 : 0);
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}
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int furthestAxis() const
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{
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return absolute().minAxis();
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}
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int closestAxis() const
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{
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return absolute().maxAxis();
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}
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Vector3<Scalar> lerp(const Vector3<Scalar>& v, const Scalar& t) const
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{
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return Vector3<Scalar>(this->m_co[0] + (v[0] - this->m_co[0]) * t,
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this->m_co[1] + (v[1] - this->m_co[1]) * t,
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this->m_co[2] + (v[2] - this->m_co[2]) * t);
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}
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static Vector3<Scalar> random()
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{
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Scalar z = Scalar(2.0) * Scalar_traits<Scalar>::random() - Scalar(1.0);
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Scalar r = Scalar_traits<Scalar>::sqrt(Scalar(1.0) - z * z);
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Scalar t = Scalar_traits<Scalar>::TwoTimesPi() * Scalar_traits<Scalar>::random();
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return Vector3<Scalar>(r * Scalar_traits<Scalar>::cos(t),
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r * Scalar_traits<Scalar>::sin(t),
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z);
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}
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};
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template <typename Scalar>
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inline Vector3<Scalar>
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operator+(const Vector3<Scalar>& v1, const Vector3<Scalar>& v2)
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{
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return Vector3<Scalar>(v1[0] + v2[0], v1[1] + v2[1], v1[2] + v2[2]);
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}
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template <typename Scalar>
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inline Vector3<Scalar>
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operator-(const Vector3<Scalar>& v1, const Vector3<Scalar>& v2)
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{
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return Vector3<Scalar>(v1[0] - v2[0], v1[1] - v2[1], v1[2] - v2[2]);
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}
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template <typename Scalar>
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inline Vector3<Scalar>
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operator-(const Vector3<Scalar>& v)
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{
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return Vector3<Scalar>(-v[0], -v[1], -v[2]);
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}
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template <typename Scalar>
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inline Vector3<Scalar>
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operator*(const Vector3<Scalar>& v, const Scalar& s)
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{
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return Vector3<Scalar>(v[0] * s, v[1] * s, v[2] * s);
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}
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template <typename Scalar>
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inline Vector3<Scalar>
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operator*(const Scalar& s, const Vector3<Scalar>& v)
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{
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return v * s;
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}
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template <typename Scalar>
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inline Vector3<Scalar>
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operator/(const Vector3<Scalar>& v, const Scalar& s)
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{
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assert(s != Scalar(0.0));
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return v * (Scalar(1.0) / s);
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}
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template <typename Scalar>
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inline Scalar
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dot(const Vector3<Scalar>& v1, const Vector3<Scalar>& v2)
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{
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return v1.dot(v2);
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}
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template <typename Scalar>
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inline Scalar
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length2(const Vector3<Scalar>& v)
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{
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return v.length2();
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}
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template <typename Scalar>
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inline Scalar
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length(const Vector3<Scalar>& v)
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{
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return v.length();
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}
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template <typename Scalar>
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inline Scalar
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distance2(const Vector3<Scalar>& v1, const Vector3<Scalar>& v2)
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{
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return v1.distance2(v2);
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}
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template <typename Scalar>
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inline Scalar
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distance(const Vector3<Scalar>& v1, const Vector3<Scalar>& v2)
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{
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return v1.distance(v2);
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}
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template <typename Scalar>
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inline Scalar
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angle(const Vector3<Scalar>& v1, const Vector3<Scalar>& v2)
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{
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return v1.angle(v2);
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}
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template <typename Scalar>
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inline Vector3<Scalar>
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cross(const Vector3<Scalar>& v1, const Vector3<Scalar>& v2)
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{
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return v1.cross(v2);
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}
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template <typename Scalar>
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inline Scalar
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triple(const Vector3<Scalar>& v1, const Vector3<Scalar>& v2, const Vector3<Scalar>& v3)
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{
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return v1.triple(v2, v3);
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}
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template <typename Scalar>
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inline Vector3<Scalar>
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lerp(const Vector3<Scalar>& v1, const Vector3<Scalar>& v2, const Scalar& t)
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{
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return v1.lerp(v2, t);
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}
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}
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#endif
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