219 lines
5 KiB
Text
219 lines
5 KiB
Text
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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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* @file lpoint3_src.I
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* @author drose
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* @date 1999-09-25
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*/
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/**
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*
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*/
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INLINE_LINMATH FLOATNAME(LPoint3)::
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FLOATNAME(LPoint3)(const FLOATNAME(LVecBase3) ©) : FLOATNAME(LVecBase3)(copy) {
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}
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/**
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*
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*/
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INLINE_LINMATH FLOATNAME(LPoint3)::
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FLOATNAME(LPoint3)(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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*
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*/
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INLINE_LINMATH FLOATNAME(LPoint3)::
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FLOATNAME(LPoint3)(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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*
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*/
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INLINE_LINMATH FLOATNAME(LPoint3)::
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FLOATNAME(LPoint3)(const FLOATNAME(LVecBase2) ©, FLOATTYPE z) :
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FLOATNAME(LVecBase3)(copy, z)
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{
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}
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/**
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* Returns a zero-length point.
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*/
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INLINE_LINMATH const FLOATNAME(LPoint3) &FLOATNAME(LPoint3)::
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zero() {
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return (const FLOATNAME(LPoint3) &)FLOATNAME(LVecBase3)::zero();
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}
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/**
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* Returns a unit X point.
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*/
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INLINE_LINMATH const FLOATNAME(LPoint3) &FLOATNAME(LPoint3)::
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unit_x() {
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return (const FLOATNAME(LPoint3) &)FLOATNAME(LVecBase3)::unit_x();
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}
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/**
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* Returns a unit Y point.
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*/
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INLINE_LINMATH const FLOATNAME(LPoint3) &FLOATNAME(LPoint3)::
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unit_y() {
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return (const FLOATNAME(LPoint3) &)FLOATNAME(LVecBase3)::unit_y();
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}
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/**
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* Returns a unit Z point.
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*/
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INLINE_LINMATH const FLOATNAME(LPoint3) &FLOATNAME(LPoint3)::
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unit_z() {
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return (const FLOATNAME(LPoint3) &)FLOATNAME(LVecBase3)::unit_z();
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}
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/**
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* Returns a 2-component vector that shares just the first two components of
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* this vector.
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*/
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INLINE_LINMATH FLOATNAME(LPoint2) FLOATNAME(LPoint3)::
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get_xy() const {
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return FLOATNAME(LPoint2)(_v(0), _v(1));
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}
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/**
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* Returns a 2-component vector that shares just the first and last components
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* of this vector.
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*/
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INLINE_LINMATH FLOATNAME(LPoint2) FLOATNAME(LPoint3)::
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get_xz() const {
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return FLOATNAME(LPoint2)(_v(0), _v(2));
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}
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/**
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* Returns a 2-component vector that shares just the last two components of
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* this vector.
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*/
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INLINE_LINMATH FLOATNAME(LPoint2) FLOATNAME(LPoint3)::
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get_yz() const {
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return FLOATNAME(LPoint2)(_v(1), _v(2));
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}
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/**
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*
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*/
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INLINE_LINMATH FLOATNAME(LPoint3) FLOATNAME(LPoint3)::
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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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*
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*/
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INLINE_LINMATH FLOATNAME(LVecBase3) FLOATNAME(LPoint3)::
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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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*
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*/
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INLINE_LINMATH FLOATNAME(LPoint3) FLOATNAME(LPoint3)::
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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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*
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*/
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INLINE_LINMATH FLOATNAME(LVecBase3) FLOATNAME(LPoint3)::
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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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*
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*/
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INLINE_LINMATH FLOATNAME(LVector3) FLOATNAME(LPoint3)::
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operator - (const FLOATNAME(LPoint3) &other) const {
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return FLOATNAME(LVecBase3)::operator - (other);
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}
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/**
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*
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*/
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INLINE_LINMATH FLOATNAME(LPoint3) FLOATNAME(LPoint3)::
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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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*
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*/
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INLINE_LINMATH FLOATNAME(LPoint3) FLOATNAME(LPoint3)::
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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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#ifndef FLOATTYPE_IS_INT
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/**
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* Normalizes the vector and returns the normalized vector as a copy. If the
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* vector was a zero-length vector, a zero length vector will be returned.
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*/
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INLINE_LINMATH FLOATNAME(LPoint3) FLOATNAME(LPoint3)::
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normalized() const {
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return FLOATNAME(LVecBase3)::normalized();
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}
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/**
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* Returns a new vector representing the projection of this vector onto
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* another one. The resulting vector will be a scalar multiple of onto.
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*/
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INLINE_LINMATH FLOATNAME(LPoint3) FLOATNAME(LPoint3)::
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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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#endif // FLOATTYPE_IS_INT
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/**
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*
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*/
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INLINE_LINMATH FLOATNAME(LPoint3) FLOATNAME(LPoint3)::
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operator * (FLOATTYPE scalar) const {
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return FLOATNAME(LPoint3)(FLOATNAME(LVecBase3)::operator * (scalar));
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}
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/**
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*
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*/
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INLINE_LINMATH FLOATNAME(LPoint3) FLOATNAME(LPoint3)::
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operator / (FLOATTYPE scalar) const {
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return FLOATNAME(LPoint3)(FLOATNAME(LVecBase3)::operator / (scalar));
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}
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/**
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* Returns the origin of the indicated coordinate system. This is always 0,
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* 0, 0 with all of our existing coordinate systems; it's hard to imagine it
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* ever being different.
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*/
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INLINE_LINMATH const FLOATNAME(LPoint3) &FLOATNAME(LPoint3)::
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origin(CoordinateSystem) {
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return FLOATNAME(LPoint3)::zero();
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}
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/**
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* Returns a point described by right, forward, up displacements from the
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* origin, wherever that maps to in the given coordinate system.
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*/
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INLINE_LINMATH FLOATNAME(LPoint3) FLOATNAME(LPoint3)::
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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 origin(cs) +
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FLOATNAME(LVector3)::rfu(right_v, fwd_v, up_v, cs);
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}
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