881 lines
21 KiB
Text
881 lines
21 KiB
Text
/**
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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 lvecBase3_src.I
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* @author drose
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* @date 2000-03-08
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*/
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/**
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*
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*/
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INLINE_LINMATH FLOATNAME(LVecBase3)::
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FLOATNAME(LVecBase3)(FLOATTYPE fill_value) {
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fill(fill_value);
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}
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/**
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*
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*/
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INLINE_LINMATH FLOATNAME(LVecBase3)::
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FLOATNAME(LVecBase3)(FLOATTYPE x, FLOATTYPE y, FLOATTYPE z) {
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TAU_PROFILE("LVecBase3::LVecBase3(FLOATTYPE, ...)", " ", TAU_USER);
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_v(0) = x;
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_v(1) = y;
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_v(2) = z;
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// set(x, y, z);
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}
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/**
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*
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*/
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INLINE_LINMATH FLOATNAME(LVecBase3)::
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FLOATNAME(LVecBase3)(const FLOATNAME(LVecBase2) ©, FLOATTYPE z) {
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set(copy[0], copy[1], z);
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}
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/**
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* Returns a zero-length vector.
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*/
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INLINE_LINMATH const FLOATNAME(LVecBase3) &FLOATNAME(LVecBase3)::
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zero() {
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return _zero;
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}
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/**
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* Returns a unit X vector.
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*/
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INLINE_LINMATH const FLOATNAME(LVecBase3) &FLOATNAME(LVecBase3)::
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unit_x() {
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return _unit_x;
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}
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/**
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* Returns a unit Y vector.
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*/
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INLINE_LINMATH const FLOATNAME(LVecBase3) &FLOATNAME(LVecBase3)::
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unit_y() {
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return _unit_y;
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}
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/**
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* Returns a unit Z vector.
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*/
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INLINE_LINMATH const FLOATNAME(LVecBase3) &FLOATNAME(LVecBase3)::
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unit_z() {
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return _unit_z;
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}
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/**
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*
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*/
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INLINE_LINMATH FLOATTYPE FLOATNAME(LVecBase3)::
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operator [](int i) const {
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nassertr(i >= 0 && i < 3, 0);
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return _v(i);
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}
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/**
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*
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*/
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INLINE_LINMATH FLOATTYPE &FLOATNAME(LVecBase3)::
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operator [](int i) {
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nassertr(i >= 0 && i < 3, _v(0));
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return _v(i);
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}
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/**
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* Returns true if any component of the vector is not-a-number, false
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* otherwise.
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*/
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INLINE_LINMATH bool FLOATNAME(LVecBase3)::
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is_nan() const {
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#ifdef FLOATTYPE_IS_INT
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return false;
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#else
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TAU_PROFILE("bool LVecBase3::is_nan()", " ", TAU_USER);
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return cnan(_v(0)) || cnan(_v(1)) || cnan(_v(2));
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#endif
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}
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/**
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*
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*/
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INLINE_LINMATH FLOATTYPE FLOATNAME(LVecBase3)::
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get_cell(int i) const {
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nassertr(i >= 0 && i < 3, 0);
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return _v(i);
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}
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/**
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*
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*/
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INLINE_LINMATH FLOATTYPE FLOATNAME(LVecBase3)::
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get_x() const {
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return _v(0);
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}
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/**
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*
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*/
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INLINE_LINMATH FLOATTYPE FLOATNAME(LVecBase3)::
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get_y() const {
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return _v(1);
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}
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/**
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*
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*/
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INLINE_LINMATH FLOATTYPE FLOATNAME(LVecBase3)::
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get_z() const {
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return _v(2);
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}
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/**
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*
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*/
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INLINE_LINMATH void FLOATNAME(LVecBase3)::
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set_cell(int i, FLOATTYPE value) {
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nassertv(i >= 0 && i < 3);
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_v(i) = value;
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}
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/**
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*
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*/
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INLINE_LINMATH void FLOATNAME(LVecBase3)::
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set_x(FLOATTYPE value) {
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_v(0) = value;
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}
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/**
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*
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*/
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INLINE_LINMATH void FLOATNAME(LVecBase3)::
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set_y(FLOATTYPE value) {
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_v(1) = value;
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}
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/**
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*
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*/
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INLINE_LINMATH void FLOATNAME(LVecBase3)::
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set_z(FLOATTYPE value) {
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_v(2) = value;
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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(LVecBase2) FLOATNAME(LVecBase3)::
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get_xy() const {
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return FLOATNAME(LVecBase2)(_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(LVecBase2) FLOATNAME(LVecBase3)::
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get_xz() const {
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return FLOATNAME(LVecBase2)(_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(LVecBase2) FLOATNAME(LVecBase3)::
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get_yz() const {
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return FLOATNAME(LVecBase2)(_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 void FLOATNAME(LVecBase3)::
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add_to_cell(int i, FLOATTYPE value) {
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nassertv(i >= 0 && i < 3);
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_v(i) += value;
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}
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/**
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*
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*/
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INLINE_LINMATH void FLOATNAME(LVecBase3)::
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add_x(FLOATTYPE value) {
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_v(0) += value;
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}
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/**
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*
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*/
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INLINE_LINMATH void FLOATNAME(LVecBase3)::
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add_y(FLOATTYPE value) {
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_v(1) += value;
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}
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/**
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*
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*/
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INLINE_LINMATH void FLOATNAME(LVecBase3)::
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add_z(FLOATTYPE value) {
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_v(2) += value;
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}
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/**
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* Returns the address of the first of the three data elements in the vector.
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* The remaining elements occupy the next positions consecutively in memory.
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*/
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INLINE_LINMATH const FLOATTYPE *FLOATNAME(LVecBase3)::
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get_data() const {
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return &_v(0);
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}
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/**
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* Returns an iterator that may be used to traverse the elements of the
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* matrix, STL-style.
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*/
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INLINE_LINMATH FLOATNAME(LVecBase3)::iterator FLOATNAME(LVecBase3)::
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begin() {
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return &_v(0);
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}
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/**
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* Returns an iterator that may be used to traverse the elements of the
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* matrix, STL-style.
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*/
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INLINE_LINMATH FLOATNAME(LVecBase3)::iterator FLOATNAME(LVecBase3)::
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end() {
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return begin() + num_components;
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}
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/**
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* Returns an iterator that may be used to traverse the elements of the
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* matrix, STL-style.
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*/
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INLINE_LINMATH FLOATNAME(LVecBase3)::const_iterator FLOATNAME(LVecBase3)::
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begin() const {
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return &_v(0);
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}
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/**
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* Returns an iterator that may be used to traverse the elements of the
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* matrix, STL-style.
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*/
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INLINE_LINMATH FLOATNAME(LVecBase3)::const_iterator FLOATNAME(LVecBase3)::
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end() const {
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return begin() + num_components;
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}
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/**
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* Sets each element of the vector to the indicated fill_value. This is
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* particularly useful for initializing to zero.
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*/
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INLINE_LINMATH void FLOATNAME(LVecBase3)::
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fill(FLOATTYPE fill_value) {
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TAU_PROFILE("void LVecBase3::fill()", " ", TAU_USER);
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#ifdef HAVE_EIGEN
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_v = EVector3::Constant(fill_value);
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#else
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_v(0) = fill_value;
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_v(1) = fill_value;
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_v(2) = fill_value;
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#endif // HAVE_EIGEN
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}
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/**
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*
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*/
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INLINE_LINMATH void FLOATNAME(LVecBase3)::
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set(FLOATTYPE x, FLOATTYPE y, FLOATTYPE z) {
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TAU_PROFILE("void LVecBase3::set()", " ", TAU_USER);
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_v(0) = x;
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_v(1) = y;
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_v(2) = z;
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}
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/**
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*
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*/
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INLINE_LINMATH FLOATTYPE FLOATNAME(LVecBase3)::
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dot(const FLOATNAME(LVecBase3) &other) const {
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TAU_PROFILE("FLOATTYPE LVecBase3::dot()", " ", TAU_USER);
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#ifdef HAVE_EIGEN
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return _v.dot(other._v);
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#else
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return _v(0) * other._v(0) + _v(1) * other._v(1) + _v(2) * other._v(2);
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#endif // HAVE_EIGEN
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}
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/**
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* Returns the square of the vector's length, cheap and easy.
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*/
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INLINE_LINMATH FLOATTYPE FLOATNAME(LVecBase3)::
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length_squared() const {
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TAU_PROFILE("FLOATTYPE LVecBase3::length_squared()", " ", TAU_USER);
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#ifdef HAVE_EIGEN
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return _v.squaredNorm();
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#else
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return (*this).dot(*this);
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#endif // HAVE_EIGEN
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}
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#ifndef FLOATTYPE_IS_INT
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/**
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* Returns the length of the vector, by the Pythagorean theorem.
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*/
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INLINE_LINMATH FLOATTYPE FLOATNAME(LVecBase3)::
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length() const {
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TAU_PROFILE("FLOATTYPE LVecBase3::length()", " ", TAU_USER);
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#ifdef HAVE_EIGEN
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return _v.norm();
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#else
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return csqrt((*this).dot(*this));
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#endif // HAVE_EIGEN
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}
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/**
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* Normalizes the vector in place. Returns true if the vector was normalized,
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* false if it was a zero-length vector.
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*/
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INLINE_LINMATH bool FLOATNAME(LVecBase3)::
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normalize() {
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TAU_PROFILE("bool LVecBase3::normalize()", " ", TAU_USER);
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FLOATTYPE l2 = length_squared();
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if (l2 == (FLOATTYPE)0.0f) {
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set(0.0f, 0.0f, 0.0f);
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return false;
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} else if (!IS_THRESHOLD_EQUAL(l2, 1.0f, (NEARLY_ZERO(FLOATTYPE) * NEARLY_ZERO(FLOATTYPE)))) {
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(*this) /= csqrt(l2);
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}
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return true;
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}
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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(LVecBase3) FLOATNAME(LVecBase3)::
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normalized() const {
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FLOATTYPE l2 = length_squared();
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if (l2 == (FLOATTYPE)0.0f) {
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return FLOATNAME(LVecBase3)(0.0f);
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}
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return (*this) / csqrt(l2);
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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(LVecBase3) FLOATNAME(LVecBase3)::
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project(const FLOATNAME(LVecBase3) &onto) const {
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return onto * (dot(onto) / onto.length_squared());
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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(LVecBase3) FLOATNAME(LVecBase3)::
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cross(const FLOATNAME(LVecBase3) &other) const {
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TAU_PROFILE("LVecBase3 LVecBase3::cross()", " ", TAU_USER);
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#ifdef HAVE_EIGEN
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return FLOATNAME(LVecBase3)(_v.cross(other._v));
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#else
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return FLOATNAME(LVecBase3)(_v(1) * other._v(2) - other._v(1) * _v(2),
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other._v(0) * _v(2) - _v(0) * other._v(2),
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_v(0) * other._v(1) - other._v(0) * _v(1));
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#endif // HAVE_EIGEN
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}
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/**
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* This performs a lexicographical comparison. It's of questionable
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* mathematical meaning, but sometimes has a practical purpose for sorting
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* unique vectors, especially in an STL container. Also see compare_to().
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*/
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INLINE_LINMATH bool FLOATNAME(LVecBase3)::
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operator < (const FLOATNAME(LVecBase3) &other) const {
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TAU_PROFILE("bool LVecBase3::operator <(const LVecBase3 &)", " ", TAU_USER);
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return (compare_to(other) < 0);
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}
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/**
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*
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*/
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INLINE_LINMATH bool FLOATNAME(LVecBase3)::
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operator == (const FLOATNAME(LVecBase3) &other) const {
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TAU_PROFILE("bool LVecBase3::operator ==(const LVecBase3 &)", " ", TAU_USER);
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#ifdef HAVE_EIGEN
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return _v == other._v;
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#else
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return (_v(0) == other._v(0) &&
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_v(1) == other._v(1) &&
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_v(2) == other._v(2));
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#endif // HAVE_EIGEN
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}
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/**
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*
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*/
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INLINE_LINMATH bool FLOATNAME(LVecBase3)::
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operator != (const FLOATNAME(LVecBase3) &other) const {
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return !operator == (other);
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}
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#ifndef FLOATTYPE_IS_INT
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/**
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* return value in the range -180.0 to 179.99999. See Also:
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* get_standardized_hpr
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*/
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static INLINE_LINMATH FLOATTYPE
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get_standardized_rotation(FLOATTYPE angle_in_degrees) {
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if (angle_in_degrees<0.0) {
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angle_in_degrees = FLOATCONST(360.0) - fmod(angle_in_degrees * FLOATCONST(-1.0), FLOATCONST(360.0));
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} else {
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angle_in_degrees = fmod(angle_in_degrees, FLOATCONST(360.0));
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}
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// This can be changed to return values in the range 0.0 to 359.99999 by
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// skipping this next part and returning now.
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return (angle_in_degrees<FLOATCONST(180.0))?
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angle_in_degrees:
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angle_in_degrees - FLOATCONST(360.0);
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}
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/**
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* Try to un-spin the hpr to a standard form. Like all standards, someone
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* decides between many arbitrary possible standards. This function assumes
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* that 0 and 360 are the same, as is 720 and -360. Also 180 and -180 are the
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* same. Another example is -90 and 270. Each element will be in the range
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* -180.0 to 179.99999. The original usage of this function is for human
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* readable output.
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*
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* It doesn't work so well for asserting that foo_hpr is roughly equal to
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* bar_hpr. Try using LQuaternionf::is_same_direction() for that. See Also:
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* get_standardized_rotation, LQuaternion::is_same_direction
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*/
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INLINE_LINMATH FLOATNAME(LVecBase3) FLOATNAME(LVecBase3)::
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get_standardized_hpr() const {
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return FLOATNAME(LVecBase3)(
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get_standardized_rotation(_v(0)),
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get_standardized_rotation(_v(1)),
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get_standardized_rotation(_v(2)));
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}
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#endif // !FLOATTYPE_IS_INT
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/**
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* This flavor of compare_to uses a default threshold value based on the
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* numeric type.
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*/
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INLINE_LINMATH int FLOATNAME(LVecBase3)::
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compare_to(const FLOATNAME(LVecBase3) &other) const {
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TAU_PROFILE("int LVecBase3::compare_to(const LVecBase3 &)", " ", TAU_USER);
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#ifdef FLOATTYPE_IS_INT
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if (_v(0) != other._v(0)) {
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return (_v(0) < other._v(0)) ? -1 : 1;
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}
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if (_v(1) != other._v(1)) {
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return (_v(1) < other._v(1)) ? -1 : 1;
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}
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if (_v(2) != other._v(2)) {
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return (_v(2) < other._v(2)) ? -1 : 1;
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}
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return 0;
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#else
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return compare_to(other, NEARLY_ZERO(FLOATTYPE));
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#endif
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}
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/**
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* Returns a suitable hash for phash_map.
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*/
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INLINE_LINMATH size_t FLOATNAME(LVecBase3)::
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get_hash() const {
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TAU_PROFILE("size_t LVecBase3::get_hash()", " ", TAU_USER);
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return add_hash(0);
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}
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/**
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* Adds the vector into the running hash.
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*/
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INLINE_LINMATH size_t FLOATNAME(LVecBase3)::
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add_hash(size_t hash) const {
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TAU_PROFILE("size_t LVecBase3::add_hash(size_t)", " ", TAU_USER);
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#ifdef FLOATTYPE_IS_INT
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hash = int_hash::add_hash(hash, _v(0));
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hash = int_hash::add_hash(hash, _v(1));
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hash = int_hash::add_hash(hash, _v(2));
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return hash;
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#else
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return add_hash(hash, NEARLY_ZERO(FLOATTYPE));
|
|
#endif
|
|
}
|
|
|
|
/**
|
|
* Adds the vector to the indicated hash generator.
|
|
*/
|
|
INLINE_LINMATH void FLOATNAME(LVecBase3)::
|
|
generate_hash(ChecksumHashGenerator &hashgen) const {
|
|
TAU_PROFILE("LVecBase3::generate_hash(ChecksumHashGenerator &)", " ", TAU_USER);
|
|
#ifdef FLOATTYPE_IS_INT
|
|
hashgen.add_int(_v(0));
|
|
hashgen.add_int(_v(1));
|
|
hashgen.add_int(_v(2));
|
|
#else
|
|
generate_hash(hashgen, NEARLY_ZERO(FLOATTYPE));
|
|
#endif
|
|
}
|
|
|
|
#ifndef FLOATTYPE_IS_INT
|
|
/**
|
|
* Sorts vectors lexicographically, componentwise. Returns a number less than
|
|
* 0 if this vector sorts before the other one, greater than zero if it sorts
|
|
* after, 0 if they are equivalent (within the indicated tolerance).
|
|
*/
|
|
INLINE_LINMATH int FLOATNAME(LVecBase3)::
|
|
compare_to(const FLOATNAME(LVecBase3) &other, FLOATTYPE threshold) const {
|
|
TAU_PROFILE("int LVecBase3::compare_to(const LVecBase3 &, FLOATTYPE)", " ", TAU_USER);
|
|
if (!IS_THRESHOLD_COMPEQ(_v(0), other._v(0), threshold)) {
|
|
return (_v(0) < other._v(0)) ? -1 : 1;
|
|
}
|
|
if (!IS_THRESHOLD_COMPEQ(_v(1), other._v(1), threshold)) {
|
|
return (_v(1) < other._v(1)) ? -1 : 1;
|
|
}
|
|
if (!IS_THRESHOLD_COMPEQ(_v(2), other._v(2), threshold)) {
|
|
return (_v(2) < other._v(2)) ? -1 : 1;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Returns a suitable hash for phash_map.
|
|
*/
|
|
INLINE_LINMATH size_t FLOATNAME(LVecBase3)::
|
|
get_hash(FLOATTYPE threshold) const {
|
|
TAU_PROFILE("size_t LVecBase3::get_hash(FLOATTYPE)", " ", TAU_USER);
|
|
return add_hash(0, threshold);
|
|
}
|
|
|
|
/**
|
|
* Adds the vector into the running hash.
|
|
*/
|
|
INLINE_LINMATH size_t FLOATNAME(LVecBase3)::
|
|
add_hash(size_t hash, FLOATTYPE threshold) const {
|
|
TAU_PROFILE("LVecBase3::add_hash(size_t, FLOATTYPE)", " ", TAU_USER);
|
|
float_hash fhasher(threshold);
|
|
hash = fhasher.add_hash(hash, _v(0));
|
|
hash = fhasher.add_hash(hash, _v(1));
|
|
hash = fhasher.add_hash(hash, _v(2));
|
|
return hash;
|
|
}
|
|
|
|
/**
|
|
* Adds the vector to the indicated hash generator.
|
|
*/
|
|
INLINE_LINMATH void FLOATNAME(LVecBase3)::
|
|
generate_hash(ChecksumHashGenerator &hashgen, FLOATTYPE threshold) const {
|
|
TAU_PROFILE("LVecBase3::generate_hash(ChecksumHashGenerator &, FLOATTYPE)", " ", TAU_USER);
|
|
hashgen.add_fp(_v(0), threshold);
|
|
hashgen.add_fp(_v(1), threshold);
|
|
hashgen.add_fp(_v(2), threshold);
|
|
}
|
|
#endif // FLOATTYPE_IS_INT
|
|
|
|
/**
|
|
*
|
|
*/
|
|
INLINE_LINMATH FLOATNAME(LVecBase3) FLOATNAME(LVecBase3)::
|
|
operator - () const {
|
|
#ifdef HAVE_EIGEN
|
|
return FLOATNAME(LVecBase3)(-_v);
|
|
#else
|
|
return FLOATNAME(LVecBase3)(-_v(0), -_v(1), -_v(2));
|
|
#endif // HAVE_EIGEN
|
|
}
|
|
|
|
/**
|
|
*
|
|
*/
|
|
INLINE_LINMATH FLOATNAME(LVecBase3) FLOATNAME(LVecBase3)::
|
|
operator + (const FLOATNAME(LVecBase3) &other) const {
|
|
#ifdef HAVE_EIGEN
|
|
return FLOATNAME(LVecBase3)(_v + other._v);
|
|
#else
|
|
return FLOATNAME(LVecBase3)(_v(0) + other._v(0),
|
|
_v(1) + other._v(1),
|
|
_v(2) + other._v(2));
|
|
#endif // HAVE_EIGEN
|
|
}
|
|
|
|
/**
|
|
*
|
|
*/
|
|
INLINE_LINMATH FLOATNAME(LVecBase3) FLOATNAME(LVecBase3)::
|
|
operator - (const FLOATNAME(LVecBase3) &other) const {
|
|
#ifdef HAVE_EIGEN
|
|
return FLOATNAME(LVecBase3)(_v - other._v);
|
|
#else
|
|
return FLOATNAME(LVecBase3)(_v(0) - other._v(0),
|
|
_v(1) - other._v(1),
|
|
_v(2) - other._v(2));
|
|
#endif // HAVE_EIGEN
|
|
}
|
|
|
|
/**
|
|
*
|
|
*/
|
|
INLINE_LINMATH FLOATNAME(LVecBase3) FLOATNAME(LVecBase3)::
|
|
operator * (FLOATTYPE scalar) const {
|
|
#ifdef HAVE_EIGEN
|
|
return FLOATNAME(LVecBase3)(_v * scalar);
|
|
#else
|
|
return FLOATNAME(LVecBase3)(_v(0) * scalar,
|
|
_v(1) * scalar,
|
|
_v(2) * scalar);
|
|
#endif // HAVE_EIGEN
|
|
}
|
|
|
|
/**
|
|
*
|
|
*/
|
|
INLINE_LINMATH FLOATNAME(LVecBase3) FLOATNAME(LVecBase3)::
|
|
operator / (FLOATTYPE scalar) const {
|
|
#ifdef FLOATTYPE_IS_INT
|
|
return FLOATNAME(LVecBase3)(_v(0) / scalar,
|
|
_v(1) / scalar,
|
|
_v(2) / scalar);
|
|
#else
|
|
FLOATTYPE recip_scalar = 1.0f/scalar;
|
|
return operator * (recip_scalar);
|
|
#endif
|
|
}
|
|
|
|
/**
|
|
*
|
|
*/
|
|
INLINE_LINMATH void FLOATNAME(LVecBase3)::
|
|
operator += (const FLOATNAME(LVecBase3) &other) {
|
|
#ifdef HAVE_EIGEN
|
|
_v += other._v;
|
|
#else
|
|
_v(0) += other._v(0);
|
|
_v(1) += other._v(1);
|
|
_v(2) += other._v(2);
|
|
#endif // HAVE_EIGEN
|
|
}
|
|
|
|
/**
|
|
*
|
|
*/
|
|
INLINE_LINMATH void FLOATNAME(LVecBase3)::
|
|
operator -= (const FLOATNAME(LVecBase3) &other) {
|
|
#ifdef HAVE_EIGEN
|
|
_v -= other._v;
|
|
#else
|
|
_v(0) -= other._v(0);
|
|
_v(1) -= other._v(1);
|
|
_v(2) -= other._v(2);
|
|
#endif // HAVE_EIGEN
|
|
}
|
|
|
|
/**
|
|
*
|
|
*/
|
|
INLINE_LINMATH void FLOATNAME(LVecBase3)::
|
|
operator *= (FLOATTYPE scalar) {
|
|
#ifdef HAVE_EIGEN
|
|
_v *= scalar;
|
|
#else
|
|
_v(0) *= scalar;
|
|
_v(1) *= scalar;
|
|
_v(2) *= scalar;
|
|
#endif // HAVE_EIGEN
|
|
}
|
|
|
|
/**
|
|
*
|
|
*/
|
|
INLINE_LINMATH void FLOATNAME(LVecBase3)::
|
|
operator /= (FLOATTYPE scalar) {
|
|
#ifdef FLOATTYPE_IS_INT
|
|
_v(0) /= scalar;
|
|
_v(1) /= scalar;
|
|
_v(2) /= scalar;
|
|
#else
|
|
FLOATTYPE recip_scalar = 1.0f/scalar;
|
|
operator *= (recip_scalar);
|
|
#endif
|
|
}
|
|
|
|
/**
|
|
*
|
|
*/
|
|
INLINE_LINMATH void FLOATNAME(LVecBase3)::
|
|
componentwise_mult(const FLOATNAME(LVecBase3) &other) {
|
|
#ifdef HAVE_EIGEN
|
|
_v = _v.cwiseProduct(other._v);
|
|
#else
|
|
_v(0) *= other._v(0);
|
|
_v(1) *= other._v(1);
|
|
_v(2) *= other._v(2);
|
|
#endif // HAVE_EIGEN
|
|
}
|
|
|
|
/**
|
|
*
|
|
*/
|
|
INLINE_LINMATH FLOATNAME(LVecBase3) FLOATNAME(LVecBase3)::
|
|
fmax(const FLOATNAME(LVecBase3) &other) const {
|
|
TAU_PROFILE("LVecBase3::fmax()", " ", TAU_USER);
|
|
#ifdef HAVE_EIGEN
|
|
return FLOATNAME(LVecBase3)(_v.cwiseMax(other._v));
|
|
#else
|
|
return FLOATNAME(LVecBase3)(_v(0) > other._v(0) ? _v(0) : other._v(0),
|
|
_v(1) > other._v(1) ? _v(1) : other._v(1),
|
|
_v(2) > other._v(2) ? _v(2) : other._v(2));
|
|
#endif
|
|
}
|
|
|
|
/**
|
|
*
|
|
*/
|
|
INLINE_LINMATH FLOATNAME(LVecBase3) FLOATNAME(LVecBase3)::
|
|
fmin(const FLOATNAME(LVecBase3) &other) const {
|
|
TAU_PROFILE("LVecBase3::fmin()", " ", TAU_USER);
|
|
#ifdef HAVE_EIGEN
|
|
return FLOATNAME(LVecBase3)(_v.cwiseMin(other._v));
|
|
#else
|
|
return FLOATNAME(LVecBase3)(_v(0) < other._v(0) ? _v(0) : other._v(0),
|
|
_v(1) < other._v(1) ? _v(1) : other._v(1),
|
|
_v(2) < other._v(2) ? _v(2) : other._v(2));
|
|
#endif
|
|
}
|
|
|
|
/**
|
|
*
|
|
*/
|
|
INLINE_LINMATH void FLOATNAME(LVecBase3)::
|
|
cross_into(const FLOATNAME(LVecBase3) &other) {
|
|
(*this) = cross(other);
|
|
}
|
|
|
|
/**
|
|
* Returns true if two vectors are memberwise equal within a specified
|
|
* tolerance.
|
|
*/
|
|
INLINE_LINMATH bool FLOATNAME(LVecBase3)::
|
|
almost_equal(const FLOATNAME(LVecBase3) &other, FLOATTYPE threshold) const {
|
|
TAU_PROFILE("bool LVecBase3::almost_equal(LVecBase3 &, FLOATTYPE)", " ", TAU_USER);
|
|
return (IS_THRESHOLD_EQUAL(_v(0), other._v(0), threshold) &&
|
|
IS_THRESHOLD_EQUAL(_v(1), other._v(1), threshold) &&
|
|
IS_THRESHOLD_EQUAL(_v(2), other._v(2), threshold));
|
|
}
|
|
|
|
/**
|
|
* Returns true if two vectors are memberwise equal within a default tolerance
|
|
* based on the numeric type.
|
|
*/
|
|
INLINE_LINMATH bool FLOATNAME(LVecBase3)::
|
|
almost_equal(const FLOATNAME(LVecBase3) &other) const {
|
|
TAU_PROFILE("bool LVecBase3::almost_equal(LVecBase3 &)", " ", TAU_USER);
|
|
return almost_equal(other, NEARLY_ZERO(FLOATTYPE));
|
|
}
|
|
|
|
/**
|
|
*
|
|
*/
|
|
INLINE_LINMATH void FLOATNAME(LVecBase3)::
|
|
output(std::ostream &out) const {
|
|
out << MAYBE_ZERO(_v(0)) << " "
|
|
<< MAYBE_ZERO(_v(1)) << " "
|
|
<< MAYBE_ZERO(_v(2));
|
|
}
|
|
|
|
/**
|
|
* Writes the vector to the Datagram using add_float32() or add_float64(),
|
|
* depending on the type of floats in the vector, regardless of the setting of
|
|
* Datagram::set_stdfloat_double(). This is appropriate when you want to
|
|
* write a fixed-width value to the datagram, especially when you are not
|
|
* writing a bam file.
|
|
*/
|
|
INLINE_LINMATH void FLOATNAME(LVecBase3)::
|
|
write_datagram_fixed(Datagram &destination) const {
|
|
#if FLOATTOKEN == 'i'
|
|
destination.add_int32(_v(0));
|
|
destination.add_int32(_v(1));
|
|
destination.add_int32(_v(2));
|
|
#elif FLOATTOKEN == 'f'
|
|
destination.add_float32(_v(0));
|
|
destination.add_float32(_v(1));
|
|
destination.add_float32(_v(2));
|
|
#else
|
|
destination.add_float64(_v(0));
|
|
destination.add_float64(_v(1));
|
|
destination.add_float64(_v(2));
|
|
#endif
|
|
}
|
|
|
|
/**
|
|
* Reads the vector from the Datagram using get_float32() or get_float64().
|
|
* See write_datagram_fixed().
|
|
*/
|
|
INLINE_LINMATH void FLOATNAME(LVecBase3)::
|
|
read_datagram_fixed(DatagramIterator &source) {
|
|
#if FLOATTOKEN == 'i'
|
|
_v(0) = source.get_int32();
|
|
_v(1) = source.get_int32();
|
|
_v(2) = source.get_int32();
|
|
#elif FLOATTOKEN == 'f'
|
|
_v(0) = source.get_float32();
|
|
_v(1) = source.get_float32();
|
|
_v(2) = source.get_float32();
|
|
#else
|
|
_v(0) = source.get_float64();
|
|
_v(1) = source.get_float64();
|
|
_v(2) = source.get_float64();
|
|
#endif
|
|
}
|
|
|
|
/**
|
|
* Writes the vector to the Datagram using add_stdfloat(). This is
|
|
* appropriate when you want to write the vector using the standard width
|
|
* setting, especially when you are writing a bam file.
|
|
*/
|
|
INLINE_LINMATH void FLOATNAME(LVecBase3)::
|
|
write_datagram(Datagram &destination) const {
|
|
#if FLOATTOKEN == 'i'
|
|
destination.add_int32(_v(0));
|
|
destination.add_int32(_v(1));
|
|
destination.add_int32(_v(2));
|
|
#else
|
|
destination.add_stdfloat(_v(0));
|
|
destination.add_stdfloat(_v(1));
|
|
destination.add_stdfloat(_v(2));
|
|
#endif
|
|
}
|
|
|
|
/**
|
|
* Reads the vector from the Datagram using get_stdfloat().
|
|
*/
|
|
INLINE_LINMATH void FLOATNAME(LVecBase3)::
|
|
read_datagram(DatagramIterator &source) {
|
|
#if FLOATTOKEN == 'i'
|
|
_v(0) = source.get_int32();
|
|
_v(1) = source.get_int32();
|
|
_v(2) = source.get_int32();
|
|
#else
|
|
_v(0) = source.get_stdfloat();
|
|
_v(1) = source.get_stdfloat();
|
|
_v(2) = source.get_stdfloat();
|
|
#endif
|
|
}
|