mirror of
https://github.com/mangosfour/server.git
synced 2025-12-16 04:37:00 +00:00
+ Got rid of zip lib requirement in G3D...
Still can re-enable code by defining _HAVE_ZIP...
+ Remove silly X11 lib dependency from G3D
Code doesn't seem to do anything yet anyway, and even if, we don't want it :p
+ Fix another weird G3D build problem...
+ Remove some __asm usage in g3d, which is not available on Win64
My editor also decided to remove a ton of trailing white spaces...tss...
+ Reapply G3D fixes for 64bit VC
+ not use SSE specific header when SSE not enabled in *nix
+ Updated project files
+ New vmap_assembler VC90/VC80 Project
+ vmap assembler binaries updates
NOTE: Old vmap fikes expected work (as tests show) with new library version.
But better use new generated versions. Its different in small parts to bad or good...
(based on Lynx3d's repo commit 44798d3)
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
507 lines
17 KiB
C++
507 lines
17 KiB
C++
/**
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@file Vector3.cpp
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3D vector class
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@maintainer Morgan McGuire, http://graphics.cs.williams.edu
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@cite Portions based on Dave Eberly's Magic Software Library at http://www.magic-software.com
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@created 2001-06-02
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@edited 2009-11-27
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*/
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#include <limits>
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#include <stdlib.h>
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#include "G3D/Vector3.h"
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#include "G3D/g3dmath.h"
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#include "G3D/stringutils.h"
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#include "G3D/BinaryInput.h"
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#include "G3D/BinaryOutput.h"
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#include "G3D/TextInput.h"
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#include "G3D/TextOutput.h"
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#include "G3D/Vector3int16.h"
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#include "G3D/Matrix3.h"
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#include "G3D/Vector2.h"
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#include "G3D/Color3.h"
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#include "G3D/Vector4int8.h"
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#include "G3D/Vector3int32.h"
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#include "G3D/Any.h"
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namespace G3D {
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Vector3::Vector3(const Any& any) {
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any.verifyName("Vector3");
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any.verifyType(Any::TABLE, Any::ARRAY);
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any.verifySize(3);
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if (any.type() == Any::ARRAY) {
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x = any[0];
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y = any[1];
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z = any[2];
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} else {
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// Table
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x = any["x"];
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y = any["y"];
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z = any["z"];
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}
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}
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Vector3::operator Any() const {
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Any any(Any::ARRAY, "Vector3");
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any.append(x, y, z);
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return any;
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}
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Vector3::Vector3(const class Color3& v) : x(v.r), y(v.g), z(v.b) {}
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Vector3::Vector3(const class Vector3int32& v) : x((float)v.x), y((float)v.y), z((float)v.z) {}
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Vector3::Vector3(const Vector4int8& v) : x(v.x / 127.0f), y(v.y / 127.0f), z(v.z / 127.0f) {}
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Vector3::Vector3(const class Vector2& v, float _z) : x(v.x), y(v.y), z(_z) {
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}
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Vector3& Vector3::ignore() {
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static Vector3 v;
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return v;
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}
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const Vector3& Vector3::zero() { static const Vector3 v(0, 0, 0); return v; }
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const Vector3& Vector3::one() { static const Vector3 v(1, 1, 1); return v; }
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const Vector3& Vector3::unitX() { static const Vector3 v(1, 0, 0); return v; }
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const Vector3& Vector3::unitY() { static const Vector3 v(0, 1, 0); return v; }
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const Vector3& Vector3::unitZ() { static const Vector3 v(0, 0, 1); return v; }
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const Vector3& Vector3::inf() { static const Vector3 v((float)G3D::finf(), (float)G3D::finf(), (float)G3D::finf()); return v; }
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const Vector3& Vector3::nan() { static const Vector3 v((float)G3D::fnan(), (float)G3D::fnan(), (float)G3D::fnan()); return v; }
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const Vector3& Vector3::minFinite(){ static const Vector3 v(-FLT_MAX, -FLT_MAX, -FLT_MAX); return v; }
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const Vector3& Vector3::maxFinite(){ static const Vector3 v(FLT_MAX, FLT_MAX, FLT_MAX); return v; }
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Vector3::Axis Vector3::primaryAxis() const {
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Axis a = X_AXIS;
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double nx = abs(x);
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double ny = abs(y);
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double nz = abs(z);
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if (nx > ny) {
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if (nx > nz) {
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a = X_AXIS;
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} else {
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a = Z_AXIS;
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}
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} else {
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if (ny > nz) {
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a = Y_AXIS;
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} else {
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a = Z_AXIS;
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}
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}
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return a;
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}
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size_t Vector3::hashCode() const {
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unsigned int xhash = (*(int*)(void*)(&x));
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unsigned int yhash = (*(int*)(void*)(&y));
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unsigned int zhash = (*(int*)(void*)(&z));
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return xhash + (yhash * 37) + (zhash * 101);
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}
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std::ostream& operator<<(std::ostream& os, const Vector3& v) {
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return os << v.toString();
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}
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//----------------------------------------------------------------------------
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double frand() {
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return rand() / (double) RAND_MAX;
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}
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Vector3::Vector3(TextInput& t) {
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deserialize(t);
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}
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Vector3::Vector3(BinaryInput& b) {
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deserialize(b);
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}
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Vector3::Vector3(const class Vector3int16& v) {
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x = v.x;
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y = v.y;
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z = v.z;
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}
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void Vector3::deserialize(BinaryInput& b) {
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x = b.readFloat32();
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y = b.readFloat32();
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z = b.readFloat32();
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}
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void Vector3::deserialize(TextInput& t) {
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t.readSymbol("(");
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x = (float)t.readNumber();
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t.readSymbol(",");
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y = (float)t.readNumber();
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t.readSymbol(",");
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z = (float)t.readNumber();
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t.readSymbol(")");
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}
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void Vector3::serialize(TextOutput& t) const {
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t.writeSymbol("(");
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t.writeNumber(x);
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t.writeSymbol(",");
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t.writeNumber(y);
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t.writeSymbol(",");
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t.writeNumber(z);
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t.writeSymbol(")");
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}
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void Vector3::serialize(BinaryOutput& b) const {
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b.writeFloat32(x);
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b.writeFloat32(y);
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b.writeFloat32(z);
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}
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Vector3 Vector3::random(Random& r) {
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Vector3 result;
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r.sphere(result.x, result.y, result.z);
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return result;
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}
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float Vector3::unitize(float fTolerance) {
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float fMagnitude = magnitude();
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if (fMagnitude > fTolerance) {
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float fInvMagnitude = 1.0f / fMagnitude;
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x *= fInvMagnitude;
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y *= fInvMagnitude;
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z *= fInvMagnitude;
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} else {
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fMagnitude = 0.0f;
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}
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return fMagnitude;
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}
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Vector3 Vector3::reflectAbout(const Vector3& normal) const {
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Vector3 out;
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Vector3 N = normal.direction();
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// 2 * normal.dot(this) * normal - this
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return N * 2 * this->dot(N) - *this;
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}
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Vector3 Vector3::cosHemiRandom(const Vector3& normal, Random& r) {
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debugAssertM(G3D::fuzzyEq(normal.length(), 1.0f),
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"cosHemiRandom requires its argument to have unit length");
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float x, y, z;
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r.cosHemi(x, y, z);
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// Make a coordinate system
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const Vector3& Z = normal;
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Vector3 X, Y;
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normal.getTangents(X, Y);
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return
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x * X +
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y * Y +
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z * Z;
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}
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Vector3 Vector3::cosPowHemiRandom(const Vector3& normal, const float k, Random& r) {
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debugAssertM(G3D::fuzzyEq(normal.length(), 1.0f),
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"cosPowHemiRandom requires its argument to have unit length");
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float x, y, z;
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r.cosPowHemi(k, x, y, z);
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// Make a coordinate system
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const Vector3& Z = normal;
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Vector3 X, Y;
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normal.getTangents(X, Y);
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return
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x * X +
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y * Y +
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z * Z;
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}
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Vector3 Vector3::hemiRandom(const Vector3& normal, Random& r) {
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const Vector3& V = Vector3::random(r);
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if (V.dot(normal) < 0) {
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return -V;
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} else {
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return V;
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}
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}
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//----------------------------------------------------------------------------
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Vector3 Vector3::reflectionDirection(const Vector3& normal) const {
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return -reflectAbout(normal).direction();
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}
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//----------------------------------------------------------------------------
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Vector3 Vector3::refractionDirection(
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const Vector3& normal,
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float iInside,
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float iOutside) const {
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// From pg. 24 of Henrik Wann Jensen. Realistic Image Synthesis
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// Using Photon Mapping. AK Peters. ISBN: 1568811470. July 2001.
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// Invert the directions from Wann Jensen's formulation
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// and normalize the vectors.
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const Vector3 W = -direction();
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Vector3 N = normal.direction();
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float h1 = iOutside;
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float h2 = iInside;
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if (normal.dot(*this) > 0.0f) {
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h1 = iInside;
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h2 = iOutside;
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N = -N;
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}
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const float hRatio = h1 / h2;
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const float WdotN = W.dot(N);
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float det = 1.0f - (float)square(hRatio) * (1.0f - (float)square(WdotN));
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if (det < 0) {
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// Total internal reflection
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return Vector3::zero();
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} else {
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return -hRatio * (W - WdotN * N) - N * sqrt(det);
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}
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}
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//----------------------------------------------------------------------------
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void Vector3::orthonormalize (Vector3 akVector[3]) {
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// If the input vectors are v0, v1, and v2, then the Gram-Schmidt
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// orthonormalization produces vectors u0, u1, and u2 as follows,
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//
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// u0 = v0/|v0|
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// u1 = (v1-(u0*v1)u0)/|v1-(u0*v1)u0|
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// u2 = (v2-(u0*v2)u0-(u1*v2)u1)/|v2-(u0*v2)u0-(u1*v2)u1|
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//
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// where |A| indicates length of vector A and A*B indicates dot
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// product of vectors A and B.
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// compute u0
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akVector[0].unitize();
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// compute u1
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float fDot0 = akVector[0].dot(akVector[1]);
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akVector[1] -= akVector[0] * fDot0;
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akVector[1].unitize();
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// compute u2
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float fDot1 = akVector[1].dot(akVector[2]);
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fDot0 = akVector[0].dot(akVector[2]);
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akVector[2] -= akVector[0] * fDot0 + akVector[1] * fDot1;
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akVector[2].unitize();
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}
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//----------------------------------------------------------------------------
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void Vector3::generateOrthonormalBasis (Vector3& rkU, Vector3& rkV,
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Vector3& rkW, bool bUnitLengthW) {
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if ( !bUnitLengthW )
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rkW.unitize();
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if ( G3D::abs(rkW.x) >= G3D::abs(rkW.y)
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&& G3D::abs(rkW.x) >= G3D::abs(rkW.z) ) {
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rkU.x = -rkW.y;
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rkU.y = + rkW.x;
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rkU.z = 0.0;
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} else {
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rkU.x = 0.0;
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rkU.y = + rkW.z;
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rkU.z = -rkW.y;
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}
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rkU.unitize();
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rkV = rkW.cross(rkU);
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}
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//----------------------------------------------------------------------------
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std::string Vector3::toString() const {
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return G3D::format("(%g, %g, %g)", x, y, z);
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}
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//----------------------------------------------------------------------------
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Matrix3 Vector3::cross() const {
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return Matrix3( 0, -z, y,
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z, 0, -x,
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-y, x, 0);
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}
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void serialize(const Vector3::Axis& a, class BinaryOutput& bo) {
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bo.writeUInt8((uint8)a);
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}
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void deserialize(Vector3::Axis& a, class BinaryInput& bi) {
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a = (Vector3::Axis)bi.readUInt8();
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}
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//----------------------------------------------------------------------------
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// 2-char swizzles
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Vector2 Vector3::xx() const { return Vector2 (x, x); }
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Vector2 Vector3::yx() const { return Vector2 (y, x); }
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Vector2 Vector3::zx() const { return Vector2 (z, x); }
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Vector2 Vector3::xy() const { return Vector2 (x, y); }
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Vector2 Vector3::yy() const { return Vector2 (y, y); }
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Vector2 Vector3::zy() const { return Vector2 (z, y); }
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Vector2 Vector3::xz() const { return Vector2 (x, z); }
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Vector2 Vector3::yz() const { return Vector2 (y, z); }
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Vector2 Vector3::zz() const { return Vector2 (z, z); }
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// 3-char swizzles
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Vector3 Vector3::xxx() const { return Vector3 (x, x, x); }
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Vector3 Vector3::yxx() const { return Vector3 (y, x, x); }
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Vector3 Vector3::zxx() const { return Vector3 (z, x, x); }
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Vector3 Vector3::xyx() const { return Vector3 (x, y, x); }
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Vector3 Vector3::yyx() const { return Vector3 (y, y, x); }
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Vector3 Vector3::zyx() const { return Vector3 (z, y, x); }
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Vector3 Vector3::xzx() const { return Vector3 (x, z, x); }
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Vector3 Vector3::yzx() const { return Vector3 (y, z, x); }
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Vector3 Vector3::zzx() const { return Vector3 (z, z, x); }
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Vector3 Vector3::xxy() const { return Vector3 (x, x, y); }
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Vector3 Vector3::yxy() const { return Vector3 (y, x, y); }
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Vector3 Vector3::zxy() const { return Vector3 (z, x, y); }
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Vector3 Vector3::xyy() const { return Vector3 (x, y, y); }
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Vector3 Vector3::yyy() const { return Vector3 (y, y, y); }
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Vector3 Vector3::zyy() const { return Vector3 (z, y, y); }
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Vector3 Vector3::xzy() const { return Vector3 (x, z, y); }
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Vector3 Vector3::yzy() const { return Vector3 (y, z, y); }
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Vector3 Vector3::zzy() const { return Vector3 (z, z, y); }
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Vector3 Vector3::xxz() const { return Vector3 (x, x, z); }
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Vector3 Vector3::yxz() const { return Vector3 (y, x, z); }
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Vector3 Vector3::zxz() const { return Vector3 (z, x, z); }
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Vector3 Vector3::xyz() const { return Vector3 (x, y, z); }
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Vector3 Vector3::yyz() const { return Vector3 (y, y, z); }
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Vector3 Vector3::zyz() const { return Vector3 (z, y, z); }
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Vector3 Vector3::xzz() const { return Vector3 (x, z, z); }
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Vector3 Vector3::yzz() const { return Vector3 (y, z, z); }
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Vector3 Vector3::zzz() const { return Vector3 (z, z, z); }
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// 4-char swizzles
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Vector4 Vector3::xxxx() const { return Vector4 (x, x, x, x); }
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Vector4 Vector3::yxxx() const { return Vector4 (y, x, x, x); }
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Vector4 Vector3::zxxx() const { return Vector4 (z, x, x, x); }
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Vector4 Vector3::xyxx() const { return Vector4 (x, y, x, x); }
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Vector4 Vector3::yyxx() const { return Vector4 (y, y, x, x); }
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Vector4 Vector3::zyxx() const { return Vector4 (z, y, x, x); }
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Vector4 Vector3::xzxx() const { return Vector4 (x, z, x, x); }
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Vector4 Vector3::yzxx() const { return Vector4 (y, z, x, x); }
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Vector4 Vector3::zzxx() const { return Vector4 (z, z, x, x); }
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Vector4 Vector3::xxyx() const { return Vector4 (x, x, y, x); }
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Vector4 Vector3::yxyx() const { return Vector4 (y, x, y, x); }
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Vector4 Vector3::zxyx() const { return Vector4 (z, x, y, x); }
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Vector4 Vector3::xyyx() const { return Vector4 (x, y, y, x); }
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Vector4 Vector3::yyyx() const { return Vector4 (y, y, y, x); }
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Vector4 Vector3::zyyx() const { return Vector4 (z, y, y, x); }
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Vector4 Vector3::xzyx() const { return Vector4 (x, z, y, x); }
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Vector4 Vector3::yzyx() const { return Vector4 (y, z, y, x); }
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Vector4 Vector3::zzyx() const { return Vector4 (z, z, y, x); }
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Vector4 Vector3::xxzx() const { return Vector4 (x, x, z, x); }
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Vector4 Vector3::yxzx() const { return Vector4 (y, x, z, x); }
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Vector4 Vector3::zxzx() const { return Vector4 (z, x, z, x); }
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Vector4 Vector3::xyzx() const { return Vector4 (x, y, z, x); }
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Vector4 Vector3::yyzx() const { return Vector4 (y, y, z, x); }
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Vector4 Vector3::zyzx() const { return Vector4 (z, y, z, x); }
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Vector4 Vector3::xzzx() const { return Vector4 (x, z, z, x); }
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Vector4 Vector3::yzzx() const { return Vector4 (y, z, z, x); }
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Vector4 Vector3::zzzx() const { return Vector4 (z, z, z, x); }
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Vector4 Vector3::xxxy() const { return Vector4 (x, x, x, y); }
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Vector4 Vector3::yxxy() const { return Vector4 (y, x, x, y); }
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Vector4 Vector3::zxxy() const { return Vector4 (z, x, x, y); }
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Vector4 Vector3::xyxy() const { return Vector4 (x, y, x, y); }
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Vector4 Vector3::yyxy() const { return Vector4 (y, y, x, y); }
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Vector4 Vector3::zyxy() const { return Vector4 (z, y, x, y); }
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Vector4 Vector3::xzxy() const { return Vector4 (x, z, x, y); }
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Vector4 Vector3::yzxy() const { return Vector4 (y, z, x, y); }
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Vector4 Vector3::zzxy() const { return Vector4 (z, z, x, y); }
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Vector4 Vector3::xxyy() const { return Vector4 (x, x, y, y); }
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Vector4 Vector3::yxyy() const { return Vector4 (y, x, y, y); }
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Vector4 Vector3::zxyy() const { return Vector4 (z, x, y, y); }
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Vector4 Vector3::xyyy() const { return Vector4 (x, y, y, y); }
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Vector4 Vector3::yyyy() const { return Vector4 (y, y, y, y); }
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Vector4 Vector3::zyyy() const { return Vector4 (z, y, y, y); }
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Vector4 Vector3::xzyy() const { return Vector4 (x, z, y, y); }
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Vector4 Vector3::yzyy() const { return Vector4 (y, z, y, y); }
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Vector4 Vector3::zzyy() const { return Vector4 (z, z, y, y); }
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Vector4 Vector3::xxzy() const { return Vector4 (x, x, z, y); }
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Vector4 Vector3::yxzy() const { return Vector4 (y, x, z, y); }
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Vector4 Vector3::zxzy() const { return Vector4 (z, x, z, y); }
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Vector4 Vector3::xyzy() const { return Vector4 (x, y, z, y); }
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Vector4 Vector3::yyzy() const { return Vector4 (y, y, z, y); }
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Vector4 Vector3::zyzy() const { return Vector4 (z, y, z, y); }
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Vector4 Vector3::xzzy() const { return Vector4 (x, z, z, y); }
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Vector4 Vector3::yzzy() const { return Vector4 (y, z, z, y); }
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Vector4 Vector3::zzzy() const { return Vector4 (z, z, z, y); }
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Vector4 Vector3::xxxz() const { return Vector4 (x, x, x, z); }
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Vector4 Vector3::yxxz() const { return Vector4 (y, x, x, z); }
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Vector4 Vector3::zxxz() const { return Vector4 (z, x, x, z); }
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Vector4 Vector3::xyxz() const { return Vector4 (x, y, x, z); }
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Vector4 Vector3::yyxz() const { return Vector4 (y, y, x, z); }
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Vector4 Vector3::zyxz() const { return Vector4 (z, y, x, z); }
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Vector4 Vector3::xzxz() const { return Vector4 (x, z, x, z); }
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Vector4 Vector3::yzxz() const { return Vector4 (y, z, x, z); }
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Vector4 Vector3::zzxz() const { return Vector4 (z, z, x, z); }
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Vector4 Vector3::xxyz() const { return Vector4 (x, x, y, z); }
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Vector4 Vector3::yxyz() const { return Vector4 (y, x, y, z); }
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Vector4 Vector3::zxyz() const { return Vector4 (z, x, y, z); }
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Vector4 Vector3::xyyz() const { return Vector4 (x, y, y, z); }
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Vector4 Vector3::yyyz() const { return Vector4 (y, y, y, z); }
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Vector4 Vector3::zyyz() const { return Vector4 (z, y, y, z); }
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Vector4 Vector3::xzyz() const { return Vector4 (x, z, y, z); }
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Vector4 Vector3::yzyz() const { return Vector4 (y, z, y, z); }
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Vector4 Vector3::zzyz() const { return Vector4 (z, z, y, z); }
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Vector4 Vector3::xxzz() const { return Vector4 (x, x, z, z); }
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Vector4 Vector3::yxzz() const { return Vector4 (y, x, z, z); }
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Vector4 Vector3::zxzz() const { return Vector4 (z, x, z, z); }
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Vector4 Vector3::xyzz() const { return Vector4 (x, y, z, z); }
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Vector4 Vector3::yyzz() const { return Vector4 (y, y, z, z); }
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Vector4 Vector3::zyzz() const { return Vector4 (z, y, z, z); }
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Vector4 Vector3::xzzz() const { return Vector4 (x, z, z, z); }
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Vector4 Vector3::yzzz() const { return Vector4 (y, z, z, z); }
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Vector4 Vector3::zzzz() const { return Vector4 (z, z, z, z); }
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} // namespace
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