169 lines
4.3 KiB
Plaintext
169 lines
4.3 KiB
Plaintext
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////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2017 Laurent Gomila (laurent@sfml-dev.org)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector3<T>::Vector3() :
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x(0),
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y(0),
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z(0)
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{
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector3<T>::Vector3(T X, T Y, T Z) :
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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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}
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////////////////////////////////////////////////////////////
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template <typename T>
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template <typename U>
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inline Vector3<T>::Vector3(const Vector3<U>& vector) :
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x(static_cast<T>(vector.x)),
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y(static_cast<T>(vector.y)),
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z(static_cast<T>(vector.z))
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{
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector3<T> operator -(const Vector3<T>& left)
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{
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return Vector3<T>(-left.x, -left.y, -left.z);
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector3<T>& operator +=(Vector3<T>& left, const Vector3<T>& right)
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{
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left.x += right.x;
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left.y += right.y;
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left.z += right.z;
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return left;
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector3<T>& operator -=(Vector3<T>& left, const Vector3<T>& right)
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{
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left.x -= right.x;
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left.y -= right.y;
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left.z -= right.z;
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return left;
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector3<T> operator +(const Vector3<T>& left, const Vector3<T>& right)
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{
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return Vector3<T>(left.x + right.x, left.y + right.y, left.z + right.z);
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector3<T> operator -(const Vector3<T>& left, const Vector3<T>& right)
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{
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return Vector3<T>(left.x - right.x, left.y - right.y, left.z - right.z);
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector3<T> operator *(const Vector3<T>& left, T right)
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{
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return Vector3<T>(left.x * right, left.y * right, left.z * right);
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector3<T> operator *(T left, const Vector3<T>& right)
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{
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return Vector3<T>(right.x * left, right.y * left, right.z * left);
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector3<T>& operator *=(Vector3<T>& left, T right)
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{
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left.x *= right;
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left.y *= right;
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left.z *= right;
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return left;
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector3<T> operator /(const Vector3<T>& left, T right)
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{
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return Vector3<T>(left.x / right, left.y / right, left.z / right);
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector3<T>& operator /=(Vector3<T>& left, T right)
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{
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left.x /= right;
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left.y /= right;
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left.z /= right;
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return left;
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline bool operator ==(const Vector3<T>& left, const Vector3<T>& right)
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{
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return (left.x == right.x) && (left.y == right.y) && (left.z == right.z);
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline bool operator !=(const Vector3<T>& left, const Vector3<T>& right)
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{
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return (left.x != right.x) || (left.y != right.y) || (left.z != right.z);
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}
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