[DEV] update compile without bullet
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@ -235,7 +235,15 @@ namespace etk {
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* @brief Return the length of the vector
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*/
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btScalar length() const {
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return btSqrt(length2());
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#ifdef ETK_BUILD_LINEARMATH
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return btSqrt(length2());
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#else
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#if __CPP_VERSION__ >= 2011
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return std::sqrt(length2());
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#else
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return sqrt(length2());
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#endif
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#endif
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}
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/**
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* @brief Return the distance squared between the ends of this and another vector
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@ -31,8 +31,7 @@ namespace etk {
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/**
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* @brief No initialization constructor (faster ...)
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*/
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Vector4D()
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{
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Vector4D() {
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#ifdef DEBUG
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// in debug mode we set supid value to prevent forget of the inits ...
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m_floats[0] = (T)34673363;
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@ -47,8 +46,7 @@ namespace etk {
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* @param y Y value
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* @param z Z value
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*/
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Vector4D(const T& _x, const T& _y, const T& _z, const T& _w)
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{
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Vector4D(const T& _x, const T& _y, const T& _z, const T& _w) {
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m_floats[0] = _x;
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m_floats[1] = _y;
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m_floats[2] = _z;
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@ -59,16 +57,14 @@ namespace etk {
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* @brief Add a vector to this one
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* @param The vector to add to this one
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*/
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Vector4D<T>& operator+=(const Vector4D<T>& v)
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{
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Vector4D<T>& operator+=(const Vector4D<T>& v) {
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m_floats[0] += v.m_floats[0];
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m_floats[1] += v.m_floats[1];
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m_floats[2] += v.m_floats[2];
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m_floats[3] += v.m_floats[3];
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return *this;
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}
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Vector4D<T> operator+(const Vector4D<T>& v)
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{
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Vector4D<T> operator+(const Vector4D<T>& v) {
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return Vector4D<T>(m_floats[0] + v.m_floats[0],
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m_floats[1] + v.m_floats[1],
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m_floats[2] + v.m_floats[2],
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@ -80,16 +76,14 @@ namespace etk {
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* @brief Subtract a vector from this one
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* @param The vector to subtract
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*/
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Vector4D<T>& operator-=(const Vector4D<T>& v)
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{
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Vector4D<T>& operator-=(const Vector4D<T>& v) {
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m_floats[0] -= v.m_floats[0];
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m_floats[1] -= v.m_floats[1];
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m_floats[2] -= v.m_floats[2];
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m_floats[3] -= v.m_floats[3];
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return *this;
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}
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Vector4D<T> operator-(const Vector4D<T>& v)
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{
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Vector4D<T> operator-(const Vector4D<T>& v) {
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return Vector4D<T>(m_floats[0] - v.m_floats[0],
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m_floats[1] - v.m_floats[1],
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m_floats[2] - v.m_floats[2],
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@ -100,16 +94,14 @@ namespace etk {
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* @brief Scale the vector
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* @param s Scale factor
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*/
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Vector4D<T>& operator*=(const T& s)
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{
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Vector4D<T>& operator*=(const T& s) {
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m_floats[0] *= s;
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m_floats[1] *= s;
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m_floats[2] *= s;
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m_floats[3] *= s;
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return *this;
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}
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Vector4D<T> operator*(const T& s)
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{
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Vector4D<T> operator*(const T& s) {
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return Vector4D<T>(m_floats[0] * s,
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m_floats[1] * s,
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m_floats[2] * s,
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@ -120,15 +112,13 @@ namespace etk {
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* @brief Inversely scale the vector
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* @param s Scale factor to divide by
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*/
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Vector4D<T>& operator/=(const Vector4D<T>& s)
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{
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Vector4D<T>& operator/=(const Vector4D<T>& s) {
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if (0!=s) {
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return *this *= 1.0f / s;
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}
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return *this;
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}
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Vector4D<T>& operator/=(const T& s)
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{
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Vector4D<T>& operator/=(const T& s) {
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if (0!=s) {
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m_floats[0]/=s;
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m_floats[1]/=s;
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@ -143,8 +133,7 @@ namespace etk {
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* @brief Return the dot product
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* @param v The other vector in the dot product
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*/
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float dot(const Vector4D<T>& v) const
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{
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float dot(const Vector4D<T>& v) const {
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return m_floats[0] * v.m_floats[0] +
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m_floats[1] * v.m_floats[1] +
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m_floats[2] * v.m_floats[2] +
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@ -154,25 +143,30 @@ namespace etk {
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/**
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* @brief Return the length of the vector squared
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*/
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float length2() const
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{
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float length2() const {
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return dot(*this);
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}
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/**
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* @brief Return the length of the vector
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*/
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float length() const
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{
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return btSqrt(length2());
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float length() const {
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#ifdef ETK_BUILD_LINEARMATH
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return btSqrt(length2());
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#else
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#if __CPP_VERSION__ >= 2011
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return std::sqrt(length2());
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#else
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return sqrt(length2());
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#endif
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#endif
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}
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/**
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* @brief Return the distance squared between the ends of this and another vector
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* This is symantically treating the vector like a point
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*/
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float distance2(const Vector4D<T>& v) const
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{
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float distance2(const Vector4D<T>& v) const {
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return (v - *this).length2();
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}
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@ -180,13 +174,11 @@ namespace etk {
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* @brief Return the distance between the ends of this and another vector
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* This is symantically treating the vector like a point
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*/
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float distance(const Vector4D<T>& v) const
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{
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float distance(const Vector4D<T>& v) const {
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return (v - *this).length();
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}
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/*
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Vector4D<T>& safeNormalize()
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{
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Vector4D<T>& safeNormalize() {
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Vector4D<T> absVec = this->absolute();
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int maxIndex = absVec.maxAxis();
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if (absVec[maxIndex]>0)
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@ -202,16 +194,14 @@ namespace etk {
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* @brief Normalize this vector
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* x^2 + y^2 + z^2 = 1
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*/
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Vector4D<T>& normalize()
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{
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Vector4D<T>& normalize() {
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return *this /= length();
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}
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/**
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* @brief Return a normalized version of this vector
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*/
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Vector4D<T> normalized() const
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{
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Vector4D<T> normalized() const {
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return *this / length();
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}
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@ -221,8 +211,7 @@ namespace etk {
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* @param angle The angle to rotate by
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*/
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/*
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Vector4D<T> rotate( const Vector3D<T>& wAxis, const btScalar angle ) const
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{
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Vector4D<T> rotate( const Vector3D<T>& wAxis, const btScalar angle ) const {
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Vector4D<T> o = wAxis * wAxis.dot( *this );
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Vector4D<T> _x = *this - o;
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Vector4D<T> _y;
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@ -235,8 +224,7 @@ namespace etk {
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* @param v The other vector
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*/
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/*
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btScalar angle(const Vector3D<T>& v) const
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{
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btScalar angle(const Vector3D<T>& v) const {
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btScalar s = sqrtf(length2() * v.length2());
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if (0!=s) {
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return acosf(dot(v) / s);
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@ -247,8 +235,7 @@ namespace etk {
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/**
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* @brief Return a vector will the absolute values of each element
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*/
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Vector4D<T> absolute() const
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{
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Vector4D<T> absolute() const {
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return Vector4D<T>( abs(m_floats[0]),
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abs(m_floats[1]),
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abs(m_floats[2]),
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@ -260,15 +247,13 @@ namespace etk {
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* @param v The other vector
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*/
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/*
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Vector4D<T> cross(const Vector4D<T>& v) const
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{
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Vector4D<T> cross(const Vector4D<T>& v) const {
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return Vector4D<T>(m_floats[1] * v.m_floats[2] - m_floats[2] * v.m_floats[1],
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m_floats[2] * v.m_floats[0] - m_floats[0] * v.m_floats[2],
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m_floats[0] * v.m_floats[1] - m_floats[1] * v.m_floats[0]);
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}
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T triple(const Vector4D<T>& v1, const Vector4D<T>& v2) const
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{
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T triple(const Vector4D<T>& v1, const Vector4D<T>& v2) const {
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return m_floats[0] * (v1.m_floats[1] * v2.m_floats[2] - v1.m_floats[2] * v2.m_floats[1])
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+ m_floats[1] * (v1.m_floats[2] * v2.m_floats[0] - v1.m_floats[0] * v2.m_floats[2])
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+ m_floats[2] * (v1.m_floats[0] * v2.m_floats[1] - v1.m_floats[1] * v2.m_floats[0]);
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@ -279,8 +264,7 @@ namespace etk {
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* Note return values are 0,1,2 for x, y, or z
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*/
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/*
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int32_t minAxis() const
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{
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int32_t minAxis() const {
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return m_floats[0] < m_floats[1] ? (m_floats[0] <m_floats[2] ? 0 : 2) : (m_floats[1] <m_floats[2] ? 1 : 2);
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}
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*/
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@ -289,23 +273,19 @@ namespace etk {
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* Note return values are 0,1,2 for x, y, or z
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*/
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/*
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int32_t maxAxis() const
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{
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int32_t maxAxis() const {
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return m_floats[0] < m_floats[1] ? (m_floats[1] <m_floats[2] ? 2 : 1) : (m_floats[0] <m_floats[2] ? 2 : 0);
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}
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int32_t furthestAxis() const
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{
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int32_t furthestAxis() const {
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return absolute().minAxis();
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}
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int32_t closestAxis() const
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{
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int32_t closestAxis() const {
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return absolute().maxAxis();
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}
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void setInterpolate3(const Vector4D<T>& v0, const Vector4D<T>& v1, T rt)
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{
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void setInterpolate3(const Vector4D<T>& v0, const Vector4D<T>& v1, T rt) {
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btScalar s = 1 - rt;
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m_floats[0] = s * v0.m_floats[0] + rt * v1.m_floats[0];
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m_floats[1] = s * v0.m_floats[1] + rt * v1.m_floats[1];
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@ -321,8 +301,7 @@ namespace etk {
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* @param t The ration of this to v (t = 0 => return this, t=1 => return other)
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*/
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/*
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Vector3D<T> lerp(const Vector4D<T>& v, const btScalar& t) const
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{
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Vector3D<T> lerp(const Vector4D<T>& v, const btScalar& t) const {
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return Vector3D<T>(m_floats[0] + (v.m_floats[0] - m_floats[0]) * t,
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m_floats[1] + (v.m_floats[1] - m_floats[1]) * t,
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m_floats[2] + (v.m_floats[2] - m_floats[2]) * t,
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@ -333,16 +312,14 @@ namespace etk {
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* @brief Elementwise multiply this vector by the other
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* @param v The other vector
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*/
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Vector4D<T>& operator*=(const Vector4D<T>& v)
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{
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Vector4D<T>& operator*=(const Vector4D<T>& v) {
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m_floats[0] *= v.m_floats[0];
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m_floats[1] *= v.m_floats[1];
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m_floats[2] *= v.m_floats[2];
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m_floats[3] *= v.m_floats[3];
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return *this;
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}
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Vector4D<T> operator*(const Vector4D<T>& v)
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{
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Vector4D<T> operator*(const Vector4D<T>& v) {
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return Vector4D<T>(m_floats[0] * v.m_floats[0],
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m_floats[1] * v.m_floats[1],
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m_floats[2] * v.m_floats[2],
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@ -401,16 +378,14 @@ namespace etk {
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operator T *() { return &m_floats[0]; }
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operator const T *() const { return &m_floats[0]; }
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bool operator==(const Vector4D<T>& other) const
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{
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bool operator==(const Vector4D<T>& other) const {
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return ( (m_floats[3]==other.m_floats[3])
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&& (m_floats[2]==other.m_floats[2])
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&& (m_floats[1]==other.m_floats[1])
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&& (m_floats[0]==other.m_floats[0]));
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}
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bool operator!=(const Vector4D<T>& other) const
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{
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bool operator!=(const Vector4D<T>& other) const {
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return ( (m_floats[3]!=other.m_floats[3])
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|| (m_floats[2]!=other.m_floats[2])
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|| (m_floats[1]!=other.m_floats[1])
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@ -421,8 +396,7 @@ namespace etk {
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* @brief Set each element to the max of the current values and the values of another btVector3
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* @param other The other btVector3 to compare with
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*/
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void setMax(const Vector4D<T>& other)
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{
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void setMax(const Vector4D<T>& other) {
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btSetMax(m_floats[0], other.m_floats[0]);
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btSetMax(m_floats[1], other.m_floats[1]);
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btSetMax(m_floats[2], other.m_floats[2]);
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@ -433,36 +407,31 @@ namespace etk {
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* @brief Set each element to the min of the current values and the values of another btVector3
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* @param other The other btVector3 to compare with
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*/
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void setMin(const Vector4D<T>& other)
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{
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void setMin(const Vector4D<T>& other) {
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btSetMin(m_floats[0], other.m_floats[0]);
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btSetMin(m_floats[1], other.m_floats[1]);
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btSetMin(m_floats[2], other.m_floats[2]);
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btSetMin(m_floats[3], other.m_floats[3]);
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}
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void setValue(const T& _x, const T& _y, const T& _z, const T& _w)
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{
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void setValue(const T& _x, const T& _y, const T& _z, const T& _w) {
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m_floats[0]=_x;
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m_floats[1]=_y;
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m_floats[2]=_z;
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m_floats[3]=_w;
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}
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/*
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void getSkewSymmetricMatrix(Vector3D<T>* v0,Vector3D<T>* v1,Vector3D<T>* v2) const
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{
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void getSkewSymmetricMatrix(Vector3D<T>* v0,Vector3D<T>* v1,Vector3D<T>* v2) const {
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v0->setValue(0. ,-z() ,y());
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v1->setValue(z() ,0. ,-x());
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v2->setValue(-y() ,x() ,0.);
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}
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*/
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void setZero()
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{
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void setZero() {
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setValue(0,0,0,0);
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}
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bool isZero() const
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{
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bool isZero() const {
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return m_floats[0] == 0 && m_floats[1] == 0 && m_floats[2] == 0 && m_floats[3] == 0;
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}
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};
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