[DEV] remove init of basic vector
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@ -24,11 +24,7 @@ namespace etk
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/*****************************************************
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* Constructor
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*****************************************************/
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Vector2D(void)
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{
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m_floats[0]=0;
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m_floats[1]=0;
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}; // do nothing ==> better for optimisation
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Vector2D(void) { }; // do nothing ==> better for optimisation
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Vector2D(T _x, T _y)
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{
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m_floats[0] = _x;
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@ -29,10 +29,6 @@ namespace etk
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*/
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Vector3D(void)
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{
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m_floats[0]=0;
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m_floats[1]=0;
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m_floats[2]=0;
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m_floats[3]=0;
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}
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/**
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* @brief Constructor from scalars
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@ -59,6 +55,12 @@ namespace etk
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m_floats[2] += v.m_floats[2];
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return *this;
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}
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Vector3D<T> operator+(const Vector3D<T>& v)
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{
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return Vector3D<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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}
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/**
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@ -72,6 +74,12 @@ namespace etk
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m_floats[2] -= v.m_floats[2];
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return *this;
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}
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Vector3D<T> operator-(const Vector3D<T>& v)
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{
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return Vector3D<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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}
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/**
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* @brief Scale the vector
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@ -84,6 +92,12 @@ namespace etk
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m_floats[2] *= s;
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return *this;
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}
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Vector3D<T> operator*(const T& s)
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{
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return Vector3D<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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}
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/**
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* @brief Inversely scale the vector
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@ -94,7 +108,17 @@ namespace etk
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if (0!=s) {
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return *this *= btScalar(1.0) / s;
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}
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return 0;
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return *this;
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}
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Vector3D<T>& operator/=(const T& s)
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{
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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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m_floats[2]/=s;
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return *this;
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}
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return *this;
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}
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/**
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@ -288,6 +312,12 @@ namespace etk
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m_floats[2] *= v.m_floats[2];
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return *this;
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}
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Vector3D<T> operator*(const Vector3D<T>& v)
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{
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return Vector3D<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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}
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/**
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* @brief Return the x value
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@ -409,6 +439,7 @@ namespace etk
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etk::CCout& operator <<(etk::CCout &os, const btVector3 obj);
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etk::CCout& operator <<(etk::CCout &os, const etk::Vector3D<uint32_t> obj);
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etk::CCout& operator <<(etk::CCout &os, const etk::Vector3D<bool> obj);
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};
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// To siplify the writing of the code ==> this permit to have the same name with the glsl language...
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