merge changes from the defunct ubot
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335
ext/crlib/cr-vector.h
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335
ext/crlib/cr-vector.h
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//
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// CRLib - Simple library for STL replacement in private projects.
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// Copyright © 2020 YaPB Development Team <team@yapb.ru>.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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#pragma once
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#include <crlib/cr-math.h>
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CR_NAMESPACE_BEGIN
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// small simd operations for 3d vector
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#if defined (CR_HAS_SSE)
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template <typename T> class CR_ALIGN16 SimdWrap {
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private:
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__m128 wrap_dp_sse2 (__m128 v1, __m128 v2) {
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auto mul = _mm_mul_ps (v1, v2);
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auto res = _mm_add_ps (_mm_shuffle_ps (v2, mul, _MM_SHUFFLE (1, 0, 0, 0)), mul);
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mul = _mm_add_ps (_mm_shuffle_ps (mul, res, _MM_SHUFFLE (0, 3, 0, 0)), res);
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return _mm_shuffle_ps (mul, mul, _MM_SHUFFLE (2, 2, 2, 2));
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}
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public:
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union {
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__m128 m;
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struct {
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T x, y, z;
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} vec;
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};
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SimdWrap (const T &x, const T &y, const T &z) {
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m = _mm_set_ps (0.0f, z, y, x);
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}
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SimdWrap (const T &x, const T &y) {
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m = _mm_set_ps (0.0f, 0.0f, y, x);
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}
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SimdWrap (__m128 m) : m (m)
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{ }
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public:
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SimdWrap normalize () {
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return { _mm_div_ps (m, _mm_sqrt_ps (wrap_dp_sse2 (m, m))) };
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}
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};
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#endif
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// 3dmath vector
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template <typename T> class Vec3D {
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public:
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T x {};
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T y {};
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T z {};
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public:
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Vec3D (const T &scaler = 0.0f) : x (scaler), y (scaler), z (scaler)
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{ }
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Vec3D (const T &x, const T &y, const T &z) : x (x), y (y), z (z)
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{ }
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Vec3D (T *rhs) : x (rhs[0]), y (rhs[1]), z (rhs[2])
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{ }
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#if defined (CR_HAS_SSE)
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Vec3D (const SimdWrap <T> &rhs) : x (rhs.vec.x), y (rhs.vec.y), z (rhs.vec.z)
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{ }
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#endif
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Vec3D (const Vec3D &) = default;
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Vec3D (decltype (nullptr)) {
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clear ();
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}
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public:
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operator T * () {
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return &x;
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}
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operator const T * () const {
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return &x;
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}
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Vec3D operator + (const Vec3D &rhs) const {
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return { x + rhs.x, y + rhs.y, z + rhs.z };
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}
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Vec3D operator - (const Vec3D &rhs) const {
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return { x - rhs.x, y - rhs.y, z - rhs.z };
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}
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Vec3D operator - () const {
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return { -x, -y, -z };
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}
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friend Vec3D operator * (const T &scale, const Vec3D &rhs) {
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return { rhs.x * scale, rhs.y * scale, rhs.z * scale };
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}
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Vec3D operator * (const T &scale) const {
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return { scale * x, scale * y, scale * z };
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}
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Vec3D operator / (const T &rhs) const {
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const auto inv = 1 / (rhs + kFloatEqualEpsilon);
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return { inv * x, inv * y, inv * z };
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}
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// cross product
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Vec3D operator ^ (const Vec3D &rhs) const {
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return { y * rhs.z - z * rhs.y, z * rhs.x - x * rhs.z, x * rhs.y - y * rhs.x };
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}
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// dot product
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T operator | (const Vec3D &rhs) const {
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return x * rhs.x + y * rhs.y + z * rhs.z;
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}
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const Vec3D &operator += (const Vec3D &rhs) {
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x += rhs.x;
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y += rhs.y;
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z += rhs.z;
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return *this;
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}
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const Vec3D &operator -= (const Vec3D &rhs) {
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x -= rhs.x;
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y -= rhs.y;
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z -= rhs.z;
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return *this;
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}
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const Vec3D &operator *= (const T &rhs) {
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x *= rhs;
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y *= rhs;
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z *= rhs;
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return *this;
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}
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const Vec3D &operator /= (const T &rhs) {
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const auto inv = 1 / (rhs + kFloatEqualEpsilon);
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x *= inv;
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y *= inv;
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z *= inv;
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return *this;
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}
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bool operator == (const Vec3D &rhs) const {
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return cr::fequal (x, rhs.x) && cr::fequal (y, rhs.y) && cr::fequal (z, rhs.z);
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}
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bool operator != (const Vec3D &rhs) const {
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return !operator == (rhs);
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}
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void operator = (decltype (nullptr)) {
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clear ();
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}
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const float &operator [] (const int i) const {
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return &(x)[i];
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}
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float &operator [] (const int i) {
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return &(x)[i];
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}
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Vec3D &operator = (const Vec3D &) = default;
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public:
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T length () const {
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return cr::sqrtf (lengthSq ());
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}
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T length2d () const {
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return cr::sqrtf (cr::square (x) + cr::square (y));
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}
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T lengthSq () const {
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return cr::square (x) + cr::square (y) + cr::square (z);
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}
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Vec3D get2d () const {
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return { x, y, 0.0f };
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}
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Vec3D normalize () const {
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#if defined (CR_HAS_SSE)
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return SimdWrap <T> { x, y, z }.normalize ();
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#else
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auto len = length () + cr::kFloatCmpEpsilon;
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if (cr::fzero (len)) {
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return { 0.0f, 0.0f, 1.0f };
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}
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len = 1.0f / len;
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return { x * len, y * len, z * len };
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#endif
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}
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Vec3D normalize2d () const {
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#if defined (CR_HAS_SSE)
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return SimdWrap <T> { x, y }.normalize ();
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#else
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auto len = length2d () + cr::kFloatCmpEpsilon;
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if (cr::fzero (len)) {
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return { 0.0f, 1.0f, 0.0f };
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}
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len = 1.0f / len;
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return { x * len, y * len, 0.0f };
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#endif
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}
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bool empty () const {
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return cr::fzero (x) && cr::fzero (y) && cr::fzero (z);
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}
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void clear () {
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x = y = z = 0.0f;
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}
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Vec3D clampAngles () {
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x = cr::normalizeAngles (x);
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y = cr::normalizeAngles (y);
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z = 0.0f;
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return *this;
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}
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T pitch () const {
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if (cr::fzero (z)) {
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return 0.0f;
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}
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return cr::deg2rad (cr::atan2f (z, length2d ()));
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}
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T yaw () const {
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if (cr::fzero (x) && cr::fzero (y)) {
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return 0.0f;
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}
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return cr::rad2deg (cr:: atan2f (y, x));
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}
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Vec3D angles () const {
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if (cr::fzero (x) && cr::fzero (y)) {
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return { z > 0.0f ? 90.0f : 270.0f, 0.0, 0.0f };
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}
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return { cr::rad2deg (cr::atan2f (z, length2d ())), cr::rad2deg (cr::atan2f (y, x)), 0.0f };
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}
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void angleVectors (Vec3D *forward, Vec3D *right, Vec3D *upward) const {
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enum { pitch, yaw, roll, unused, max };
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T sines[max] = { 0.0f, 0.0f, 0.0f, 0.0f };
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T cosines[max] = { 0.0f, 0.0f, 0.0f, 0.0f };
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// compute the sine and cosine compontents
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cr::sincosf (cr::deg2rad (x), cr::deg2rad (y), cr::deg2rad (z), sines, cosines);
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if (forward) {
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*forward = {
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cosines[pitch] * cosines[yaw],
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cosines[pitch] * sines[yaw],
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-sines[pitch]
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};
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}
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if (right) {
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*right = {
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-sines[roll] * sines[pitch] * cosines[yaw] + cosines[roll] * sines[yaw],
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-sines[roll] * sines[pitch] * sines[yaw] - cosines[roll] * cosines[yaw],
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-sines[roll] * cosines[pitch]
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};
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}
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if (upward) {
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*upward = {
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cosines[roll] * sines[pitch] * cosines[yaw] + sines[roll] * sines[yaw],
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upward->y = cosines[roll] * sines[pitch] * sines[yaw] - sines[roll] * cosines[yaw],
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upward->z = cosines[roll] * cosines[pitch]
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};
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}
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}
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const Vec3D &forward () {
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static Vec3D s_fwd {};
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angleVectors (&s_fwd, nullptr, nullptr);
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return s_fwd;
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}
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const Vec3D &upward () {
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static Vec3D s_up {};
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angleVectors (nullptr, nullptr, &s_up);
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return s_up;
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}
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const Vec3D &right () {
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static Vec3D s_right {};
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angleVectors (nullptr, &s_right, nullptr);
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return s_right;
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}
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};
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// default is float
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using Vector = Vec3D <float>;
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CR_NAMESPACE_END
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