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- Slight tidy-up in vectors.h.
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1 changed files with 7 additions and 10 deletions
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@ -230,7 +230,7 @@ struct TVector2
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// Vector length
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vec_t Length() const
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{
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return (vec_t)g_sqrt (X*X + Y*Y);
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return (vec_t)g_sqrt (LengthSquared());
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}
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vec_t LengthSquared() const
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@ -613,7 +613,7 @@ struct TVector3
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// Vector length
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double Length() const
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{
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return g_sqrt (X*X + Y*Y + Z*Z);
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return g_sqrt (LengthSquared());
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}
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double LengthSquared() const
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@ -928,7 +928,7 @@ struct TVector4
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// Vector length
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double Length() const
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{
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return g_sqrt(X*X + Y*Y + Z*Z + W*W);
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return g_sqrt(LengthSquared());
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}
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double LengthSquared() const
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@ -1450,7 +1450,7 @@ public:
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double Tan() const
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{
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auto bam = BAMs();
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const auto bam = BAMs();
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return g_sinbam(bam) / g_cosbam(bam);
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}
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@ -1487,7 +1487,7 @@ inline TAngle<T> deltaangle(const TAngle<T> &a1, const TAngle<T> &a2)
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template<class T>
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inline TAngle<T> absangle(const TAngle<T> &a1, const TAngle<T> &a2)
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{
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return fabs((a1 - a2).Normalized180());
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return fabs(deltaangle(a2, a1));
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}
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template<class T>
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@ -1528,7 +1528,7 @@ TAngle<T> TVector3<T>::Angle() const
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template<class T>
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TAngle<T> TVector3<T>::Pitch() const
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{
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return -VecToAngle(TVector2<T>(X, Y).Length(), Z);
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return -VecToAngle(XY().Length(), Z);
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}
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template<class T>
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@ -1694,13 +1694,10 @@ struct TRotator
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};
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// Create a forward vector from a rotation (ignoring roll)
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template<class T>
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inline TVector3<T>::TVector3 (const TRotator<T> &rot)
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{
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double pcos = rot.Pitch.Cos();
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X = pcos * rot.Yaw.Cos();
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Y = pcos * rot.Yaw.Sin();
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XY() = rot.Pitch.Cos() * rot.Yaw.ToVector();
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Z = rot.Pitch.Sin();
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}
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