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261 lines
5.6 KiB
C++
261 lines
5.6 KiB
C++
//
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// Created by vlad on 10/28/23.
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//
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#include <omath/Vector3.h>
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#include <cmath>
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#include <omath/angles.h>
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namespace omath
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{
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bool Vector3::operator==(const Vector3 &src) const
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{
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return (src.x == x) and (src.y == y) and (src.z == z);
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}
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bool Vector3::operator!=(const Vector3 &src) const
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{
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return (src.x != x) or (src.y != y) or (src.z != z);
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}
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Vector3 &Vector3::operator+=(const Vector3 &v)
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{
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x += v.x;
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y += v.y;
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z += v.z;
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return *this;
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}
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Vector3 &Vector3::operator-=(const Vector3 &v)
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{
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x -= v.x;
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y -= v.y;
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z -= v.z;
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return *this;
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}
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Vector3 &Vector3::operator*=(const float fl)
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{
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x *= fl;
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y *= fl;
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z *= fl;
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return *this;
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}
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Vector3 &Vector3::operator*=(const Vector3 &v)
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{
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x *= v.x;
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y *= v.y;
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z *= v.z;
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return *this;
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}
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Vector3 &Vector3::operator/=(const Vector3 &v)
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{
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x /= v.x;
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y /= v.y;
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z /= v.z;
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return *this;
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}
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Vector3 &Vector3::operator+=(const float fl)
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{
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x += fl;
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y += fl;
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z += fl;
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return *this;
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}
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Vector3 &Vector3::operator/=(const float fl)
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{
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x /= fl;
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y /= fl;
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z /= fl;
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return *this;
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}
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Vector3 &Vector3::operator-=(const float fl)
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{
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x -= fl;
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y -= fl;
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z -= fl;
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return *this;
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}
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float Vector3::DistTo(const Vector3 &vOther) const
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{
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Vector3 delta;
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delta.x = x - vOther.x;
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delta.y = y - vOther.y;
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delta.z = z - vOther.z;
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return delta.Length();
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}
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Vector3 &Vector3::Abs()
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{
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x = std::abs(x);
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y = std::abs(y);
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z = std::abs(z);
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return *this;
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}
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float Vector3::DistToSqr(const Vector3 &vOther) const
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{
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Vector3 delta;
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delta.x = x - vOther.x;
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delta.y = y - vOther.y;
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delta.z = z - vOther.z;
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return delta.LengthSqr();
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}
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float Vector3::Dot(const Vector3 &vOther) const
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{
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return (x * vOther.x + y * vOther.y + z * vOther.z);
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}
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float Vector3::Length() const
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{
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return std::sqrt(x * x + y * y + z * z);
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}
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float Vector3::LengthSqr() const
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{
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return (x * x + y * y + z * z);
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}
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float Vector3::Length2D() const
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{
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return std::sqrt(x * x + y * y);
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}
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Vector3 Vector3::operator-() const
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{
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return {-x, -y, -z};
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}
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Vector3 Vector3::operator+(const Vector3 &v) const
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{
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return {x + v.x, y + v.y, z + v.z};
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}
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Vector3 Vector3::operator-(const Vector3 &v) const
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{
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return {x - v.x, y - v.y, z - v.z};
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}
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Vector3 Vector3::operator*(float fl) const
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{
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return {x * fl, y * fl, z * fl};
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}
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Vector3 Vector3::operator*(const Vector3 &v) const
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{
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return {x * v.x, y * v.y, z * v.z};
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}
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Vector3 Vector3::operator/(const float fl) const
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{
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return {x / fl, y / fl, z / fl};
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}
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Vector3 Vector3::operator/(const Vector3 &v) const
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{
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return {x / v.x, y / v.y, z / v.z};
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}
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Vector3 Vector3::CreateVelocity(const float pitch, const float yaw, const float speed)
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{
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return
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{
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std::cos(angles::DegreesToRadians(pitch)) * std::cos(angles::DegreesToRadians(yaw)) * speed,
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std::cos(angles::DegreesToRadians(pitch)) * std::sin(angles::DegreesToRadians(yaw)) * speed,
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std::sin(angles::DegreesToRadians(pitch)) * speed,
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};
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}
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float Vector3::Sum() const
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{
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return x + y + z;
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}
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float Vector3::Sum2D() const
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{
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return x + y;
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}
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Vector3 Vector3::ViewAngleTo(const Vector3 &other) const
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{
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const float distance = DistTo(other);
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const auto delta = other - *this;
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// Make x negative since -89 is top and 89 is bottom
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return
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{
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-angles::RadiansToDegrees(asinf(delta.z / distance)),
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angles::RadiansToDegrees(atan2f(delta.y, delta.x)),
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0.f
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};
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}
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Vector3 Vector3::ForwardVector(const float pitch, const float yaw)
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{
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const auto cosPitch = std::cos(angles::DegreesToRadians(pitch));
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const auto sinPitch = std::sin(angles::DegreesToRadians(pitch));
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const auto cosYaw = std::cos(angles::DegreesToRadians(yaw));
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const auto sinYaw = std::sin(angles::DegreesToRadians(yaw));
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return {cosPitch*cosYaw, cosPitch*sinYaw, sinPitch};
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}
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Vector3 Vector3::RightVector(const float pitch, const float yaw, const float roll)
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{
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const auto cosPitch = std::cos(angles::DegreesToRadians(pitch));
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const auto sinPitch = std::sin(angles::DegreesToRadians(pitch));
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const auto cosYaw = std::cos(angles::DegreesToRadians(yaw));
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const auto sinYaw = std::sin(angles::DegreesToRadians(yaw));
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const auto cosRoll = std::cos(angles::DegreesToRadians(yaw));
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const auto sinRoll = std::sin(angles::DegreesToRadians(yaw));
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return {-sinRoll*sinPitch*cosYaw + -cosRoll*-sinYaw,
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-sinRoll*sinPitch*sinYaw + -cosRoll*cosYaw,
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sinRoll*cosPitch};
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}
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Vector3 Vector3::Cross(const Vector3 &v) const
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{
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return {
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y * v.z - z * v.y,
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z * v.x - x * v.z,
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x * v.y - y * v.x
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};
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}
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Vector3 Vector3::Normalized() const
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{
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float length = this->Length();
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if (length != 0)
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{
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return *this / length;
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}
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return *this;
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}
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} |