
Also: - Skip garbage in GameObjectDisplayInfo.dbc. - Fix the order of library linkage in extractor. - Fix a false positive in vmap-assembler. - Fix an include path in mmap generator
296 lines
6.1 KiB
C++
296 lines
6.1 KiB
C++
/**
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* MaNGOS is a full featured server for World of Warcraft, supporting
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* the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
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*
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* Copyright (C) 2005-2015 MaNGOS project <http://getmangos.eu>
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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 2 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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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* World of Warcraft, and all World of Warcraft or Warcraft art, images,
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* and lore are copyrighted by Blizzard Entertainment, Inc.
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*/
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#ifndef VEC3D_H
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#define VEC3D_H
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#include <iostream>
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#include <cmath>
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/**
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* @brief
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*
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*/
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class Vec3D
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{
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public:
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float x, y, z; /**< TODO */
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/**
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* @brief
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*
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* @param x0
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* @param y0
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* @param z0
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*/
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Vec3D(float x0 = 0.0f, float y0 = 0.0f, float z0 = 0.0f) : x(x0), y(y0), z(z0) {}
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/**
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* @brief
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*
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* @param v
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*/
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Vec3D(const Vec3D& v) : x(v.x), y(v.y), z(v.z) {}
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/**
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* @brief
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*
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* @param v
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* @return Vec3D &operator
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*/
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Vec3D& operator= (const Vec3D& 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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/**
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* @brief
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*
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* @param v
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* @return Vec3D operator
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*/
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Vec3D operator+ (const Vec3D& v) const
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{
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Vec3D r(x + v.x, y + v.y, z + v.z);
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return r;
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}
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/**
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* @brief
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*
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* @param v
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* @return Vec3D operator
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*/
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Vec3D operator- (const Vec3D& v) const
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{
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Vec3D r(x - v.x, y - v.y, z - v.z);
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return r;
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}
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/**
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* @brief
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*
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* @param v
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* @return float operator
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*/
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float operator* (const Vec3D& 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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/**
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* @brief
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*
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* @param d
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* @return Vec3D operator
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*/
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Vec3D operator* (float d) const
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{
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Vec3D r(x * d, y * d, z * d);
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return r;
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}
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/**
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* @brief
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*
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* @param d
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* @param v
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* @return Vec3D operator
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*/
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friend Vec3D operator* (float d, const Vec3D& v)
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{
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return v * d;
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}
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/**
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* @brief
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*
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* @param v
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* @return Vec3D operator
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*/
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Vec3D operator% (const Vec3D& v) const
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{
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Vec3D r(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x);
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return r;
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}
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/**
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* @brief
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*
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* @param v
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* @return Vec3D &operator
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*/
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Vec3D& operator+= (const Vec3D& 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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/**
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* @brief
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*
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* @param v
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* @return Vec3D &operator
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*/
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Vec3D& operator-= (const Vec3D& 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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/**
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* @brief
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*
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* @param d
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* @return Vec3D &operator
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*/
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Vec3D& operator*= (float d)
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{
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x *= d;
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y *= d;
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z *= d;
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return *this;
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}
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/**
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* @brief
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*
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* @return float
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*/
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float lengthSquared() const
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{
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return x * x + y * y + z * z;
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}
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/**
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* @brief
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*
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* @return float
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*/
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float length() const
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{
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return sqrt(x * x + y * y + z * z);
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}
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/**
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* @brief
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*
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* @return Vec3D
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*/
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Vec3D& normalize()
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{
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this->operator*= (1.0f / length());
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return *this;
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}
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/**
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* @brief
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*
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* @return Vec3D operator
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*/
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Vec3D operator~() const
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{
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Vec3D r(*this);
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r.normalize();
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return r;
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}
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/**
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* @brief
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*
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* @param in
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* @param v
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* @return std::istream &operator >>
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*/
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friend std::istream& operator>>(std::istream& in, Vec3D& v)
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{
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in >> v.x >> v.y >> v.z;
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return in;
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}
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/**
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* @brief
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*
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* @param out
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* @param v
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* @return std::ostream &operator
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*/
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friend std::ostream& operator<<(std::ostream& out, const Vec3D& v)
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{
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out << v.x << " " << v.y << " " << v.z;
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return out;
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}
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/**
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* @brief
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*
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* @return operator float
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*/
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operator float* ()
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{
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return (float*)this;
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}
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};
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/**
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* @brief
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*
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* @param x0
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* @param y0
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* @param x
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* @param y
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* @param angle
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*/
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inline void rotate(float x0, float y0, float* x, float* y, float angle)
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{
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float xa = *x - x0, ya = *y - y0;
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*x = xa * cosf(angle) - ya * sinf(angle) + x0;
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*y = xa * sinf(angle) + ya * cosf(angle) + y0;
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}
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/**
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* @brief for whatever reason a certain company just can't stick to one coordinate system...
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*
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* @param v
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* @return Vec3D
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*/
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inline Vec3D fixCoords(const Vec3D& v) { return Vec3D(v.z, v.x, v.y); }
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/**
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* @brief
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*
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* @param v
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* @return Vec3D
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*/
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inline Vec3D fixCoordSystem(const Vec3D& v) { return Vec3D(v.x, v.z, -v.y); }
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#endif
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