Reorganizes project and sets up bazel.
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vector.cpp
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220
vector.cpp
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/***************************************************************************
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* Copyright (C) 2001-2023 by Tom Hicks *
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* headhunter3@gmail.com *
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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 *
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* Free Software Foundation, Inc., *
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* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
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***************************************************************************/
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#include "vector.h"
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namespace OpenArena {
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Vec3d::Vec3d(const Vec3d& orig) {
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operator=(orig);
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}
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Vec3d::Vec3d(double xr, double zr) {
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x = (double)sin(90 - xr);
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y = (double)sin(xr);
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z = (double)(y * tan(zr));
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}
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Vec3d::Vec3d(double X, double Y, double Z) {
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x = X;
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y = Y;
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z = Z;
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}
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double Vec3d::lengthsquared() const {
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return (x * x + y * y + z * z);
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}
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double Vec3d::length() const {
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return (double)sqrt(lengthsquared());
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}
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void Vec3d::normalize() {
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x /= length();
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y /= length();
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z /= length();
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}
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void Vec3d::operator=(const Vec3d& v) {
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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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}
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Vec3d Vec3d::cross(const Vec3d& v) const {
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return Vec3d(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x);
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}
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Vec3d Vec3d::operator*(const Vec3d& v) const {
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return Vec3d(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x);
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}
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Vec3d Vec3d::operator+(const Vec3d& v) const {
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return Vec3d(x + v.x, y + v.y, z + v.z);
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}
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Vec3d Vec3d::operator*(double f) const {
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return Vec3d(x * f, y * f, z * f);
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}
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Vec3d Vec3d::operator-(const Vec3d& v) const {
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return Vec3d(x - v.x, y - v.y, z - v.z);
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}
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Vec3d Vec3d::operator/(double k) const {
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return Vec3d(x / k, y / k, z / k);
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}
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Vec3d Vec3d::normalized() const {
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return Vec3d(x / length(), y / length(), z / length());
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}
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Vec2f::Vec2f() {
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x = 0;
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y = 0;
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}
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Vec2f::Vec2f(const Vec2f& rtOp) {
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x = rtOp.x;
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y = rtOp.y;
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}
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Vec2f Vec2f::cross(const Vec2f& rtOp) const {
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return Vec2f(y - rtOp.y, rtOp.x - x);
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}
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double Vec2f::length() const {
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return sqrt(x * x + y * y);
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}
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double Vec2f::lengthsquared() const {
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return (x * x + y * y);
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}
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void Vec2f::normalize() {
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x /= (float)length();
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y /= (float)length();
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}
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Vec2f Vec2f::normalized() const {
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return Vec2f(x / length(), y / length());
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}
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Vec2f Vec2f::operator*(double rtOp) const {
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return Vec2f(x * rtOp, y * rtOp);
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}
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Vec2f Vec2f::operator+(const Vec2f& rtOp) const {
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return Vec2f(x + rtOp.x, y + rtOp.y);
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}
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Vec2f Vec2f::operator*(const Vec2f& rtOp) const {
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return Vec2f(x * rtOp.x, y * rtOp.y);
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}
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Vec2f Vec2f::operator-(const Vec2f& rtOp) const {
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return Vec2f(x - rtOp.x, y - rtOp.y);
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}
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Vec2f Vec2f::operator/(double rtOp) const {
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return Vec2f(x / rtOp, y / rtOp);
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}
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Vec2f Vec2f::operator=(const Vec2f& rtOp) {
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x = rtOp.x;
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y = rtOp.y;
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return Vec2f(x, y);
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}
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Vec2f::Vec2f(double X, double Y) {
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x = (float)X;
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y = (float)Y;
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}
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////////////
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Vec2i::Vec2i() {
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x = 0;
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y = 0;
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}
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Vec2i::Vec2i(const Vec2i& rtOp) {
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x = rtOp.x;
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y = rtOp.y;
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}
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Vec2i Vec2i::cross(const Vec2i& rtOp) const {
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return Vec2i(y - rtOp.y, rtOp.x - x);
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}
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int Vec2i::length() const {
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return (int)sqrt((float)(x * x + y * y));
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}
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int Vec2i::lengthsquared() const {
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return (x * x + y * y);
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}
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void Vec2i::normalize() {
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x /= length();
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y /= length();
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}
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Vec2i Vec2i::normalized() const {
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return Vec2i(x / length(), y / length());
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}
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Vec2i Vec2i::operator*(int rtOp) const {
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return Vec2i(x * rtOp, y * rtOp);
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}
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Vec2i Vec2i::operator+(const Vec2i& rtOp) const {
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return Vec2i(x + rtOp.x, y + rtOp.y);
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}
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Vec2i Vec2i::operator*(const Vec2i& rtOp) const {
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return Vec2i(x * rtOp.x, y * rtOp.y);
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}
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Vec2i Vec2i::operator-(const Vec2i& rtOp) const {
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return Vec2i(x - rtOp.x, y - rtOp.y);
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}
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Vec2i Vec2i::operator/(int rtOp) const {
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return Vec2i(x / rtOp, y / rtOp);
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}
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Vec2i Vec2i::operator=(const Vec2i& rtOp) {
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x = rtOp.x;
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y = rtOp.y;
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return Vec2i(x, y);
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}
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Vec2i::Vec2i(int X, int Y) {
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x = X;
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y = Y;
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}
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bool Vec2i::operator==(const Vec2i& rtOp) const {
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return x == rtOp.x && y == rtOp.y;
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}
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bool Vec2i::operator!=(const Vec2i& rtOp) const {
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return !(x == rtOp.x && y == rtOp.y);
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}
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} // End namespace OpenArena
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