dsphle - small mail protocol fix for zelda light type
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5917 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -73,8 +73,7 @@ CUCode_Zelda::CUCode_Zelda(CMailHandler& _rMailHandler, u32 _CRC)
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if (IsLightVersion())
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{
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NOTICE_LOG(DSPHLE, "Luigi Stylee!");
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// Is it correct? seen in DSP_UC_Luigi.txt reset vector
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m_rMailHandler.PushMail(0x80001111);
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m_rMailHandler.PushMail(0x88881111);
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}
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else
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{
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@ -143,15 +142,10 @@ void CUCode_Zelda::HandleMail_LightVersion(u32 _uMail)
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if (m_CurBuffer == m_NumBuffers)
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{
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m_rMailHandler.PushMail(0x80000066); // seen in DSP_UC_Luigi.txt
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soundStream->GetMixer()->SetHLEReady(true);
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DEBUG_LOG(DSPHLE, "Update the SoundThread to be in sync");
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// soundStream->Update(); //do it in this thread to avoid sync problems
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m_bSyncCmdPending = false;
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DEBUG_LOG(DSPHLE, "Update the SoundThread to be in sync");
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}
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return;
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}
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@ -333,7 +327,7 @@ void CUCode_Zelda::HandleMail_NormalVersion(u32 _uMail)
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if (m_CurBuffer == m_NumBuffers)
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{
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if (!IsDMAVersion())
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if (!IsDMAVersion()) // this is a hack... without it Pikmin 1 Wii/ Zelda TP Wii mail-s stopped
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m_rMailHandler.PushMail(DSP_FRAME_END);
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//g_dspInitialize.pGenerateDSPInterrupt();
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@ -538,7 +532,10 @@ void CUCode_Zelda::ExecuteList()
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// sync, we are ready
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if (IsLightVersion())
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{
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m_rMailHandler.PushMail(0x80000000 | Sync);
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if (m_bSyncCmdPending)
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m_rMailHandler.PushMail(0x80000000 | m_NumBuffers); // after CMD_2
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else
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m_rMailHandler.PushMail(0x80000000 | Sync); // after CMD_0, CMD_1
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}
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else
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{
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@ -1,116 +1,116 @@
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// Copyright (C) 2003 Dolphin Project.
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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, version 2.0.
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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 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#ifndef _VEC3_H
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#define _VEC3_H
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#include <stdlib.h>
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#include <math.h>
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class Vec3
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{
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public:
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float x,y,z;
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Vec3() { }
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explicit Vec3(float f) {x=y=z=f;}
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explicit Vec3(const float *f) {x=f[0]; y=f[1]; z=f[2];}
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Vec3(const float _x, const float _y, const float _z) {
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x=_x; y=_y; z=_z;
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}
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void set(const float _x, const float _y, const float _z) {
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x=_x; y=_y; z=_z;
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}
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Vec3 operator + (const Vec3 &other) const {
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return Vec3(x+other.x, y+other.y, z+other.z);
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}
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void operator += (const Vec3 &other) {
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x+=other.x; y+=other.y; z+=other.z;
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}
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Vec3 operator -(const Vec3 &v) const {
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return Vec3(x-v.x,y-v.y,z-v.z);
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}
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void operator -= (const Vec3 &other)
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{
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x-=other.x; y-=other.y; z-=other.z;
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}
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Vec3 operator -() const {
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return Vec3(-x,-y,-z);
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}
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Vec3 operator * (const float f) const {
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return Vec3(x*f,y*f,z*f);
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}
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Vec3 operator / (const float f) const {
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float invf = (1.0f/f);
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return Vec3(x*invf,y*invf,z*invf);
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}
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void operator /= (const float f)
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{
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*this = *this / f;
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}
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float operator * (const Vec3 &other) const {
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return x*other.x + y*other.y + z*other.z;
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}
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void operator *= (const float f) {
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*this = *this * f;
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}
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Vec3 scaled_by(const Vec3 &other) const {
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return Vec3(x*other.x, y*other.y, z*other.z);
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}
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Vec3 operator %(const Vec3 &v) const {
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return Vec3(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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float length2() const {
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return x*x+y*y+z*z;
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}
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float length() const {
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return sqrtf(length2());
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}
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float distance2_to(Vec3 &other)
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{
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return (other-(*this)).length2();
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}
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Vec3 normalized() const {
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return (*this) / length();
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}
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void normalize() {
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(*this) /= length();
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}
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float &operator [] (int i)
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{
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return *((&x) + i);
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}
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const float operator [] (const int i) const
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{
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return *((&x) + i);
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}
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bool operator == (const Vec3 &other) const
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{
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if (x==other.x && y==other.y && z==other.z)
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return true;
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else
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return false;
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}
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void setZero()
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{
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memset((void *)this,0,sizeof(float)*3);
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}
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};
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#endif
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// Copyright (C) 2003 Dolphin Project.
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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, version 2.0.
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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 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#ifndef _VEC3_H
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#define _VEC3_H
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#include <stdlib.h>
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#include <math.h>
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class Vec3
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{
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public:
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float x,y,z;
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Vec3() { }
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explicit Vec3(float f) {x=y=z=f;}
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explicit Vec3(const float *f) {x=f[0]; y=f[1]; z=f[2];}
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Vec3(const float _x, const float _y, const float _z) {
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x=_x; y=_y; z=_z;
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}
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void set(const float _x, const float _y, const float _z) {
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x=_x; y=_y; z=_z;
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}
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Vec3 operator + (const Vec3 &other) const {
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return Vec3(x+other.x, y+other.y, z+other.z);
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}
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void operator += (const Vec3 &other) {
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x+=other.x; y+=other.y; z+=other.z;
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}
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Vec3 operator -(const Vec3 &v) const {
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return Vec3(x-v.x,y-v.y,z-v.z);
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}
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void operator -= (const Vec3 &other)
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{
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x-=other.x; y-=other.y; z-=other.z;
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}
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Vec3 operator -() const {
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return Vec3(-x,-y,-z);
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}
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Vec3 operator * (const float f) const {
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return Vec3(x*f,y*f,z*f);
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}
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Vec3 operator / (const float f) const {
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float invf = (1.0f/f);
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return Vec3(x*invf,y*invf,z*invf);
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}
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void operator /= (const float f)
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{
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*this = *this / f;
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}
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float operator * (const Vec3 &other) const {
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return x*other.x + y*other.y + z*other.z;
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}
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void operator *= (const float f) {
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*this = *this * f;
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}
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Vec3 scaled_by(const Vec3 &other) const {
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return Vec3(x*other.x, y*other.y, z*other.z);
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}
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Vec3 operator %(const Vec3 &v) const {
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return Vec3(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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float length2() const {
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return x*x+y*y+z*z;
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}
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float length() const {
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return sqrtf(length2());
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}
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float distance2_to(Vec3 &other)
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{
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return (other-(*this)).length2();
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}
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Vec3 normalized() const {
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return (*this) / length();
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}
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void normalize() {
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(*this) /= length();
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}
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float &operator [] (int i)
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{
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return *((&x) + i);
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}
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const float operator [] (const int i) const
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{
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return *((&x) + i);
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}
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bool operator == (const Vec3 &other) const
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{
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if (x==other.x && y==other.y && z==other.z)
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return true;
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else
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return false;
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}
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void setZero()
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{
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memset((void *)this,0,sizeof(float)*3);
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}
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};
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#endif
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