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https://github.com/hrydgard/ppsspp.git
synced 2026-07-11 01:25:07 +02:00
Remove a confusing operator overload from Lin::Vec3
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@@ -37,9 +37,9 @@ void Matrix4x4::setViewFrame(const Vec3 &pos, const Vec3 &vRight, const Vec3 &vV
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yx = vRight.y; yy = vUp.y; yz=vView.y; yw = 0.0f;
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zx = vRight.z; zy = vUp.z; zz=vView.z; zw = 0.0f;
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wx = -pos * vRight;
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wy = -pos * vUp;
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wz = -pos * vView;
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wx = dot(-pos, vRight);
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wy = dot(-pos, vUp);
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wz = dot(-pos, vView);
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ww = 1.0f;
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}
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@@ -10,7 +10,6 @@ Vec3 Vec3::operator *(const Matrix4x4 &m) const {
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x*m.xy + y*m.yy + z*m.zy + m.wy,
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x*m.xz + y*m.yz + z*m.zz + m.wz);
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}
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Vec3 Vec3::rotatedBy(const Matrix4x4 &m) const {
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return Vec3(x*m.xx + y*m.yx + z*m.zx,
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x*m.xy + y*m.yy + z*m.zy,
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+8
-13
@@ -39,7 +39,7 @@ public:
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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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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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@@ -48,9 +48,8 @@ public:
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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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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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@@ -60,9 +59,6 @@ public:
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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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@@ -72,9 +68,6 @@ public:
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Vec3 scaledBy(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 scaledByInv(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 Matrix4x4 &m) const;
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void operator *=(const Matrix4x4 &m) {
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*this = *this * m;
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@@ -90,7 +83,7 @@ public:
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return sqrtf(length2());
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}
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void setLength(const float l) {
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(*this) *= l/length();
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(*this) *= l / length();
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}
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Vec3 withLength(const float l) const {
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return (*this) * l / length();
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@@ -116,11 +109,13 @@ public:
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return (*this)*(1-t) + other*t;
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}
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void setZero() {
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memset((void *)this,0,sizeof(float)*3);
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x = 0.0f;
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y = 0.0f;
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z = 0.0f;
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}
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};
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inline Vec3 operator * (const float f, const Vec3 &v) {return v * f;}
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inline Vec3 operator * (const float f, const Vec3 &v) { return v * f; }
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// In new code, prefer these to the operators.
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