105 lines
2.1 KiB
C++
105 lines
2.1 KiB
C++
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#include "i_threejetvec.h"
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ThreeJetVec operator+(ThreeJetVec v, ThreeJetVec w) {
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ThreeJetVec result;
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result.x = v.x + w.x;
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result.y = v.y + w.y;
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result.z = v.z + w.z;
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return result;
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}
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ThreeJetVec operator*(ThreeJetVec v, ThreeJet a) {
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ThreeJetVec result;
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result.x = v.x*a;
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result.y = v.y*a;
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result.z = v.z*a;
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return result;
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}
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ThreeJetVec operator*(ThreeJetVec v, double a) {
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ThreeJetVec result;
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result.x = v.x*a;
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result.y = v.y*a;
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result.z = v.z*a;
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return result;
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}
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ThreeJetVec AnnihilateVec(ThreeJetVec v, int index) {
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ThreeJetVec result;
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result.x = Annihilate(v.x, index);
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result.y = Annihilate(v.y, index);
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result.z = Annihilate(v.z, index);
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return result;
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}
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TwoJetVec D(ThreeJetVec x, int index) {
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TwoJetVec result;
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result.x = D(x.x, index);
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result.y = D(x.y, index);
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result.z = D(x.z, index);
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return result;
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}
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ThreeJetVec Cross(ThreeJetVec v, ThreeJetVec w) {
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ThreeJetVec result;
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result.x = v.y*w.z + v.z*w.y*-1;
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result.y = v.z*w.x + v.x*w.z*-1;
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result.z = v.x*w.y + v.y*w.x*-1;
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return result;
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}
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ThreeJet Dot(ThreeJetVec v, ThreeJetVec w) {
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return v.x*w.x + v.y*w.y + v.z*w.z;
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}
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ThreeJetVec Normalize(ThreeJetVec v) {
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ThreeJet a;
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a = Dot(v,v);
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if (a > 0)
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a = a^-0.5;
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else
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a = ThreeJet(0, 0, 0);
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return v*a;
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}
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ThreeJetVec RotateZ(ThreeJetVec v, ThreeJet angle) {
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ThreeJetVec result;
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ThreeJet s,c;
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s = Sin (angle);
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c = Cos (angle);
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result.x = v.x*c + v.y*s;
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result.y = v.x*s*-1 + v.y*c;
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result.z = v.z;
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return result;
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}
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ThreeJetVec RotateY(ThreeJetVec v, ThreeJet angle) {
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ThreeJetVec result;
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ThreeJet s, c;
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s = Sin (angle);
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c = Cos (angle);
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result.x = v.x*c + v.z*s*-1;
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result.y = v.y;
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result.z = v.x*s + v.z*c ;
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return result;
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}
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ThreeJetVec RotateX(ThreeJetVec v, ThreeJet angle) {
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ThreeJetVec result;
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ThreeJet s,c;
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s = Sin (angle);
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c = Cos (angle);
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result.x = v.x;
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result.y = v.y*c + v.z*s;
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result.z = v.y*s*-1 + v.z*c;
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return result;
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}
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ThreeJetVec InterpolateVec(ThreeJetVec v1, ThreeJetVec v2, ThreeJet weight) {
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return (v1) * (weight*-1 + 1) + v2*weight;
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}
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ThreeJet Length(ThreeJetVec v)
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{
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return (v.x^2 + v.y^2) ^ (.5);
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}
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