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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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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 3 of the License, or
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(at your option) any later version.
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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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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#include "hsGeometry3.h"
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#include "hsStream.h"
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#include <cmath>
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hsVector3 operator%(const hsVector3& t, const hsVector3& s)
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{
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hsVector3 result;
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return *result.Set((t.fY * s.fZ) - (s.fY * t.fZ),
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-(t.fX * s.fZ) + (s.fX * t.fZ),
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(t.fX * s.fY) - (s.fX * t.fY));
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}
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//////////////////////////////////
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/////////////////////////////////
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float hsScalarTriple::Magnitude() const
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{
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return sqrt(MagnitudeSquared());
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}
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void hsScalarTriple::Read(hsStream *stream)
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{
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// DANGER for speed read directly into these variables...ASSUMES fX,fY, and fZ are in contiguous order (PBG)
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stream->Read12Bytes(&fX);
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}
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void hsScalarTriple::Write(hsStream *stream) const
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{
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stream->WriteLEScalar(fX);
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stream->WriteLEScalar(fY);
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stream->WriteLEScalar(fZ);
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}
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hsPlane3::hsPlane3(const hsPoint3* pt1, const hsPoint3* pt2, const hsPoint3* pt3)
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{
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// convert into a point with two vectors
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hsVector3 v1(pt2, pt1);
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hsVector3 v2(pt3, pt1);
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// calculate the normal (wedge)
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fN.fX = (v1.fY * v2.fZ) - (v2.fY * v1.fZ);
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fN.fY = (v1.fZ * v2.fX) - (v2.fZ * v1.fX);
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fN.fZ = (v1.fX * v2.fY) - (v2.fX * v1.fY);
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fN.Normalize();
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fD = -pt1->InnerProduct(&fN);
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}
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void hsPlane3::Read(hsStream *stream)
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{
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fN.Read(stream);
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fD=stream->ReadLEScalar();
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}
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void hsPlane3::Write(hsStream *stream) const
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{
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fN.Write(stream);
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stream->WriteLEScalar(fD);
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}
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