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Additional vector elements
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@@ -58,34 +58,84 @@ bool CVEKeyframeEmitter::GetValue(int frame, Zeus::CVector3f& valOut) const
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}
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CVECone::CVECone(CVectorElement* a, CRealElement* b)
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: x4_a(a), x8_b(b)
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: x4_direction(a), x8_magnitude(b)
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{
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Zeus::CVector3f av;
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x4_a->GetValue(0, av);
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x4_direction->GetValue(0, av);
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Zeus::CVector3f avNorm = av.normalized();
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if (avNorm[0] > 0.8)
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xc_vec1 = av.cross(Zeus::CVector3f(0.f, 1.f, 0.f));
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xc_xVec = avNorm.cross(Zeus::CVector3f(0.f, 1.f, 0.f));
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else
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xc_vec1 = av.cross(Zeus::CVector3f(1.f, 0.f, 0.f));
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x18_vec2 = avNorm.cross(xc_vec1);
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xc_xVec = avNorm.cross(Zeus::CVector3f(1.f, 0.f, 0.f));
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x18_yVec = avNorm.cross(xc_xVec);
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}
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bool CVECone::GetValue(int frame, Zeus::CVector3f& valOut) const
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{
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float b;
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x8_b->GetValue(frame, b);
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Zeus::CVector3f av;
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x4_a->GetValue(0, av);
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x8_magnitude->GetValue(frame, b);
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Zeus::CVector3f dir;
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x4_direction->GetValue(frame, dir);
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float b2 = std::min(1.f, b);
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while (true)
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float randX, randY;
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do
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{
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float rand = CRandom16::GetRandomNumber()->Float() - 0.5f;
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float c = 2.f * b2 * rand;
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float rand1 = CRandom16::GetRandomNumber()->Float() - 0.5f;
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randX = 2.f * b2 * rand1;
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float rand2 = CRandom16::GetRandomNumber()->Float() - 0.5f;
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randY = 2.f * b2 * rand2;
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} while (randX * randX + randY * randY > 1.f);
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valOut = xc_xVec * randX + x18_yVec * randY + dir;
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return false;
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}
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c = c * c;
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bool CVETimeChain::GetValue(int frame, Zeus::CVector3f& valOut) const
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{
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int v;
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xc_swFrame->GetValue(frame, v);
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if (frame >= v)
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return x8_b->GetValue(frame, valOut);
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else
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return x4_a->GetValue(frame, valOut);
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}
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}
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bool CVEAngleCone::GetValue(int frame, Zeus::CVector3f& valOut) const
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{
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float xc, yc, xr, yr;
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x4_angleXConstant->GetValue(frame, xc);
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x8_angleYConstant->GetValue(frame, yc);
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xc_angleXRange->GetValue(frame, xr);
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x10_angleYRange->GetValue(frame, yr);
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float xtmp = CRandom16::GetRandomNumber()->Float() * xr;
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float xang = (0.5f * xr - xtmp + xc) * M_PI / 180.f;
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float ytmp = CRandom16::GetRandomNumber()->Float() * yr;
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float yang = (0.5f * yr - ytmp + yc) * M_PI / 180.f;
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float mag;
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x14_magnitude->GetValue(frame, mag);
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/* This takes a +Z vector and rotates it around X and Y axis (like a rotation matrix would) */
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valOut = Zeus::CVector3f(cosf(xang) * -sinf(yang), sinf(xang), cosf(xang) * cosf(yang)) * Zeus::CVector3f(mag);
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return false;
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}
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bool CVEAdd::GetValue(int frame, Zeus::CVector3f& valOut) const
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{
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Zeus::CVector3f a, b;
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x4_a->GetValue(frame, a);
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x8_b->GetValue(frame, b);
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valOut = a + b;
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return false;
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}
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bool CVECircleCluster::GetValue(int frame, Zeus::CVector3f& valOut) const
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{
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return false;
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}
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bool CVEMultiply::GetValue(int frame, Zeus::CVector3f& valOut) const
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