mirror of https://github.com/PrimeDecomp/prime.git
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96236df954
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7f30b385b2
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@ -1,8 +1,8 @@
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#include "Kyoto/Math/CVector3f.hpp"
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#include "Kyoto/Math/CVector3f.hpp"
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#include "Kyoto/Math/CloseEnough.hpp"
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#include "Kyoto/Math/CMath.hpp"
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#include "Kyoto/Math/CMath.hpp"
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#include "Kyoto/Math/CRelAngle.hpp"
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#include "Kyoto/Math/CRelAngle.hpp"
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#include "Kyoto/Math/CloseEnough.hpp"
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#include "Kyoto/Streams/CInputStream.hpp"
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#include "Kyoto/Streams/CInputStream.hpp"
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#include "Kyoto/Streams/COutputStream.hpp"
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#include "Kyoto/Streams/COutputStream.hpp"
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#include "types.h"
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#include "types.h"
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@ -25,7 +25,13 @@ void CVector3f::PutTo(COutputStream& out) const {
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out.WriteReal32(mZ);
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out.WriteReal32(mZ);
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}
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}
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CVector3f CVector3f::Slerp(const CVector3f& a, const CVector3f& b, const CRelAngle& angle) {}
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CVector3f CVector3f::Slerp(const CVector3f& a, const CVector3f& b, const CRelAngle& angle) {
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CVector3f ab = CVector3f::Cross(a, b);
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CVector3f vec = CVector3f::Cross(ab.AsNormalized(), a);
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float sinAngle = sin(angle.AsRadians());
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float cosAngle = cos(angle.AsRadians());
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return cosAngle * a + vec * sinAngle;
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}
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CVector3f& CVector3f::Normalize() {
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CVector3f& CVector3f::Normalize() {
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float mag = 1.f / Magnitude();
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float mag = 1.f / Magnitude();
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