clean up
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@@ -1,78 +0,0 @@
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#include "common.h"
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#include "Vector.h"
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void CVector::Normalise()
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{
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float sq = MagnitudeSqr();
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if(sq > 0.0f){
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float invsqrt = 1.0f/sqrt(sq); // CMaths::RecipSqrt
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x *= invsqrt;
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y *= invsqrt;
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z *= invsqrt;
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}else
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x = 1.0f;
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}
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// operator +
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CVector operator + (CVector const &refLeft, CVector const &refRight)
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{
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return CVector(refLeft.x + refRight.x, refLeft.y + refRight.y, refLeft.z + refRight.z);
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}
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CVector operator + (CVector const &refLeft, float fRight)
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{
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return CVector(refLeft.x + fRight, refLeft.y + fRight, refLeft.z + fRight);
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}
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CVector operator + (float fLeft, CVector const &refRight)
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{
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return CVector(fLeft + refRight.x, fLeft + refRight.y, fLeft + refRight.z);
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}
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// operator -
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CVector operator - (CVector const &refLeft, CVector const &refRight)
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{
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return CVector(refLeft.x - refRight.x, refLeft.y - refRight.y, refLeft.z - refRight.z);
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}
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CVector operator - (CVector const &refLeft, float fRight)
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{
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return CVector(refLeft.x - fRight, refLeft.y - fRight, refLeft.z - fRight);
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}
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CVector operator - (float fLeft, CVector const &refRight)
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{
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return CVector(fLeft - refRight.x, fLeft - refRight.y, fLeft - refRight.z);
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}
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// operator *
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CVector operator * (CVector const &refLeft, CVector const &refRight)
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{
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return CVector(refLeft.x * refRight.x, refLeft.y * refRight.y, refLeft.z * refRight.z);
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}
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CVector operator * (CVector const &refLeft, float fRight)
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{
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return CVector(refLeft.x * fRight, refLeft.y * fRight, refLeft.z * fRight);
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}
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CVector operator * (float fLeft, CVector const &refRight)
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{
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return CVector(fLeft * refRight.x, fLeft * refRight.y, fLeft * refRight.z);
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}
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// operator /
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CVector operator / (CVector const &refLeft, CVector const &refRight)
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{
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return CVector(refLeft.x / refRight.x, refLeft.y / refRight.y, refLeft.z / refRight.z);
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}
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CVector operator / (CVector const &refLeft, float fRight)
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{
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return CVector(refLeft.x / fRight, refLeft.y / fRight, refLeft.z / fRight);
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}
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CVector operator / (float fLeft, CVector const &refRight)
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{
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return CVector(fLeft / refRight.x, fLeft / refRight.y, fLeft / refRight.z);
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}
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