42 y = -f1 *
z + f2 * oldY;
43 z = oldY * f1 +
z * f2;
55 x = f1 *
z + f2 * oldX;
56 z =
z * f2 + -f1 * oldX;
67 x = -f1 *
y + f2 * oldX;
68 y = f1 * oldX +
y * f2;
76 Set(
x * magnitude,
y * magnitude,
z * magnitude );
80 Set( 0.0f, 0.0f, 1.0f );
3D vector implementation for the Toshi engine
#define TOSHI_NAMESPACE_START
#define TOSHI_NAMESPACE_END
TFORCEINLINE void SinCos(TFLOAT fVal, TFLOAT &a_rSin, TFLOAT &a_rCos)
constexpr TFLOAT ONEOVER_SQRT_TWO
TFORCEINLINE void Clip(T &rVal, const T &Min, const T &Max)
TFORCEINLINE TFLOAT OneOverSqrt(TFLOAT a_fX)
static constinit const TVector3 VEC_ZERO
static constinit const TVector3 VEC_NEGXPOSZ
static constinit const TVector3 VEC_NEGZ
void CrossProduct(const TVector3 &, const TVector3 &)
static constinit const TVector3 VEC_POSZ
static constinit const TVector3 VEC_POSY
constexpr TFLOAT MagnitudeSq() const
void RotateZ(TFLOAT a_fRotation)
void RotateX(TFLOAT a_fRotation)
constexpr TVector3()=default
static constinit const TVector3 VEC_POSX
constexpr void Set(const TVector3 &vec)
static constinit const TVector3 VEC_POSXNEGZ
static constinit const TVector3 VEC_POSXPOSZ
void RotateY(TFLOAT a_fRotation)
static constinit const TVector3 VEC_NEGXNEGZ
static constinit const TVector3 VEC_NEGX
static constinit const TVector3 VEC_NEGY
void Clip(TFLOAT fVal, TFLOAT fVal2)