mirror of
https://github.com/opencv/opencv.git
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541 lines
11 KiB
C++
541 lines
11 KiB
C++
///////////////////////////////////////////////////////////////////////////
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//
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// Copyright (c) 2002, Industrial Light & Magic, a division of Lucas
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// Digital Ltd. LLC
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//
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// All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are
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// met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above
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// copyright notice, this list of conditions and the following disclaimer
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// in the documentation and/or other materials provided with the
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// distribution.
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// * Neither the name of Industrial Light & Magic nor the names of
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// its contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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///////////////////////////////////////////////////////////////////////////
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//----------------------------------------------------------------------------
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//
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// Specializations of the Vec2<T> and Vec3<T> templates.
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//
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//----------------------------------------------------------------------------
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#include "ImathVec.h"
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#if (defined _WIN32 || defined _WIN64) && defined _MSC_VER
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// suppress exception specification warnings
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#pragma warning(disable:4290)
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#endif
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namespace Imath {
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namespace
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{
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template<class T>
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bool
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normalizeOrThrow(Vec2<T> &v)
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{
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int axis = -1;
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for (int i = 0; i < 2; i ++)
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{
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if (v[i] != 0)
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{
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if (axis != -1)
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{
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throw IntVecNormalizeExc ("Cannot normalize an integer "
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"vector unless it is parallel "
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"to a principal axis");
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}
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axis = i;
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}
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}
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v[axis] = (v[axis] > 0) ? 1 : -1;
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return true;
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}
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template<class T>
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bool
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normalizeOrThrow(Vec3<T> &v)
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{
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int axis = -1;
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for (int i = 0; i < 3; i ++)
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{
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if (v[i] != 0)
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{
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if (axis != -1)
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{
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throw IntVecNormalizeExc ("Cannot normalize an integer "
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"vector unless it is parallel "
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"to a principal axis");
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}
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axis = i;
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}
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}
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v[axis] = (v[axis] > 0) ? 1 : -1;
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return true;
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}
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template<class T>
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bool
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normalizeOrThrow(Vec4<T> &v)
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{
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int axis = -1;
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for (int i = 0; i < 4; i ++)
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{
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if (v[i] != 0)
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{
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if (axis != -1)
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{
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throw IntVecNormalizeExc ("Cannot normalize an integer "
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"vector unless it is parallel "
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"to a principal axis");
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}
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axis = i;
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}
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}
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v[axis] = (v[axis] > 0) ? 1 : -1;
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return true;
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}
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}
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// Vec2<short>
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template <>
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short
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Vec2<short>::length () const
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{
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float lenF = Math<float>::sqrt ((float)dot (*this));
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short lenS = (short) (lenF + 0.5f);
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return lenS;
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}
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template <>
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const Vec2<short> &
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Vec2<short>::normalize ()
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{
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normalizeOrThrow<short>(*this);
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return *this;
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}
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template <>
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const Vec2<short> &
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Vec2<short>::normalizeExc () throw (Iex::MathExc)
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{
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if ((x == 0) && (y == 0))
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throw NullVecExc ("Cannot normalize null vector.");
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normalizeOrThrow<short>(*this);
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return *this;
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}
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template <>
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const Vec2<short> &
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Vec2<short>::normalizeNonNull ()
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{
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normalizeOrThrow<short>(*this);
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return *this;
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}
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template <>
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Vec2<short>
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Vec2<short>::normalized () const
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{
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Vec2<short> v(*this);
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normalizeOrThrow<short>(v);
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return v;
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}
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template <>
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Vec2<short>
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Vec2<short>::normalizedExc () const throw (Iex::MathExc)
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{
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if ((x == 0) && (y == 0))
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throw NullVecExc ("Cannot normalize null vector.");
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Vec2<short> v(*this);
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normalizeOrThrow<short>(v);
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return v;
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}
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template <>
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Vec2<short>
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Vec2<short>::normalizedNonNull () const
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{
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Vec2<short> v(*this);
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normalizeOrThrow<short>(v);
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return v;
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}
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// Vec2<int>
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template <>
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int
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Vec2<int>::length () const
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{
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float lenF = Math<float>::sqrt ((float)dot (*this));
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int lenI = (int) (lenF + 0.5f);
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return lenI;
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}
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template <>
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const Vec2<int> &
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Vec2<int>::normalize ()
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{
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normalizeOrThrow<int>(*this);
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return *this;
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}
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template <>
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const Vec2<int> &
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Vec2<int>::normalizeExc () throw (Iex::MathExc)
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{
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if ((x == 0) && (y == 0))
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throw NullVecExc ("Cannot normalize null vector.");
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normalizeOrThrow<int>(*this);
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return *this;
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}
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template <>
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const Vec2<int> &
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Vec2<int>::normalizeNonNull ()
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{
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normalizeOrThrow<int>(*this);
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return *this;
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}
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template <>
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Vec2<int>
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Vec2<int>::normalized () const
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{
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Vec2<int> v(*this);
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normalizeOrThrow<int>(v);
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return v;
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}
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template <>
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Vec2<int>
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Vec2<int>::normalizedExc () const throw (Iex::MathExc)
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{
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if ((x == 0) && (y == 0))
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throw NullVecExc ("Cannot normalize null vector.");
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Vec2<int> v(*this);
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normalizeOrThrow<int>(v);
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return v;
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}
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template <>
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Vec2<int>
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Vec2<int>::normalizedNonNull () const
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{
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Vec2<int> v(*this);
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normalizeOrThrow<int>(v);
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return v;
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}
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// Vec3<short>
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template <>
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short
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Vec3<short>::length () const
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{
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float lenF = Math<float>::sqrt ((float)dot (*this));
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short lenS = (short) (lenF + 0.5f);
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return lenS;
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}
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template <>
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const Vec3<short> &
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Vec3<short>::normalize ()
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{
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normalizeOrThrow<short>(*this);
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return *this;
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}
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template <>
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const Vec3<short> &
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Vec3<short>::normalizeExc () throw (Iex::MathExc)
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{
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if ((x == 0) && (y == 0) && (z == 0))
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throw NullVecExc ("Cannot normalize null vector.");
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normalizeOrThrow<short>(*this);
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return *this;
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}
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template <>
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const Vec3<short> &
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Vec3<short>::normalizeNonNull ()
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{
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normalizeOrThrow<short>(*this);
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return *this;
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}
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template <>
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Vec3<short>
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Vec3<short>::normalized () const
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{
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Vec3<short> v(*this);
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normalizeOrThrow<short>(v);
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return v;
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}
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template <>
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Vec3<short>
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Vec3<short>::normalizedExc () const throw (Iex::MathExc)
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{
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if ((x == 0) && (y == 0) && (z == 0))
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throw NullVecExc ("Cannot normalize null vector.");
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Vec3<short> v(*this);
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normalizeOrThrow<short>(v);
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return v;
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}
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template <>
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Vec3<short>
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Vec3<short>::normalizedNonNull () const
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{
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Vec3<short> v(*this);
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normalizeOrThrow<short>(v);
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return v;
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}
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// Vec3<int>
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template <>
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int
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Vec3<int>::length () const
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{
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float lenF = Math<float>::sqrt ((float)dot (*this));
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int lenI = (int) (lenF + 0.5f);
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return lenI;
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}
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template <>
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const Vec3<int> &
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Vec3<int>::normalize ()
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{
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normalizeOrThrow<int>(*this);
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return *this;
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}
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template <>
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const Vec3<int> &
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Vec3<int>::normalizeExc () throw (Iex::MathExc)
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{
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if ((x == 0) && (y == 0) && (z == 0))
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throw NullVecExc ("Cannot normalize null vector.");
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normalizeOrThrow<int>(*this);
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return *this;
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}
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template <>
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const Vec3<int> &
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Vec3<int>::normalizeNonNull ()
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{
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normalizeOrThrow<int>(*this);
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return *this;
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}
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template <>
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Vec3<int>
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Vec3<int>::normalized () const
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{
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Vec3<int> v(*this);
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normalizeOrThrow<int>(v);
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return v;
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}
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template <>
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Vec3<int>
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Vec3<int>::normalizedExc () const throw (Iex::MathExc)
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{
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if ((x == 0) && (y == 0) && (z == 0))
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throw NullVecExc ("Cannot normalize null vector.");
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Vec3<int> v(*this);
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normalizeOrThrow<int>(v);
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return v;
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}
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template <>
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Vec3<int>
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Vec3<int>::normalizedNonNull () const
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{
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Vec3<int> v(*this);
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normalizeOrThrow<int>(v);
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return v;
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}
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// Vec4<short>
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template <>
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short
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Vec4<short>::length () const
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{
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float lenF = Math<float>::sqrt ((float)dot (*this));
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short lenS = (short) (lenF + 0.5f);
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return lenS;
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}
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template <>
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const Vec4<short> &
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Vec4<short>::normalize ()
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{
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normalizeOrThrow<short>(*this);
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return *this;
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}
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template <>
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const Vec4<short> &
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Vec4<short>::normalizeExc () throw (Iex::MathExc)
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{
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if ((x == 0) && (y == 0) && (z == 0) && (w == 0))
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throw NullVecExc ("Cannot normalize null vector.");
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normalizeOrThrow<short>(*this);
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return *this;
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}
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template <>
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const Vec4<short> &
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Vec4<short>::normalizeNonNull ()
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{
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normalizeOrThrow<short>(*this);
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return *this;
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}
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template <>
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Vec4<short>
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Vec4<short>::normalized () const
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{
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Vec4<short> v(*this);
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normalizeOrThrow<short>(v);
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return v;
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}
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template <>
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Vec4<short>
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Vec4<short>::normalizedExc () const throw (Iex::MathExc)
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{
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if ((x == 0) && (y == 0) && (z == 0) && (w == 0))
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throw NullVecExc ("Cannot normalize null vector.");
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Vec4<short> v(*this);
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normalizeOrThrow<short>(v);
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return v;
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}
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template <>
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Vec4<short>
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Vec4<short>::normalizedNonNull () const
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{
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Vec4<short> v(*this);
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normalizeOrThrow<short>(v);
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return v;
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}
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// Vec4<int>
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template <>
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int
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Vec4<int>::length () const
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{
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float lenF = Math<float>::sqrt ((float)dot (*this));
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int lenI = (int) (lenF + 0.5f);
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return lenI;
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}
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template <>
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const Vec4<int> &
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Vec4<int>::normalize ()
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{
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normalizeOrThrow<int>(*this);
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return *this;
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}
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template <>
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const Vec4<int> &
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Vec4<int>::normalizeExc () throw (Iex::MathExc)
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{
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if ((x == 0) && (y == 0) && (z == 0) && (w == 0))
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throw NullVecExc ("Cannot normalize null vector.");
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normalizeOrThrow<int>(*this);
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return *this;
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}
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template <>
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const Vec4<int> &
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Vec4<int>::normalizeNonNull ()
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{
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normalizeOrThrow<int>(*this);
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return *this;
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}
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template <>
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Vec4<int>
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Vec4<int>::normalized () const
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{
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Vec4<int> v(*this);
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normalizeOrThrow<int>(v);
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return v;
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}
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template <>
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Vec4<int>
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Vec4<int>::normalizedExc () const throw (Iex::MathExc)
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{
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if ((x == 0) && (y == 0) && (z == 0) && (w == 0))
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throw NullVecExc ("Cannot normalize null vector.");
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Vec4<int> v(*this);
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normalizeOrThrow<int>(v);
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return v;
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}
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template <>
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Vec4<int>
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Vec4<int>::normalizedNonNull () const
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{
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Vec4<int> v(*this);
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normalizeOrThrow<int>(v);
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return v;
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}
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} // namespace Imath
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