Completed Vector3 vectors
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@ -196,7 +196,7 @@ int main()
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// Si la flèche du bas ou la touche S est pressée, on recule
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if (NzKeyboard::IsKeyPressed(NzKeyboard::Down) || NzKeyboard::IsKeyPressed(NzKeyboard::S))
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camera.Move(NzVector3f::Forward() * -cameraSpeed * elapsedTime);
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camera.Move(NzVector3f::Backward() * cameraSpeed * elapsedTime);
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// Etc...
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if (NzKeyboard::IsKeyPressed(NzKeyboard::Left) || NzKeyboard::IsKeyPressed(NzKeyboard::Q))
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@ -204,7 +204,7 @@ int main()
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// Etc...
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if (NzKeyboard::IsKeyPressed(NzKeyboard::Right) || NzKeyboard::IsKeyPressed(NzKeyboard::D))
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camera.Move(NzVector3f::Left() * -cameraSpeed * elapsedTime);
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camera.Move(NzVector3f::Right() * cameraSpeed * elapsedTime);
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// Majuscule pour monter, mais dans l'espace global (Sans tenir compte de la rotation)
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if (NzKeyboard::IsKeyPressed(NzKeyboard::LShift) || NzKeyboard::IsKeyPressed(NzKeyboard::RShift))
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@ -212,7 +212,7 @@ int main()
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// Contrôle (Gauche ou droite) pour descendre dans l'espace global, etc...
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if (NzKeyboard::IsKeyPressed(NzKeyboard::LControl) || NzKeyboard::IsKeyPressed(NzKeyboard::RControl))
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camera.Move(NzVector3f::Up() * -cameraSpeed * elapsedTime, nzCoordSys_Global);
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camera.Move(NzVector3f::Down() * cameraSpeed * elapsedTime, nzCoordSys_Global);
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// On relance l'horloge
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updateClock.Restart();
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@ -36,8 +36,12 @@ template<typename T> class NzVector3
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NzVector3 GetNormal(T* length = nullptr) const;
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T GetSquaredLength() const;
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NzVector3& MakeBackward();
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NzVector3& MakeDown();
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NzVector3& MakeForward();
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NzVector3& MakeLeft();
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NzVector3& MakeRight();
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NzVector3& MakeUnit();
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NzVector3& MakeUnitX();
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NzVector3& MakeUnitY();
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NzVector3& MakeUnitZ();
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@ -90,12 +94,16 @@ template<typename T> class NzVector3
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bool operator>(const NzVector3& vec) const;
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bool operator>=(const NzVector3& vec) const;
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static NzVector3 Backward();
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static NzVector3 CrossProduct(const NzVector3& vec1, const NzVector3& vec2);
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static T DotProduct(const NzVector3& vec1, const NzVector3& vec2);
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static NzVector3 Down();
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static NzVector3 Forward();
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static NzVector3 Left();
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static NzVector3 Lerp(const NzVector3& from, const NzVector3& to, T interpolation);
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static NzVector3 Normalize(const NzVector3& vec);
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static NzVector3 Right();
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static NzVector3 Unit();
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static NzVector3 UnitX();
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static NzVector3 UnitY();
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static NzVector3 UnitZ();
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@ -111,6 +111,18 @@ T NzVector3<T>::GetSquaredLength() const
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return x*x + y*y + z*z;
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}
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template<typename T>
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NzVector3<T>& NzVector3<T>::MakeBackward()
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{
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return Set(F(0.0), F(0.0), F(1.0));
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}
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template<typename T>
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NzVector3<T>& NzVector3<T>::MakeDown()
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{
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return Set(F(0.0), F(-1.0), F(0.0));
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}
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template<typename T>
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NzVector3<T>& NzVector3<T>::MakeForward()
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{
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@ -123,6 +135,18 @@ NzVector3<T>& NzVector3<T>::MakeLeft()
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return Set(F(-1.0), F(0.0), F(0.0));
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}
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template<typename T>
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NzVector3<T>& NzVector3<T>::MakeRight()
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{
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return Set(F(1.0), F(0.0), F(0.0));
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}
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template<typename T>
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NzVector3<T>& NzVector3<T>::MakeUnit()
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{
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return Set(F(1.0), F(1.0), F(1.0));
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}
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template<typename T>
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NzVector3<T>& NzVector3<T>::MakeUnitX()
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{
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@ -526,6 +550,24 @@ T NzVector3<T>::DotProduct(const NzVector3& vec1, const NzVector3& vec2)
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return vec1.DotProduct(vec2);
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}
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template<typename T>
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NzVector3<T> NzVector3<T>::Backward()
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{
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NzVector3 vector;
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vector.MakeBackward();
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return vector;
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}
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template<typename T>
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NzVector3<T> NzVector3<T>::Down()
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{
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NzVector3 vector;
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vector.MakeDown();
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return vector;
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}
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template<typename T>
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NzVector3<T> NzVector3<T>::Forward()
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{
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@ -556,6 +598,24 @@ NzVector3<T> NzVector3<T>::Normalize(const NzVector3& vec)
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return vec.GetNormal();
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}
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template<typename T>
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NzVector3<T> NzVector3<T>::Right()
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{
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NzVector3 vector;
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vector.MakeRight();
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return vector;
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}
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template<typename T>
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NzVector3<T> NzVector3<T>::Unit()
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{
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NzVector3 vector;
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vector.MakeUnit();
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return vector;
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}
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template<typename T>
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NzVector3<T> NzVector3<T>::UnitX()
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{
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