::zerowing-base=428
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@@ -78,6 +78,54 @@ qboolean VectorIsOnAxialPlane(vec3_t v)
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return qfalse;
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}
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/*
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================
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VectorIsOnAxis
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================
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*/
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qboolean VectorIsOnAxis(vec3_t v)
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{
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int i, zeroComponentCount;
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zeroComponentCount = 0;
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for (i = 0; i < 3; i++)
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{
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if (v[i] == 0.0)
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{
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zeroComponentCount++;
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}
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}
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if (zeroComponentCount > 1)
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{
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// The zero vector will be on axis.
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return qtrue;
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}
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return qfalse;
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}
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/*
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================
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VectorIsOnAxialPlane
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================
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*/
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qboolean VectorIsOnAxialPlane(vec3_t v)
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{
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int i;
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for (i = 0; i < 3; i++)
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{
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if (v[i] == 0.0)
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{
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// The zero vector will be on axial plane.
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return qtrue;
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}
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}
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return qfalse;
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}
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/*
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================
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MakeNormalVectors
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@@ -168,6 +216,8 @@ void _VectorCopy (vec3_t in, vec3_t out)
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vec_t VectorNormalize( const vec3_t in, vec3_t out ) {
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#if MATHLIB_VECTOR_NORMALIZE_PRECISION_FIX
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// The sqrt() function takes double as an input and returns double as an
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// output according the the man pages on Debian and on FreeBSD. Therefore,
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// I don't see a reason why using a double outright (instead of using the
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@@ -191,6 +241,27 @@ vec_t VectorNormalize( const vec3_t in, vec3_t out ) {
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out[2] = (vec_t) (z / length);
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return (vec_t) length;
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#else
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vec_t length, ilength;
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length = (vec_t)sqrt (in[0]*in[0] + in[1]*in[1] + in[2]*in[2]);
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if (length == 0)
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{
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VectorClear (out);
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return 0;
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}
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ilength = 1.0f/length;
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out[0] = in[0]*ilength;
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out[1] = in[1]*ilength;
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out[2] = in[2]*ilength;
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return length;
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#endif
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}
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vec_t ColorNormalize( const vec3_t in, vec3_t out ) {
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@@ -791,3 +862,153 @@ vec_accu_t VectorNormalizeAccu(const vec3_accu_t in, vec3_accu_t out)
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return length;
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}
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////////////////////////////////////////////////////////////////////////////////
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// Below is double-precision math stuff. This was initially needed by the new
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// "base winding" code in q3map2 brush processing in order to fix the famous
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// "disappearing triangles" issue. These definitions can be used wherever extra
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// precision is needed.
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////////////////////////////////////////////////////////////////////////////////
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/*
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=================
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VectorLengthAccu
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=================
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*/
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vec_accu_t VectorLengthAccu(const vec3_accu_t v)
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{
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return (vec_accu_t) sqrt((v[0] * v[0]) + (v[1] * v[1]) + (v[2] * v[2]));
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}
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/*
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=================
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DotProductAccu
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=================
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*/
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vec_accu_t DotProductAccu(const vec3_accu_t a, const vec3_accu_t b)
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{
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return (a[0] * b[0]) + (a[1] * b[1]) + (a[2] * b[2]);
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}
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/*
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=================
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VectorSubtractAccu
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=================
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*/
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void VectorSubtractAccu(const vec3_accu_t a, const vec3_accu_t b, vec3_accu_t out)
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{
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out[0] = a[0] - b[0];
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out[1] = a[1] - b[1];
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out[2] = a[2] - b[2];
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}
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/*
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=================
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VectorAddAccu
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=================
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*/
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void VectorAddAccu(const vec3_accu_t a, const vec3_accu_t b, vec3_accu_t out)
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{
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out[0] = a[0] + b[0];
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out[1] = a[1] + b[1];
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out[2] = a[2] + b[2];
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}
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/*
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=================
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VectorCopyAccu
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=================
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*/
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void VectorCopyAccu(const vec3_accu_t in, vec3_accu_t out)
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{
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out[0] = in[0];
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out[1] = in[1];
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out[2] = in[2];
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}
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/*
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=================
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VectorScaleAccu
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=================
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*/
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void VectorScaleAccu(const vec3_accu_t in, vec_accu_t scaleFactor, vec3_accu_t out)
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{
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out[0] = in[0] * scaleFactor;
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out[1] = in[1] * scaleFactor;
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out[2] = in[2] * scaleFactor;
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}
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/*
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=================
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CrossProductAccu
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=================
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*/
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void CrossProductAccu(const vec3_accu_t a, const vec3_accu_t b, vec3_accu_t out)
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{
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out[0] = (a[1] * b[2]) - (a[2] * b[1]);
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out[1] = (a[2] * b[0]) - (a[0] * b[2]);
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out[2] = (a[0] * b[1]) - (a[1] * b[0]);
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}
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/*
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=================
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Q_rintAccu
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=================
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*/
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vec_accu_t Q_rintAccu(vec_accu_t val)
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{
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return (vec_accu_t) floor(val + 0.5);
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}
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/*
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=================
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VectorCopyAccuToRegular
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=================
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*/
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void VectorCopyAccuToRegular(const vec3_accu_t in, vec3_t out)
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{
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out[0] = (vec_t) in[0];
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out[1] = (vec_t) in[1];
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out[2] = (vec_t) in[2];
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}
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/*
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=================
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VectorCopyRegularToAccu
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=================
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*/
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void VectorCopyRegularToAccu(const vec3_t in, vec3_accu_t out)
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{
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out[0] = (vec_accu_t) in[0];
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out[1] = (vec_accu_t) in[1];
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out[2] = (vec_accu_t) in[2];
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}
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/*
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=================
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VectorNormalizeAccu
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=================
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*/
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vec_accu_t VectorNormalizeAccu(const vec3_accu_t in, vec3_accu_t out)
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{
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// The sqrt() function takes double as an input and returns double as an
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// output according the the man pages on Debian and on FreeBSD. Therefore,
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// I don't see a reason why using a double outright (instead of using the
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// vec_accu_t alias for example) could possibly be frowned upon.
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vec_accu_t length;
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length = (vec_accu_t) sqrt((in[0] * in[0]) + (in[1] * in[1]) + (in[2] * in[2]));
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if (length == 0)
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{
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VectorClear(out);
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return 0;
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}
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out[0] = in[0] / length;
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out[1] = in[1] / length;
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out[2] = in[2] / length;
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return length;
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}
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