2009-05-17 22:06:42 +02:00
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(*
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* CDDL HEADER START
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*
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* The contents of this file are subject to the terms of the
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* Common Development and Distribution License, Version 1.0 only
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* (the "License"). You may not use this file except in compliance
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* with the License.
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*
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* You can obtain a copy of the license at
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* http://www.opensource.org/licenses/cddl1.php.
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* See the License for the specific language governing permissions
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* and limitations under the License.
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*
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* When distributing Covered Code, include this CDDL HEADER in each
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* file and include the License file at
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* http://www.opensource.org/licenses/cddl1.php. If applicable,
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* add the following below this CDDL HEADER, with the fields enclosed
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* by brackets "[]" replaced with your own identifying * information:
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* Portions Copyright [yyyy] [name of copyright owner]
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*
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* CDDL HEADER END
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*
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*
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* Portions Copyright 2009 Andreas Schneider
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*)
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unit UVector;
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interface
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uses
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Classes;
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type
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TVector = record
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X: Real;
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Y: Real;
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Z: Real;
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end;
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TVector2D = record
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X: Single;
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Y: Single;
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end;
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function Vector(AX, AY, AZ: Real): TVector;
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function Vector(AX, AY: Single): TVector2D;
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function VectorAdd(AVector1, AVector2: TVector): TVector;
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function VectorDot(AVector1, AVector2: TVector): TVector;
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function VectorCross(AVector1, AVector2: TVector): TVector;
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function VectorNorm(AVector: TVector): TVector;
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implementation
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function Vector(AX, AY, AZ: Real): TVector;
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begin
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Result.X := AX;
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Result.Y := AY;
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Result.Z := AZ;
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end;
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function Vector(AX, AY: Single): TVector2D;
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begin
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Result.X := AX;
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Result.Y := AY;
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end;
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function VectorAdd(AVector1, AVector2: TVector): TVector;
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begin
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Result.X := AVector1.X + AVector2.X;
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Result.Y := AVector1.Y + AVector2.Y;
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Result.Z := AVector1.Z + AVector2.Z;
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end;
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function VectorDot(AVector1, AVector2: TVector): TVector;
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begin
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Result.X := AVector1.X * AVector2.X;
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Result.Y := AVector1.Y * AVector2.Y;
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Result.Z := AVector1.Z * AVector2.Z;
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end;
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function VectorCross(AVector1, AVector2: TVector): TVector;
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begin
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Result.X := AVector1.Y * AVector2.Z - AVector1.Z * AVector2.Y;
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Result.Y := AVector1.Z * AVector2.X - AVector1.X * AVector2.Z;
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Result.Z := AVector1.X * AVector2.Y - AVector1.Y * AVector2.X;
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end;
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function VectorNorm(AVector: TVector): TVector;
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var
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abs: Real;
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begin
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abs := Sqrt(AVector.X * AVector.X + AVector.Y * AVector.Y + AVector.Z * AVector.Z);
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Result.X := AVector.X / abs;
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Result.Y := AVector.Y / abs;
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Result.Z := AVector.Z / abs;
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end;
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end.
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