added const to some vector3 funcs
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@@ -44,8 +44,8 @@ public:
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Vector3 operator-(void);
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static u8 shouldBeBackfaceCulled(const Vector3 *t_cameraPos, const Vector3 *v0, const Vector3 *v1, const Vector3 *v2);
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u8 collidesSquare(Vector3 &t_min, Vector3 &t_max);
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u8 isOnSquare(Vector3 &t_min, Vector3 &t_max);
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u8 collidesSquare(const Vector3 &t_min, const Vector3 &t_max) const;
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u8 isOnSquare(const Vector3 &t_min, const Vector3 &t_max) const;
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float length();
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void normalize();
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void setByLerp(const Vector3 &v1, const Vector3 &v2, const float &t_interp, const float &t_scale);
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@@ -170,13 +170,13 @@ u8 Vector3::shouldBeBackfaceCulled(const Vector3 *t_cameraPos, const Vector3 *v0
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}
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/** Checks intersection with given square */
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u8 Vector3::collidesSquare(Vector3 &t_min, Vector3 &t_max)
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u8 Vector3::collidesSquare(const Vector3 &t_min, const Vector3 &t_max) const
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{
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return ((this->x <= t_max.x && this->x >= t_min.x) && (this->y < t_max.y && this->y >= t_min.y) && (this->z <= t_max.z && this->z >= t_min.z)) ? 1 : 0;
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}
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/** Checks is this vector is on given square */
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u8 Vector3::isOnSquare(Vector3 &t_min, Vector3 &t_max)
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u8 Vector3::isOnSquare(const Vector3 &t_min, const Vector3 &t_max) const
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{
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return ((this->x <= t_max.x && this->x >= t_min.x) && (this->y >= t_max.y) && (this->z <= t_max.z && this->z >= t_min.z)) ? 1 : 0;
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}
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