Add handling of zero length vector to normalization methods
- Avoids having division by zero
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@ -739,19 +739,25 @@ namespace Game
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{
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const float length = std::sqrt((vec[0] * vec[0]) + (vec[1] * vec[1]));
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const float length = std::sqrt((vec[0] * vec[0]) + (vec[1] * vec[1]));
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vec[0] /= length;
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if(length > 0.0f)
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vec[1] /= length;
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{
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vec[0] /= length;
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vec[1] /= length;
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}
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return length;
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return length;
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}
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}
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float Vec3Normalize(vec3_t& vec)
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float Vec3Normalize(vec3_t& vec)
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const float length = static_cast<float>(std::sqrt(std::pow(vec[0], 2) + std::pow(vec[1], 2) + std::pow(vec[2], 2)));
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const float length = std::sqrt(std::pow(vec[0], 2.0f) + std::pow(vec[1], 2.0f) + std::pow(vec[2], 2.0f));
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vec[0] /= length;
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if(length > 0.0f)
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vec[1] /= length;
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{
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vec[2] /= length;
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vec[0] /= length;
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vec[1] /= length;
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vec[2] /= length;
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}
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return length;
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return length;
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}
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}
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