Removed a dubious unused normalize method...
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f036874693
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7e4e023266
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@ -497,14 +497,10 @@ public:
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return (_v[1]!=p._v[1])?(_v[1]> p._v[1]) : (_v[0]>=p._v[0]); }
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inline Point2 & Normalize() {
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PointType n = Norm(); if(n!=0.0) { n=1.0/n; _v[0]*=n; _v[1]*=n;} return *this;};
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template <class PT> Point2 & Normalize(const PT &p){
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PointType n = Norm(); if(n!=0.0) { n=1.0/n; V(0)*=n; V(1)*=n; }
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return *this;};
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PointType n = Norm(); if(n!=0.0) { n=1.0/n; _v[0]*=n; _v[1]*=n;} return *this;}
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inline Point2 & HomoNormalize(){
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if (_v[2]!=0.0) { _v[0] /= W(); W()=1.0; } return *this;};
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if (_v[2]!=0.0) { _v[0] /= W(); W()=1.0; } return *this;}
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inline S NormInfinity() const {
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return math::Max( math::Abs(_v[0]), math::Abs(_v[1]) ); }
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@ -646,15 +642,11 @@ public:
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if(n!=0.0) {
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n=S(1.0)/n;
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_v[0]*=n; _v[1]*=n; _v[2]*=n; }
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return *this;};
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template <class PT> PointType & Normalize(const PT &p){
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S n = Norm(); if(n!=0.0) { n=1.0/n; V(0)*=n; V(1)*=n; V(2)*=n; }
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return *this;};
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return *this;}
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inline PointType & HomoNormalize(){
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if (_v[2]!=0.0) { _v[0] /= W(); _v[1] /= W(); W()=1.0; }
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return *this;};
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return *this;}
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inline S NormInfinity() const {
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return math::Max( math::Max( math::Abs(_v[0]), math::Abs(_v[1]) ),
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