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/* | 
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 * Copyright (C) 2000-2004  Object Oriented Parallel Simulation Engine (OOPSE) project | 
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 *  | 
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 * Contact: oopse@oopse.org | 
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 *  | 
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 * This program is free software; you can redistribute it and/or | 
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 * modify it under the terms of the GNU Lesser General Public License | 
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 * as published by the Free Software Foundation; either version 2.1 | 
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 * of the License, or (at your option) any later version. | 
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 * All we ask is that proper credit is given for our work, which includes | 
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 * - but is not limited to - adding the above copyright notice to the beginning | 
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 * of your source code files, and to any copyright notice that you may distribute | 
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 * with programs based on this work. | 
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 *  | 
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 * This program is distributed in the hope that it will be useful, | 
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of | 
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
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 * GNU Lesser General Public License for more details. | 
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 *  | 
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 * You should have received a copy of the GNU Lesser General Public License | 
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 * along with this program; if not, write to the Free Software | 
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA. | 
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 * | 
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 */ | 
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/** | 
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 * @file Vector3.hpp | 
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 * @author Teng Lin | 
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 * @date 09/14/2004 | 
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 * @version 1.0 | 
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 */ | 
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#ifndef MATH_VECTOR3_HPP | 
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#define MATH_VECTOR3_HPP | 
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#include <cassert> | 
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#include <cmath> | 
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#include "Vector.hpp" | 
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namespace oopse { | 
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gezelter | 
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  /** | 
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   * @class Vector3 Vector3.hpp "math/Vector3.hpp" | 
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   * @brief  | 
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   */ | 
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   | 
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  template<typename Real> | 
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  class Vector3 : public Vector<Real, 3>{ | 
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  public: | 
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    Vector3() : Vector<Real, 3>(){} | 
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    /** Constructs and initializes a Vector3 from x, y, z coordinates */ | 
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    inline Vector3( double x, double y, double z) { | 
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      data_[0] = x; | 
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      data_[1] = y; | 
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      data_[2] = z; | 
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    } | 
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    inline Vector3(const Vector<Real, 3>& v) : Vector<Real, 3>(v) {} | 
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    inline Vector3<Real>& operator = (const Vector<Real, 3>& v) { | 
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      if (this == &v) { return *this; } | 
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      Vector<Real, 3>::operator=(v); | 
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      return *this; | 
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    } | 
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     | 
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    /** | 
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gezelter | 
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     * Retunrs reference of the first element of Vector3. | 
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     * @return reference of the first element of Vector3 | 
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     */ | 
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    inline Real& x() {  return data_[0];} | 
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     | 
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    /** | 
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gezelter | 
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     * Retunrs the first element of Vector3. | 
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     * @return  the first element of Vector3 | 
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     */ | 
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gezelter | 
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    inline Real x() const {  return data_[0];} | 
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    /** | 
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     * Retunrs reference of the second element of Vector3. | 
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     * @return reference of the second element of Vector3 | 
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     */ | 
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    inline Real& y() {  return data_[1];} | 
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    /** | 
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     * Retunrs  the second element of Vector3. | 
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     * @return c the second element of Vector3 | 
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     */ | 
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    inline Real y() const {  return data_[1];} | 
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    /** | 
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     * Retunrs reference of the third element of Vector3. | 
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     * @return reference of the third element of Vector3 | 
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     */ | 
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    inline Real& z() {  return data_[2];} | 
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    /** | 
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     * Retunrs  the third element of Vector3. | 
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     * @return f the third element of Vector3 | 
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     */ | 
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    inline Real z() const {  return data_[2];} | 
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  }; | 
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   | 
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  /** | 
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   * Returns the cross product of two Vectors | 
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   * @param v1 first vector | 
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   * @param v2 second vector | 
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   * @return the cross product  of v1 and v2 | 
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   * @see #vector::dot | 
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   */ | 
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  template<typename Real> | 
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  Vector3<Real> cross( const Vector3<Real>& v1, const Vector3<Real>& v2 ) { | 
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    Vector3<Real> result; | 
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    result.x() = v1.y() * v2.z() - v1.z() * v2.y(); | 
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    result.y() = v1.z() * v2.x() - v1.x() * v2.z(); | 
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    result.z() = v1.x() * v2.y() - v1.y() * v2.x(); | 
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    return result; | 
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  } | 
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  typedef Vector3<double> Vector3d;     | 
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gezelter | 
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} | 
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#endif |