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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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/** |
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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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|
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#ifndef MATH_VECTOR3_HPP |
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#define MATH_VECTOR3_HPP |
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|
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#include <cassert> |
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#include <cmath> |
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|
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#include "Vector.hpp" |
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|
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namespace oopse { |
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|
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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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|
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Vector3() : Vector<Real, 3>(){} |
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|
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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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|
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inline Vector3(const Vector<Real, 3>& v) : Vector<Real, 3>(v) {} |
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|
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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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* 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 double& x() { return data_[0];} |
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|
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/** |
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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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inline double x() const { return data_[0];} |
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|
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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 double& y() { return data_[1];} |
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|
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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 double y() const { return data_[1];} |
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|
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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 double& z() { return data_[2];} |
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|
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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 double z() const { return data_[2];} |
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|
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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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|
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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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|
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return result; |
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} |
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|
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} |
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|
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|
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#endif |