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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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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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* 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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inline Real& x() { return data_[0];} |
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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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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 double& y() { return data_[1];} |
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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 double y() const { return data_[1];} |
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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 double& z() { return data_[2];} |
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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 double z() const { return data_[2];} |
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inline Real z() const { return data_[2];} |
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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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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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template Vector3<double> Vector3d; |
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} |
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