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Comparing trunk/OOPSE-2.0/src/math/Vector3.hpp (file contents):
Revision 1563 by tim, Wed Oct 13 06:51:09 2004 UTC vs.
Revision 1930 by gezelter, Wed Jan 12 22:41:40 2005 UTC

# Line 1 | Line 1
1 < /*
2 < * Copyright (C) 2000-2004  Object Oriented Parallel Simulation Engine (OOPSE) project
3 < *
4 < * Contact: oopse@oopse.org
5 < *
6 < * This program is free software; you can redistribute it and/or
7 < * modify it under the terms of the GNU Lesser General Public License
8 < * as published by the Free Software Foundation; either version 2.1
9 < * of the License, or (at your option) any later version.
10 < * All we ask is that proper credit is given for our work, which includes
11 < * - but is not limited to - adding the above copyright notice to the beginning
12 < * of your source code files, and to any copyright notice that you may distribute
13 < * with programs based on this work.
14 < *
15 < * This program is distributed in the hope that it will be useful,
16 < * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 < * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
18 < * GNU Lesser General Public License for more details.
19 < *
20 < * You should have received a copy of the GNU Lesser General Public License
21 < * along with this program; if not, write to the Free Software
22 < * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
1 > /*
2 > * Copyright (c) 2005 The University of Notre Dame. All Rights Reserved.
3   *
4 + * The University of Notre Dame grants you ("Licensee") a
5 + * non-exclusive, royalty free, license to use, modify and
6 + * redistribute this software in source and binary code form, provided
7 + * that the following conditions are met:
8 + *
9 + * 1. Acknowledgement of the program authors must be made in any
10 + *    publication of scientific results based in part on use of the
11 + *    program.  An acceptable form of acknowledgement is citation of
12 + *    the article in which the program was described (Matthew
13 + *    A. Meineke, Charles F. Vardeman II, Teng Lin, Christopher
14 + *    J. Fennell and J. Daniel Gezelter, "OOPSE: An Object-Oriented
15 + *    Parallel Simulation Engine for Molecular Dynamics,"
16 + *    J. Comput. Chem. 26, pp. 252-271 (2005))
17 + *
18 + * 2. Redistributions of source code must retain the above copyright
19 + *    notice, this list of conditions and the following disclaimer.
20 + *
21 + * 3. Redistributions in binary form must reproduce the above copyright
22 + *    notice, this list of conditions and the following disclaimer in the
23 + *    documentation and/or other materials provided with the
24 + *    distribution.
25 + *
26 + * This software is provided "AS IS," without a warranty of any
27 + * kind. All express or implied conditions, representations and
28 + * warranties, including any implied warranty of merchantability,
29 + * fitness for a particular purpose or non-infringement, are hereby
30 + * excluded.  The University of Notre Dame and its licensors shall not
31 + * be liable for any damages suffered by licensee as a result of
32 + * using, modifying or distributing the software or its
33 + * derivatives. In no event will the University of Notre Dame or its
34 + * licensors be liable for any lost revenue, profit or data, or for
35 + * direct, indirect, special, consequential, incidental or punitive
36 + * damages, however caused and regardless of the theory of liability,
37 + * arising out of the use of or inability to use software, even if the
38 + * University of Notre Dame has been advised of the possibility of
39 + * such damages.
40   */
41 <
41 >
42   /**
43   * @file Vector3.hpp
44   * @author Teng Lin
# Line 39 | Line 55 | namespace oopse {
55   #include "Vector.hpp"
56  
57   namespace oopse {
58 +  
59 +  /**
60 +   * @class Vector3 Vector3.hpp "math/Vector3.hpp"
61 +   * @brief
62 +   */
63 +  
64 +  template<typename Real>
65 +  class Vector3 : public Vector<Real, 3>{
66 +  public:
67 +    typedef Real ElemType;
68 +    typedef Real* ElemPoinerType;
69 +    
70 +    Vector3() : Vector<Real, 3>(){}
71 +    
72 +    /** Constructs and initializes a Vector3 from x, y, z coordinates */
73 +    inline Vector3( Real x, Real y, Real z) {
74 +      data_[0] = x;
75 +      data_[1] = y;
76 +      data_[2] = z;
77 +    }
78  
79 +    /** Constructs and initializes from an array*/
80 +    inline Vector3(Real* array) : Vector<Real, 3>(array) {}
81 +    
82 +    inline Vector3(const Vector<Real, 3>& v) : Vector<Real, 3>(v) {}
83 +    
84 +    inline Vector3<Real>& operator = (const Vector<Real, 3>& v) {
85 +      if (this == &v) { return *this; }
86 +      Vector<Real, 3>::operator=(v);
87 +      return *this;
88 +    }
89 +    
90      /**
91 <     * @class Vector3 Vector3.hpp "math/Vector3.hpp"
92 <     * @brief
91 >     * Retunrs reference of the first element of Vector3.
92 >     * @return reference of the first element of Vector3
93       */
94 +    inline Real& x() {  return data_[0];}
95      
48    template<typename Real>
49    class Vector3 : public Vector<Real, 3>{
50        public:
51
52            Vector3() : Vector<Real, 3>(){}
53
54            /** Constructs and initializes a Vector3 from x, y, z coordinates */            
55            inline Vector3( double x, double y, double z) {
56                data_[0] = x;
57                data_[1] = y;
58                data_[2] = z;
59            }
60
61            inline Vector3(const Vector<Real, 3>& v) : Vector<Real, 3>(v) {}
62            
63            inline Vector3<Real>& operator = (const Vector<Real, 3>& v) {
64                if (this == &v) { return *this; }
65                Vector<Real, 3>::operator=(v);
66                return *this;
67            }
68
69            /**
70             * Retunrs reference of the first element of Vector3.
71             * @return reference of the first element of Vector3
72             */
73            inline double& x() {  return data_[0];}
74
75            /**
76             * Retunrs the first element of Vector3.
77             * @return  the first element of Vector3
78             */
79            inline double x() const {  return data_[0];}
80
81            /**
82             * Retunrs reference of the second element of Vector3.
83             * @return reference of the second element of Vector3
84             */
85            inline double& y() {  return data_[1];}
86
87            /**
88             * Retunrs  the second element of Vector3.
89             * @return c the second element of Vector3
90             */
91            inline double y() const {  return data_[1];}
92
93            /**
94             * Retunrs reference of the third element of Vector3.
95             * @return reference of the third element of Vector3
96             */
97            inline double& z() {  return data_[2];}
98
99            /**
100             * Retunrs  the third element of Vector3.
101             * @return f the third element of Vector3
102             */
103            inline double z() const {  return data_[2];}
104
105    };
106
96      /**
97 <     * Returns the cross product of two Vectors
98 <     * @param v1 first vector
110 <     * @param v2 second vector
111 <     * @return the cross product  of v1 and v2
112 <     * @see #vector::dot
97 >     * Retunrs the first element of Vector3.
98 >     * @return  the first element of Vector3
99       */
100 <    template<typename Real>
101 <    Vector3<Real> cross( const Vector3<Real>& v1, const Vector3<Real>& v2 ) {
102 <        Vector3<Real> result;
103 <                
104 <                result.x() = v1.y() * v2.z() - v1.z() * v2.y();
105 <                result.y() = v1.z() * v2.x() - v1.x() * v2.z();
106 <                result.z() = v1.x() * v2.y() - v1.y() * v2.x();
100 >    inline Real x() const {  return data_[0];}
101 >    
102 >    /**
103 >     * Retunrs reference of the second element of Vector3.
104 >     * @return reference of the second element of Vector3
105 >     */
106 >    inline Real& y() {  return data_[1];}
107 >    
108 >    /**
109 >     * Retunrs  the second element of Vector3.
110 >     * @return c the second element of Vector3
111 >     */
112 >    inline Real y() const {  return data_[1];}
113 >    
114 >    /**
115 >     * Retunrs reference of the third element of Vector3.
116 >     * @return reference of the third element of Vector3
117 >     */
118 >    inline Real& z() {  return data_[2];}
119 >    
120 >    /**
121 >     * Retunrs  the third element of Vector3.
122 >     * @return f the third element of Vector3
123 >     */
124 >    inline Real z() const {  return data_[2];}
125 >    
126 >  };
127 >  
128 >  /**
129 >   * Returns the cross product of two Vectors
130 >   * @param v1 first vector
131 >   * @param v2 second vector
132 >   * @return the cross product  of v1 and v2
133 >   * @see #vector::dot
134 >   */
135 >  template<typename Real>
136 >  Vector3<Real> cross( const Vector3<Real>& v1, const Vector3<Real>& v2 ) {
137 >    Vector3<Real> result;
138 >    
139 >    result.x() = v1.y() * v2.z() - v1.z() * v2.y();
140 >    result.y() = v1.z() * v2.x() - v1.x() * v2.z();
141 >    result.z() = v1.x() * v2.y() - v1.y() * v2.x();
142 >    
143 >    return result;
144 >  }
145  
146 <                return result;
147 <    }
148 <        
146 >  typedef Vector3<int> Vector3i;
147 >  
148 >  typedef Vector3<double> Vector3d;    
149 >
150 >    const Vector3d V3Zero(0.0 , 0.0, 0.0);
151 >    const Vector3d V3X( 1.0, 0.0, 0.0 ) ;
152 >    const Vector3d V3Y( 0.0, 1.0, 0.0 ) ;
153 >    const Vector3d V3Z ( 0.0, 0.0, 1.0 ) ;    
154 >  
155   }
156  
127
157   #endif

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