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00043 #ifndef VEC3D_HPP
00044 #define VEC3D_HPP 1
00045
00046
00047 #include <math.h>
00048 #include <stdint.h>
00049 #include <iostream>
00050 #include <iostream>
00051 #include <iomanip>
00052 #include "vec4d.hpp"
00053 #include "file.hpp"
00054
00055
00058 class Vec3D {
00059
00060 double p[3];
00061
00062 public:
00063
00064 Vec3D() { p[0] = 0.0; p[1] = 0.0; p[2] = 0.0; }
00065 Vec3D( double x ) { p[0] = x; p[1] = 0.0; p[2] = 0.0; }
00066 Vec3D( double x, double y ) { p[0] = x; p[1] = y; p[2] = 0.0; }
00067 Vec3D( double x, double y, double z ) { p[0] = x; p[1] = y; p[2] = z; }
00068
00069 Vec3D( const class Vec4D &vec );
00070
00071 Vec3D( std::istream &s ) {
00072 p[0] = read_double( s );
00073 p[1] = read_double( s );
00074 p[2] = read_double( s );
00075 }
00076 ~Vec3D() {}
00077
00078 double &operator[]( int i ) { return( p[i] ); }
00079 const double &operator[]( int i ) const { return( p[i] ); }
00080 double &operator()( int i ) { return( p[i] ); }
00081 const double &operator()( int i ) const { return( p[i] ); }
00082
00085 Vec3D operator+( const Vec3D &vec ) const {
00086 return( Vec3D( p[0] + vec[0],
00087 p[1] + vec[1],
00088 p[2] + vec[2] ) );
00089 }
00090
00093 Vec3D operator-( const Vec3D &vec ) const {
00094 return( Vec3D( p[0] - vec[0],
00095 p[1] - vec[1],
00096 p[2] - vec[2] ) );
00097 }
00098
00101 Vec3D &operator+=( const Vec3D &vec ) {
00102 p[0] += vec[0];
00103 p[1] += vec[1];
00104 p[2] += vec[2];
00105 return( *this );
00106 }
00107
00110 double operator*( const Vec3D &vec ) const {
00111 return( p[0] * vec[0] +
00112 p[1] * vec[1] +
00113 p[2] * vec[2] );
00114 }
00115
00118 Vec3D operator*( double x ) const {
00119 return( Vec3D( x*p[0], x*p[1], x*p[2] ) );
00120 }
00121
00124 Vec3D operator-( void ) const {
00125 return( Vec3D( -p[0], -p[1], -p[2] ) );
00126 }
00127
00130 Vec3D &operator*=( double x ) {
00131 p[0] *= x;
00132 p[1] *= x;
00133 p[2] *= x;
00134 return( *this );
00135 }
00136
00139 Vec3D &operator/=( double x ) {
00140 double div = 1.0/x;
00141 p[0] *= div;
00142 p[1] *= div;
00143 p[2] *= div;
00144 return( *this );
00145 }
00146
00151 bool operator!=( const Vec3D &x ) const;
00152
00157 bool operator==( const Vec3D &x ) const;
00158
00165 bool approx( const Vec3D &x, double eps = 1.0e-6 ) const;
00166
00169 Vec3D &operator=( const Vec3D &x ) {
00170 p[0] = x[0];
00171 p[1] = x[1];
00172 p[2] = x[2];
00173 return( *this );
00174 }
00175
00178 Vec3D &operator=( const double &x ) {
00179 p[0] = x;
00180 p[1] = x;
00181 p[2] = x;
00182 return( *this );
00183 }
00184
00187 void abs( void ) {
00188 p[0] = fabs( p[0] );
00189 p[1] = fabs( p[1] );
00190 p[2] = fabs( p[2] );
00191 }
00192
00195 void normalize( void ) {
00196 double inv_norm = 1.0/sqrt( p[0]*p[0] + p[1]*p[1] + p[2]*p[2] );
00197 p[0] *= inv_norm;
00198 p[1] *= inv_norm;
00199 p[2] *= inv_norm;
00200 }
00201
00206 double norm2( void ) const {
00207 return( sqrt( p[0]*p[0] + p[1]*p[1] + p[2]*p[2] ) );
00208 }
00209
00214 double ssqr( void ) const {
00215 return( p[0]*p[0] + p[1]*p[1] + p[2]*p[2] );
00216 }
00217
00220 int min_element( void ) const;
00221
00224 Vec3D arb_perpendicular( void ) const;
00225
00228 void save( std::ostream &os ) const {
00229 write_double( os, p[0] );
00230 write_double( os, p[1] );
00231 write_double( os, p[2] );
00232 }
00233
00236 static Vec3D standard_basis( int i );
00237
00240 friend Vec3D cross( const Vec3D &vec1, const Vec3D &vec2 );
00241
00244 friend double norm2( const Vec3D &vec );
00245
00248 friend Vec3D operator*( double x, const Vec3D &vec );
00249
00252 friend Vec3D operator*( double x, const class Int3D &i );
00253
00256 friend std::ostream &operator<<( std::ostream &os, const Vec3D &vec );
00257 };
00258
00259
00260 inline double norm2( const Vec3D &vec ) {
00261 return( vec.norm2() );
00262 }
00263
00264
00265 inline Vec3D cross( const Vec3D &vec1, const Vec3D &vec2 ) {
00266 return( Vec3D( vec1[1] * vec2[2] - vec1[2] * vec2[1],
00267 vec1[2] * vec2[0] - vec1[0] * vec2[2],
00268 vec1[0] * vec2[1] - vec1[1] * vec2[0] ) );
00269 }
00270
00271
00272 inline Vec3D operator*( double x, const Vec3D &vec )
00273 {
00274 return( Vec3D( x*vec.p[0], x*vec.p[1], x*vec.p[2] ) );
00275 }
00276
00277
00278 inline std::ostream &operator<<( std::ostream &os, const Vec3D &vec )
00279 {
00280 os << std::setw(12) << to_string(vec[0]).substr(0,12) << " ";
00281 os << std::setw(12) << to_string(vec[1]).substr(0,12) << " ";
00282 os << std::setw(12) << to_string(vec[2]).substr(0,12);
00283 return( os );
00284 }
00285
00286
00289 class Int3D {
00290 int32_t l[3];
00291
00292 public:
00293
00294 Int3D() { l[0] = 0; l[1] = 0; l[2] = 0; }
00295 Int3D( int32_t i ) { l[0] = i; l[1] = 0; l[2] = 0; }
00296 Int3D( int32_t i, int32_t j ) { l[0] = i; l[1] = j; l[2] = 0; }
00297 Int3D( int32_t i, int32_t j, int32_t k ) { l[0] = i; l[1] = j; l[2] = k; }
00298 Int3D( std::istream &s ) {
00299 l[0] = read_int32( s );
00300 l[1] = read_int32( s );
00301 l[2] = read_int32( s );
00302 }
00303 ~Int3D() {}
00304
00305 int32_t &operator[]( int i ) { return( l[i] ); }
00306 const int32_t &operator[]( int i ) const { return( l[i] ); }
00307 int32_t &operator()( int i ) { return( l[i] ); }
00308 const int32_t &operator()( int i ) const { return( l[i] ); }
00309
00310 Int3D operator-( const Int3D &i ) {
00311 return( Int3D( l[0] - i[0],
00312 l[1] - i[1],
00313 l[2] - i[2] ) );
00314 }
00315
00316 Vec3D operator*( double x ) {
00317 return( Vec3D( x*l[0], x*l[1], x*l[2] ) );
00318 }
00319
00322 bool operator!=( const Int3D &i ) const {
00323 if( l[0] != i.l[0] || l[1] != i.l[1] || l[2] != i.l[2] )
00324 return( true );
00325 return( false );
00326 }
00327
00330 bool operator==( const Int3D &i ) const {
00331 if( l[0] == i.l[0] && l[1] == i.l[1] && l[2] == i.l[2] )
00332 return( true );
00333 return( false );
00334 }
00335
00336 void save( std::ostream &s ) const {
00337 write_int32( s, l[0] );
00338 write_int32( s, l[1] );
00339 write_int32( s, l[2] );
00340 }
00341
00342 friend Vec3D operator*( double x, const Int3D &i );
00343 friend std::ostream &operator<<( std::ostream &os, const Vec3D &vec );
00344 };
00345
00346
00347 inline Vec3D operator*( double x, const Int3D &i )
00348 {
00349 Vec3D res;
00350 res[0] = x*i.l[0];
00351 res[1] = x*i.l[1];
00352 res[2] = x*i.l[2];
00353 return( res );
00354 }
00355
00356
00357 inline std::ostream &operator<<( std::ostream &os, const Int3D &vec )
00358 {
00359 os << std::setw(12) << to_string(vec[0]).substr(0,12) << " ";
00360 os << std::setw(12) << to_string(vec[1]).substr(0,12) << " ";
00361 os << std::setw(12) << to_string(vec[2]).substr(0,12);
00362 return( os );
00363 }
00364
00365
00366 #endif
00367