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00043 #ifndef VEC4D_HPP
00044 #define VEC4D_HPP 1
00045
00046
00047 #include <math.h>
00048 #include <stdint.h>
00049 #include <iostream>
00050 #include <iostream>
00051 #include <iomanip>
00052 #include "vec3d.hpp"
00053 #include "file.hpp"
00054 #include "error.hpp"
00055
00056
00067 class Vec4D {
00068
00069 double p[4];
00070
00071 public:
00072
00073 Vec4D() { p[0] = 0.0; p[1] = 0.0; p[2] = 0.0; p[3] = 0.0; }
00074 Vec4D( double x ) { p[0] = x; p[1] = 0.0; p[2] = 0.0; p[3] = 0.0; }
00075 Vec4D( double x, double y ) { p[0] = x; p[1] = y; p[2] = 0.0; p[3] = 0.0; }
00076 Vec4D( double x, double y, double z ) { p[0] = x; p[1] = y; p[2] = z; p[3] = 0.0; }
00077 Vec4D( double x, double y, double z, double w ) { p[0] = x; p[1] = y; p[2] = z; p[3] = w; }
00078
00079 Vec4D( const class Vec3D &vec );
00080
00081 Vec4D( std::istream &s ) {
00082 p[0] = read_double( s );
00083 p[1] = read_double( s );
00084 p[2] = read_double( s );
00085 p[3] = read_double( s );
00086 }
00087 ~Vec4D() {}
00088
00089 double &operator[]( int i ) { return( p[i] ); }
00090 const double &operator[]( int i ) const { return( p[i] ); }
00091 double &operator()( int i ) { return( p[i] ); }
00092 const double &operator()( int i ) const { return( p[i] ); }
00093
00099 Vec4D operator+( const Vec4D &vec ) const {
00100 return( Vec4D( p[0] + vec[0],
00101 p[1] + vec[1],
00102 p[2] + vec[2],
00103 (p[2] == vec[2] ? 0.0 : 1.0) ) );
00104 }
00105
00111 Vec4D operator-( const Vec4D &vec ) const {
00112 return( Vec4D( p[0] - vec[0],
00113 p[1] - vec[1],
00114 p[2] - vec[2],
00115 (p[2] == vec[2] ? 0.0 : 1.0) ) );
00116 }
00117
00123 Vec4D &operator+=( const Vec4D &vec ) {
00124 p[0] += vec[0];
00125 p[1] += vec[1];
00126 p[2] += vec[2];
00127 return( *this );
00128 }
00129
00134 double operator*( const Vec4D &vec ) const {
00135 return( p[0] * vec[0] +
00136 p[1] * vec[1] +
00137 p[2] * vec[2] );
00138 }
00139
00144 Vec4D operator*( double x ) const {
00145 return( Vec4D( x*p[0], x*p[1], x*p[2], p[3] ) );
00146 }
00147
00152 Vec4D &operator*=( double x ) {
00153 p[0] *= x;
00154 p[1] *= x;
00155 p[2] *= x;
00156 return( *this );
00157 }
00158
00163 Vec4D &operator/=( double x ) {
00164 double div = 1.0/x;
00165 p[0] *= div;
00166 p[1] *= div;
00167 p[2] *= div;
00168 return( *this );
00169 }
00170
00175 bool operator!=( const Vec4D &x ) {
00176 if( p[0] != x.p[0] || p[1] != x.p[1] || p[2] != x.p[2] || p[3] != x.p[3] )
00177 return( true );
00178 return( false );
00179 }
00180
00185 bool operator==( const Vec4D &x ) {
00186 if( p[0] == x.p[0] && p[1] == x.p[1] && p[2] == x.p[2] && p[3] == x.p[3] )
00187 return( true );
00188 return( false );
00189 }
00190
00193 Vec4D &operator=( const Vec4D &x ) {
00194 p[0] = x[0];
00195 p[1] = x[1];
00196 p[2] = x[2];
00197 p[3] = x[3];
00198 return( *this );
00199 }
00200
00206 void homogenize() {
00207 double inv_w = 1.0/p[3];
00208 p[0] *= inv_w;
00209 p[1] *= inv_w;
00210 p[2] *= inv_w;
00211 p[3] = 1.0;
00212 }
00213
00218 void normalize() {
00219 double inv_norm = 1.0/sqrt( p[0]*p[0] + p[1]*p[1] + p[2]*p[2] );
00220 p[0] *= inv_norm;
00221 p[1] *= inv_norm;
00222 p[2] *= inv_norm;
00223 p[3] = 0.0;
00224 }
00225
00230 double norm2() const {
00231 return( sqrt( p[0]*p[0] + p[1]*p[1] + p[2]*p[2] ) );
00232 }
00233
00238 double ssqr() const {
00239 return( p[0]*p[0] + p[1]*p[1] + p[2]*p[2] );
00240 }
00241
00242 void save( std::ostream &s ) const {
00243 write_double( s, p[0] );
00244 write_double( s, p[1] );
00245 write_double( s, p[2] );
00246 write_double( s, p[3] );
00247 }
00248
00253 friend Vec4D cross( const Vec4D &vec1, const Vec4D &vec2 );
00254
00257 friend double norm2( const Vec4D &vec );
00258
00263 friend Vec4D operator*( double x, const Vec4D &vec );
00264
00267 friend std::ostream &operator<<( std::ostream &os, const Vec4D &vec );
00268 };
00269
00270
00271 inline double norm2( const Vec4D &vec ) {
00272 return( vec.norm2() );
00273 }
00274
00275 inline Vec4D cross( const Vec4D &vec1, const Vec4D &vec2 ) {
00276 return( Vec4D( vec1[1] * vec2[2] - vec1[2] * vec2[1],
00277 vec1[2] * vec2[0] - vec1[0] * vec2[2],
00278 vec1[0] * vec2[1] - vec1[1] * vec2[0],
00279 0.0 ) );
00280 }
00281
00282
00283 inline Vec4D operator*( double x, const Vec4D &vec )
00284 {
00285 return( Vec4D( x*vec[0], x*vec[1], x*vec[2], vec[3] ) );
00286 }
00287
00288
00289 inline std::ostream &operator<<( std::ostream &os, const Vec4D &vec )
00290 {
00291 os << std::setw(12) << to_string(vec[0]).substr(0,12) << " ";
00292 os << std::setw(12) << to_string(vec[1]).substr(0,12) << " ";
00293 os << std::setw(12) << to_string(vec[2]).substr(0,12) << " ";
00294 os << std::setw(12) << to_string(vec[3]).substr(0,12);
00295 return( os );
00296 }
00297
00298
00299 #endif
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