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vec.h
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vec.h
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#ifndef _VEC_H_
#define _VEC_H_
#include "types.h"
#include <cmath>
#include <iostream>
using namespace std;
template <class NumType, ushort NumDims>
struct Vec
{
NumType x[NumDims];
static Vec<NumType, NumDims> makeVec(NumType * values)
{
Vec<NumType,NumDims> v;
memcpy(v.x,values,sizeof(NumType)*NumDims);
return v;
}
static Vec<NumType, NumDims> makeVec()
{
Vec<NumType,NumDims> v;
memset(v.x,0,sizeof(NumType)*NumDims);
return v;
}
static Vec<NumType, NumDims> makeVec(NumType a)
{
Vec<NumType,NumDims> v;
if(NumDims>=1)
{
v.x[0]=a;
}
return v;
}
static Vec<NumType, NumDims> makeVec(NumType a, NumType b)
{
Vec<NumType,NumDims> v;
if(NumDims>=2)
{
v.x[0]=a;v.x[1]=b;
}
return v;
}
static Vec<NumType, NumDims> makeVec(NumType a, NumType b, NumType c)
{
Vec<NumType,NumDims> v;
if(NumDims>=3)
{
v.x[0]=a;v.x[1]=b;v.x[2]=c;
}
return v;
}
static Vec<NumType, NumDims> makeVec(NumType a, NumType b, NumType c, NumType d)
{
Vec<NumType,NumDims> v;
if(NumDims>=4)
{
v.x[0]=a;v.x[1]=b;v.x[2]=c,v.x[3]=d;
}
return v;
}
static Vec<NumType,NumDims> zero()
{
Vec<NumType,NumDims> z;
memset(z.x,0,sizeof(NumType)*NumDims);
return z;
}
void copy(const NumType * y)
{
memcpy(x,y,sizeof(NumType)*NumDims);
}
void copy(const Vec<NumType,NumDims> & v)
{
memcpy(x,v.x,sizeof(NumType)*NumDims);
}
NumType norm2() const
{
return (*this)*(*this);
}
NumType norm() const
{
return sqrt(norm2());
}
Vec<NumType,NumDims> unit() const
{
return (*this)/norm();
}
bool operator==(NumType a) const
{
bool eq = true;
for(int i=0;i<NumDims && (eq &=(x[i]==a));i++);
return eq;
}
bool operator==(const Vec<NumType,NumDims> & rhs) const
{
bool eq = true;
for(int i=0;i<NumDims && (eq &= (x[i]==rhs.x[i]));i++);
return eq;
}
NumType operator*(const Vec<NumType,NumDims> & rhs) const
{
NumType result=NumType(0);
for(int i=0;i<NumDims;i++) result += x[i]*rhs.x[i];
return result;
}
Vec<NumType,NumDims> operator/(NumType a) const
{
Vec<NumType,NumDims> result;
const NumType inv = 1.0 / a;
for(int i=0;i<NumDims;i++) result.x[i] = x[i] * inv;
return result;
}
Vec<NumType,NumDims> operator*(NumType a) const
{
Vec<NumType,NumDims> result;
for(int i=0;i<NumDims;i++) result.x[i] = x[i]*a;
return result;
}
Vec<NumType,NumDims> operator+(const Vec<NumType,NumDims> & rhs) const
{
Vec<NumType,NumDims> result;
for(int i=0;i<NumDims;i++) result.x[i] = x[i]+rhs.x[i];
return result;
}
Vec<NumType,NumDims> operator-(const Vec<NumType,NumDims> & rhs) const
{
Vec<NumType,NumDims> result;
for(int i=0;i<NumDims;i++) result.x[i] = x[i]-rhs.x[i];
return result;
}
Vec<NumType,NumDims> operator-() const
{
Vec<NumType,NumDims> result;
for(int i=0;i<NumDims;i++) result.x[i] = -x[i];
return result;
}
Vec<NumType,NumDims> & operator+=(const Vec<NumType,NumDims> & rhs)
{
return *this=(*this)+rhs;
}
Vec<NumType,NumDims> & operator-=(const Vec<NumType,NumDims> & rhs)
{
return *this=(*this)-rhs;
}
Vec<NumType,NumDims> & operator*=(NumType a)
{
return *this=(*this)*a;
}
Vec<NumType,NumDims> & operator/=(NumType a)
{
return *this=(*this)/a;
}
Vec< NumType, NumDims > operator/( const Vec< NumType, NumDims > rhs ) const
{
Vec<NumType,NumDims> result;
for ( int i = 0; i < NumDims; ++i )
result[i] = x[i] / rhs.x[i];
return result;
}
Vec<NumType,NumDims> operator^(const Vec<NumType,NumDims> & rhs) const
{
Vec<NumType,NumDims> result;
if(NumDims>=3)
{
result.x[0]=x[1]*rhs.x[2]-x[2]*rhs.x[1];
result.x[1]=x[2]*rhs.x[0]-x[0]*rhs.x[2];
result.x[2]=x[0]*rhs.x[1]-x[1]*rhs.x[0];
}
return result;
}
Vec<NumType,NumDims> & operator^=(const Vec<NumType,NumDims> & rhs)
{
return *this=(*this)^rhs;
}
bool operator<(NumType rhs) const
{
bool lt=true;
for(int i=0;i<NumDims && (lt=(x[i]<rhs));i++);
return lt;
}
inline NumType &operator[]( int _n )
{
return x[_n];
}
inline NumType operator[]( int _n ) const
{
return x[_n];
}
static Vec<NumType,NumDims> min(const Vec<NumType,NumDims> & a, const Vec<NumType,NumDims> & b)
{
Vec<NumType,NumDims> result;
for(int i=0;i<NumDims;i++)
{
result.x[i]=(a.x[i]<b.x[i]?a.x[i]:b.x[i]);
}
return result;
}
static Vec<NumType,NumDims> max(const Vec<NumType,NumDims> & a, const Vec<NumType,NumDims> & b)
{
Vec<NumType,NumDims> result;
for(int i=0;i<NumDims;i++)
{
result.x[i]=(a.x[i]>b.x[i]?a.x[i]:b.x[i]);
}
return result;
}
Vec<NumType,NumDims> abs() const
{
Vec<NumType,NumDims> result;
for(int i=0;i<NumDims;i++)
{
result.x[i]=(x[i]>0?x[i]:-x[i]);
}
return result;
}
NumType min() const
{
NumType result=x[0];
for(int i=0;i<NumDims;i++)
{
result=(result<x[i]?result:x[i]);
}
return result;
}
NumType max() const
{
NumType result=x[0];
for(int i=0;i<NumDims;i++)
{
result=(result>x[i]?result:x[i]);
}
return result;
}
template <class NType, ushort NDims>
friend ostream & operator<<(ostream & out, const Vec<NType,NDims> & v) ;
template <class NType, ushort NDims>
friend Vec<NType,NDims> operator*(NType a, const Vec<NType,NDims> & rhs);
};
template<class NType,ushort NDims>
Vec<NType,NDims> operator*(NType a, const Vec<NType,NDims> & rhs)
{
return rhs*a;
}
template<class NType,ushort NDims>
ostream & operator<<(ostream & out, const Vec<NType,NDims> & v)
{
out << "(";
for(int i=0;i<NDims;i++)
{
out << v.x[i];
if(i<NDims-1) out << ",";
}
out << ")";
return out;
}
typedef Vec<float, 3 > Vec3f;
typedef Vec<double, 3 > Vec3d;
typedef Vec<float, 4 > Vec4f;
typedef Vec<double, 4 > Vec4d;
#endif