Ex3
This commit is contained in:
11
Simulations/SphereSystemSimulator.cpp
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11
Simulations/SphereSystemSimulator.cpp
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@@ -0,0 +1,11 @@
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#include "SphereSystemSimulator.h"
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std::function<float(float)> SphereSystemSimulator::m_Kernels[5] = {
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[](float x) {return 1.0f; }, // Constant, m_iKernel = 0
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[](float x) {return 1.0f - x; }, // Linear, m_iKernel = 1, as given in the exercise Sheet, x = d/2r
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[](float x) {return (1.0f - x)*(1.0f - x); }, // Quadratic, m_iKernel = 2
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[](float x) {return 1.0f / (x)-1.0f; }, // Weak Electric Charge, m_iKernel = 3
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[](float x) {return 1.0f / (x*x) - 1.0f; }, // Electric Charge, m_iKernel = 4
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};
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// SphereSystemSimulator member functions
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49
Simulations/SphereSystemSimulator.h
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49
Simulations/SphereSystemSimulator.h
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@@ -0,0 +1,49 @@
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#ifndef SPHSYSTEMSIMULATOR_h
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#define SPHSYSTEMSIMULATOR_h
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#include "Simulator.h"
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//#include "spheresystem.h", add your sphere system header file
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#define NAIVEACC 0
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#define GRIDACC 1
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class SphereSystemSimulator:public Simulator{
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public:
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// Construtors
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SphereSystemSimulator();
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// Functions
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const char * getTestCasesStr();
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void initUI(DrawingUtilitiesClass * DUC);
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void reset();
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void drawFrame(ID3D11DeviceContext* pd3dImmediateContext);
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void notifyCaseChanged(int testCase);
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void externalForcesCalculations(float timeElapsed);
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void simulateTimestep(float timeStep);
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void onClick(int x, int y);
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void onMouse(int x, int y);
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protected:
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// Attributes
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Vec3 externalForce;
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Point2D m_mouse;
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Point2D m_trackmouse;
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Point2D m_oldtrackmouse;
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float m_fMass;
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float m_fRadius;
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float m_fForceScaling;
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float m_fDamping;
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int m_iNumSpheres;
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int m_iKernel; // index of the m_Kernels[5], more detials in SphereSystemSimulator.cpp
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static std::function<float(float)> m_Kernels[5];
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int m_iAccelerator; // switch between NAIVEACC and GRIDACC, (optionally, KDTREEACC, 2)
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//SphereSystem * m_pSphereSystem; // add your own sphere system member!
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// for Demo 3 only:
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// you will need multiple SphereSystem objects to do comparisons in Demo 3
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// m_iAccelerator should be ignored.
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// SphereSystem * m_pSphereSystemGrid;
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};
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#endif
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@@ -20,10 +20,10 @@ using namespace GamePhysics;
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//#define ADAPTIVESTEP
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#define TEMPLATE_DEMO
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//#define TEMPLATE_DEMO
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//#define MASS_SPRING_SYSTEM
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//#define RIGID_BODY_SYSTEM
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//#define SPH_SYSTEM
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#define SPHERE_SYSTEM
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#ifdef TEMPLATE_DEMO
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#include "TemplateSimulator.h"
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@@ -32,10 +32,10 @@ using namespace GamePhysics;
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#include "MassSpringSystemSimulator.h"
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#endif
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#ifdef RIGID_BODY_SYSTEM
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//#include "RigidBodySystemSimulator.h"
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#include "RigidBodySystemSimulator.h"
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#endif
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#ifdef SPH_SYSTEM
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//#include "SPHSystemSimulator.h"
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#ifdef SPHERE_SYSTEM
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#include "SphereSystemSimulator.h"
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#endif
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DrawingUtilitiesClass * g_pDUC;
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@@ -204,10 +204,8 @@ void CALLBACK OnMouse( bool bLeftButtonDown, bool bRightButtonDown, bool bMiddle
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g_pSimulator->onClick(xPos,yPos);
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}
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else
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{
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g_pSimulator->onMouse(xPos, yPos);
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}
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}
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//--------------------------------------------------------------------------------------
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@@ -365,10 +363,10 @@ int main(int argc, char* argv[])
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g_pSimulator= new MassSpringSystemSimulator();
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#endif
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#ifdef RIGID_BODY_SYSTEM
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//g_pSimulator= new RigidBodySystemSimulator();
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g_pSimulator= new RigidBodySystemSimulator();
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#endif
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#ifdef SPH_SYSTEM
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//g_pSimulator= new SPHSystemSimulator();
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#ifdef SPHERE_SYSTEM
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g_pSimulator= new SphereSystemSimulator();
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#endif
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g_pSimulator->reset();
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@@ -14,29 +14,29 @@ namespace GamePhysics
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// basic inlined vector class
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template<class Scalar>
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class ntlVector4Dim
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class vector4Dim
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{
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public:
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//! Constructor
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inline ntlVector4Dim() : x(0),y(0),z(0),t(0) {}
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inline vector4Dim() : x(0),y(0),z(0),t(0) {}
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//! Copy-Constructor
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inline ntlVector4Dim ( const ntlVector4Dim<Scalar> &v ) : x(v.x), y(v.y), z(v.z),t(v.t) {}
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inline vector4Dim ( const vector4Dim<Scalar> &v ) : x(v.x), y(v.y), z(v.z),t(v.t) {}
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//! Copy-Constructor
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inline ntlVector4Dim ( const float * v) : x((Scalar)v[0]), y((Scalar)v[1]), z((Scalar)v[2]), t((Scalar)v[3]) {}
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inline vector4Dim ( const float * v) : x((Scalar)v[0]), y((Scalar)v[1]), z((Scalar)v[2]), t((Scalar)v[3]) {}
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//! Copy-Constructor
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inline ntlVector4Dim ( const double * v) : x((Scalar)v[0]), y((Scalar)v[1]), z((Scalar)v[2]), t((Scalar)v[3]) {}
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inline vector4Dim ( const double * v) : x((Scalar)v[0]), y((Scalar)v[1]), z((Scalar)v[2]), t((Scalar)v[3]) {}
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//! Construct a vector from one Scalar
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inline ntlVector4Dim ( Scalar v) : x(v), y(v), z(v), t(v) {}
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inline vector4Dim ( Scalar v) : x(v), y(v), z(v), t(v) {}
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//! Construct a vector from four Ss
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inline ntlVector4Dim ( Scalar vx, Scalar vy, Scalar vz, Scalar vw) : x(vx), y(vy), z(vz), t(vw) {}
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inline vector4Dim ( Scalar vx, Scalar vy, Scalar vz, Scalar vw) : x(vx), y(vy), z(vz), t(vw) {}
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//! Construct a vector from four Ss
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//inline ntlVector4Dim(DirectX::XMVECTOR &v ); // TODO CHECK!
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//inline vector4Dim(DirectX::XMVECTOR &v ); // TODO CHECK!
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// get address of array for OpenGL
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Scalar *getAddress() { return value; }
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@@ -44,7 +44,7 @@ public:
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// Operators
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//! Assignment operator
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inline const ntlVector4Dim<Scalar>& operator= ( const ntlVector4Dim<Scalar>& v ) {
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inline const vector4Dim<Scalar>& operator= ( const vector4Dim<Scalar>& v ) {
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x = v.x;
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y = v.y;
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z = v.z;
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@@ -52,12 +52,12 @@ public:
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return *this;
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}
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//! Assignment operator
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inline const ntlVector4Dim<Scalar>& operator= ( Scalar s ) {
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inline const vector4Dim<Scalar>& operator= ( Scalar s ) {
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x = y = z = t = s;
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return *this;
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}
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//! Assign and add operator
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inline const ntlVector4Dim<Scalar>& operator+= ( const ntlVector4Dim<Scalar>& v ) {
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inline const vector4Dim<Scalar>& operator+= ( const vector4Dim<Scalar>& v ) {
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x += v.x;
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y += v.y;
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z += v.z;
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@@ -65,7 +65,7 @@ public:
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return *this;
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}
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//! Assign and add operator
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inline const ntlVector4Dim<Scalar>& operator+= ( Scalar s ) {
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inline const vector4Dim<Scalar>& operator+= ( Scalar s ) {
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x += s;
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y += s;
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z += s;
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@@ -73,7 +73,7 @@ public:
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return *this;
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}
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//! Assign and sub operator
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inline const ntlVector4Dim<Scalar>& operator-= ( const ntlVector4Dim<Scalar>& v ) {
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inline const vector4Dim<Scalar>& operator-= ( const vector4Dim<Scalar>& v ) {
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x -= v.x;
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y -= v.y;
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z -= v.z;
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@@ -81,7 +81,7 @@ public:
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return *this;
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}
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//! Assign and sub operator
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inline const ntlVector4Dim<Scalar>& operator-= ( Scalar s ) {
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inline const vector4Dim<Scalar>& operator-= ( Scalar s ) {
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x -= s;
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y -= s;
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z -= s;
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@@ -89,7 +89,7 @@ public:
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return *this;
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}
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//! Assign and mult operator
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inline const ntlVector4Dim<Scalar>& operator*= ( const ntlVector4Dim<Scalar>& v ) {
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inline const vector4Dim<Scalar>& operator*= ( const vector4Dim<Scalar>& v ) {
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x *= v.x;
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y *= v.y;
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z *= v.z;
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@@ -97,7 +97,7 @@ public:
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return *this;
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}
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//! Assign and mult operator
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inline const ntlVector4Dim<Scalar>& operator*= ( Scalar s ) {
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inline const vector4Dim<Scalar>& operator*= ( Scalar s ) {
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x *= s;
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y *= s;
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z *= s;
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@@ -105,7 +105,7 @@ public:
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return *this;
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}
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//! Assign and div operator
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inline const ntlVector4Dim<Scalar>& operator/= ( const ntlVector4Dim<Scalar>& v ) {
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inline const vector4Dim<Scalar>& operator/= ( const vector4Dim<Scalar>& v ) {
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x /= v.x;
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y /= v.y;
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z /= v.z;
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@@ -113,7 +113,7 @@ public:
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return *this;
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}
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//! Assign and div operator
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inline const ntlVector4Dim<Scalar>& operator/= ( Scalar s ) {
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inline const vector4Dim<Scalar>& operator/= ( Scalar s ) {
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x /= s;
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y /= s;
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z /= s;
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@@ -121,29 +121,29 @@ public:
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return *this;
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}
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inline void safeDivide (const ntlVector4Dim<Scalar>& v);
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inline void safeDivide (const vector4Dim<Scalar>& v);
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//! Negation operator
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inline ntlVector4Dim<Scalar> operator- () const {
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return ntlVector4Dim<Scalar> (-x, -y, -z, -t);
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inline vector4Dim<Scalar> operator- () const {
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return vector4Dim<Scalar> (-x, -y, -z, -t);
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}
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// binary operator add
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inline ntlVector4Dim<Scalar> operator+ (const ntlVector4Dim<Scalar>&) const;
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inline vector4Dim<Scalar> operator+ (const vector4Dim<Scalar>&) const;
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// binary operator add
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inline ntlVector4Dim<Scalar> operator+ (Scalar) const;
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inline vector4Dim<Scalar> operator+ (Scalar) const;
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// binary operator sub
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inline ntlVector4Dim<Scalar> operator- (const ntlVector4Dim<Scalar>&) const;
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inline vector4Dim<Scalar> operator- (const vector4Dim<Scalar>&) const;
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// binary operator sub
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inline ntlVector4Dim<Scalar> operator- (Scalar) const;
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inline vector4Dim<Scalar> operator- (Scalar) const;
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// binary operator mult
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inline ntlVector4Dim<Scalar> operator* (const ntlVector4Dim<Scalar>&) const;
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inline vector4Dim<Scalar> operator* (const vector4Dim<Scalar>&) const;
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// binary operator mult
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inline ntlVector4Dim<Scalar> operator* (Scalar) const;
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inline vector4Dim<Scalar> operator* (Scalar) const;
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// binary operator div
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inline ntlVector4Dim<Scalar> operator/ (const ntlVector4Dim<Scalar>&) const;
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inline vector4Dim<Scalar> operator/ (const vector4Dim<Scalar>&) const;
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// binary operator div
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inline ntlVector4Dim<Scalar> operator/ (Scalar) const;
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inline vector4Dim<Scalar> operator/ (Scalar) const;
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//! Get smallest component
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//inline Scalar min() const { return ( x<y ) ? ( ( x<z ) ? x:z ) : ( ( y<z ) ? y:z ); // todo t!!}
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@@ -185,7 +185,7 @@ public:
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};
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// zero element
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static const ntlVector4Dim<Scalar> ZERO;
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static const vector4Dim<Scalar> ZERO;
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protected:
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@@ -196,9 +196,9 @@ protected:
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//************************************************************************
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//! Addition operator
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template<class Scalar>
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inline ntlVector4Dim<Scalar> ntlVector4Dim<Scalar>::operator+ ( const ntlVector4Dim<Scalar> &v) const
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inline vector4Dim<Scalar> vector4Dim<Scalar>::operator+ ( const vector4Dim<Scalar> &v) const
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{
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return ntlVector4Dim<Scalar> (value[0]+v.value[0],
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return vector4Dim<Scalar> (value[0]+v.value[0],
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value[1]+v.value[1],
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value[2]+v.value[2],
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value[3]+v.value[3]);
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@@ -206,42 +206,42 @@ inline ntlVector4Dim<Scalar> ntlVector4Dim<Scalar>::operator+ ( const ntlVector4
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//! Addition operator
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template<class Scalar>
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inline ntlVector4Dim<Scalar>
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ntlVector4Dim<Scalar>::operator+(Scalar s) const
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inline vector4Dim<Scalar>
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vector4Dim<Scalar>::operator+(Scalar s) const
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{
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return ntlVector4Dim<Scalar>(value[0]+s,
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return vector4Dim<Scalar>(value[0]+s,
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value[1]+s,
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value[2]+s,
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value[3]+s);
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}
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template<class Scalar>
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inline ntlVector4Dim<Scalar>
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operator+(float s, ntlVector4Dim<Scalar> v)
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inline vector4Dim<Scalar>
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operator+(float s, vector4Dim<Scalar> v)
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{
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return v + s;
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}
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template<class Scalar>
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inline ntlVector4Dim<Scalar>
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operator+(double s, ntlVector4Dim<Scalar> v)
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inline vector4Dim<Scalar>
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operator+(double s, vector4Dim<Scalar> v)
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{
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return v + s;
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}
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template<class Scalar>
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inline ntlVector4Dim<Scalar>
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operator+(int s, ntlVector4Dim<Scalar> v)
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inline vector4Dim<Scalar>
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operator+(int s, vector4Dim<Scalar> v)
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{
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return v + s;
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}
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//! Subtraction operator
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template<class Scalar>
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inline ntlVector4Dim<Scalar>
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ntlVector4Dim<Scalar>::operator-( const ntlVector4Dim<Scalar> &v ) const
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inline vector4Dim<Scalar>
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vector4Dim<Scalar>::operator-( const vector4Dim<Scalar> &v ) const
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{
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return ntlVector4Dim<Scalar>(value[0]-v.value[0],
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return vector4Dim<Scalar>(value[0]-v.value[0],
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value[1]-v.value[1],
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value[2]-v.value[2],
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value[3]-v.value[3]);
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@@ -249,10 +249,10 @@ ntlVector4Dim<Scalar>::operator-( const ntlVector4Dim<Scalar> &v ) const
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//! Subtraction operator
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template<class Scalar>
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inline ntlVector4Dim<Scalar>
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ntlVector4Dim<Scalar>::operator-(Scalar s ) const
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inline vector4Dim<Scalar>
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vector4Dim<Scalar>::operator-(Scalar s ) const
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{
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return ntlVector4Dim<Scalar>(value[0]-s,
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return vector4Dim<Scalar>(value[0]-s,
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value[1]-s,
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value[2]-s,
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value[3]-s,);
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@@ -260,50 +260,50 @@ ntlVector4Dim<Scalar>::operator-(Scalar s ) const
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//! Multiplication operator
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template<class Scalar>
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inline ntlVector4Dim<Scalar>
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ntlVector4Dim<Scalar>::operator* ( const ntlVector4Dim<Scalar>& v ) const
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inline vector4Dim<Scalar>
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vector4Dim<Scalar>::operator* ( const vector4Dim<Scalar>& v ) const
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{
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return ntlVector4Dim<Scalar>(value[0]*v.value[0],
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return vector4Dim<Scalar>(value[0]*v.value[0],
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value[1]*v.value[1],
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value[2]*v.value[2],
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value[3]*v.value[3]);
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}
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//! Multiplication operator
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template<class Scalar>
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inline ntlVector4Dim<Scalar>
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ntlVector4Dim<Scalar>::operator* (Scalar s) const
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inline vector4Dim<Scalar>
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vector4Dim<Scalar>::operator* (Scalar s) const
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{
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return ntlVector4Dim<Scalar>(value[0]*s, value[1]*s, value[2]*s, value[3]*s);
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return vector4Dim<Scalar>(value[0]*s, value[1]*s, value[2]*s, value[3]*s);
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}
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//! Multiplication operator
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template<class Scalar>
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inline ntlVector4Dim<Scalar>
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operator* (float s, ntlVector4Dim<Scalar> v)
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inline vector4Dim<Scalar>
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operator* (float s, vector4Dim<Scalar> v)
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{
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return v * s;
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}
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template<class Scalar>
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inline ntlVector4Dim<Scalar>
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operator*(double s, ntlVector4Dim<Scalar> v)
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inline vector4Dim<Scalar>
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operator*(double s, vector4Dim<Scalar> v)
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{
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return v * s;
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}
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template<class Scalar>
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inline ntlVector4Dim<Scalar>
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operator*(int s, ntlVector4Dim<Scalar> v)
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inline vector4Dim<Scalar>
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operator*(int s, vector4Dim<Scalar> v)
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{
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return v * s;
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}
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//! Division operator
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template<class Scalar>
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inline ntlVector4Dim<Scalar>
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ntlVector4Dim<Scalar>::operator/ (const ntlVector4Dim<Scalar> & v) const
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inline vector4Dim<Scalar>
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vector4Dim<Scalar>::operator/ (const vector4Dim<Scalar> & v) const
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{
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return ntlVector4Dim<Scalar> (value[0]/v.value[0],
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return vector4Dim<Scalar> (value[0]/v.value[0],
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||||
value[1]/v.value[1],
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value[2]/v.value[2],
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value[3]/v.value[3]);
|
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@@ -311,10 +311,10 @@ ntlVector4Dim<Scalar>::operator/ (const ntlVector4Dim<Scalar> & v) const
|
||||
|
||||
//! Division operator
|
||||
template<class Scalar>
|
||||
inline ntlVector4Dim<Scalar>
|
||||
ntlVector4Dim<Scalar>::operator / (Scalar s) const
|
||||
inline vector4Dim<Scalar>
|
||||
vector4Dim<Scalar>::operator / (Scalar s) const
|
||||
{
|
||||
return ntlVector4Dim<Scalar> (value[0]/s,
|
||||
return vector4Dim<Scalar> (value[0]/s,
|
||||
value[1]/s,
|
||||
value[2]/s,
|
||||
value[3]/s);
|
||||
@@ -322,7 +322,7 @@ ntlVector4Dim<Scalar>::operator / (Scalar s) const
|
||||
|
||||
//! Safe divide
|
||||
template<class Scalar>
|
||||
inline void ntlVector4Dim<Scalar>::safeDivide( const ntlVector4Dim<Scalar> &v )
|
||||
inline void vector4Dim<Scalar>::safeDivide( const vector4Dim<Scalar> &v )
|
||||
{
|
||||
value[0] = (v.value[0]!=0) ? (value[0] / v.value[0]) : 0;
|
||||
value[1] = (v.value[1]!=0) ? (value[1] / v.value[1]) : 0;
|
||||
@@ -336,14 +336,14 @@ inline void ntlVector4Dim<Scalar>::safeDivide( const ntlVector4Dim<Scalar> &v )
|
||||
|
||||
//! Dot product
|
||||
template<class Scalar>
|
||||
inline Scalar dot ( const ntlVector4Dim<Scalar> &t, const ntlVector4Dim<Scalar> &v ) {
|
||||
inline Scalar dot ( const vector4Dim<Scalar> &t, const vector4Dim<Scalar> &v ) {
|
||||
return t.x*v.x + t.y*v.y + t.z*v.z + t.t*v.t;
|
||||
}
|
||||
|
||||
//! Cross product
|
||||
/*template<class Scalar>
|
||||
inline ntlVector4Dim<Scalar> cross ( const ntlVector4Dim<Scalar> &t, const ntlVector4Dim<Scalar> &v ) {
|
||||
NYI ntlVector4Dim<Scalar> cp (
|
||||
inline vector4Dim<Scalar> cross ( const vector4Dim<Scalar> &t, const vector4Dim<Scalar> &v ) {
|
||||
NYI vector4Dim<Scalar> cp (
|
||||
( ( t.y*v.z ) - ( t.z*v.y ) ),
|
||||
( ( t.z*v.x ) - ( t.x*v.z ) ),
|
||||
( ( t.x*v.y ) - ( t.y*v.x ) ) );
|
||||
@@ -353,36 +353,36 @@ inline ntlVector4Dim<Scalar> cross ( const ntlVector4Dim<Scalar> &t, const ntlVe
|
||||
|
||||
//! Compute the magnitude (length) of the vector
|
||||
template<class Scalar>
|
||||
inline Scalar norm ( const ntlVector4Dim<Scalar>& v ) {
|
||||
inline Scalar norm ( const vector4Dim<Scalar>& v ) {
|
||||
Scalar l = v.x*v.x + v.y*v.y + v.z*v.z + v.t*v.t;
|
||||
return ( fabs ( l-1. ) < VECTOR_EPSILON*VECTOR_EPSILON ) ? 1. : sqrt ( l );
|
||||
}
|
||||
|
||||
//! Compute squared magnitude
|
||||
template<class Scalar>
|
||||
inline Scalar normSquare ( const ntlVector4Dim<Scalar>& v ) {
|
||||
inline Scalar normSquare ( const vector4Dim<Scalar>& v ) {
|
||||
return v.x*v.x + v.y*v.y + v.z*v.z + v.t*v.t;
|
||||
}
|
||||
|
||||
//! Returns a normalized vector
|
||||
template<class Scalar>
|
||||
inline ntlVector4Dim<Scalar> getNormalized ( const ntlVector4Dim<Scalar>& v ) {
|
||||
inline vector4Dim<Scalar> getNormalized ( const vector4Dim<Scalar>& v ) {
|
||||
Scalar l = v.x*v.x + v.y*v.y + v.z*v.z + v.t*v.t;
|
||||
if ( fabs ( l-1. ) < VECTOR_EPSILON*VECTOR_EPSILON )
|
||||
return v; /* normalized "enough"... */
|
||||
else if ( l > VECTOR_EPSILON*VECTOR_EPSILON )
|
||||
{
|
||||
Scalar fac = 1./sqrt ( l );
|
||||
return ntlVector4Dim<Scalar> ( v.x*fac, v.y*fac, v.z*fac , v.t*fac );
|
||||
return vector4Dim<Scalar> ( v.x*fac, v.y*fac, v.z*fac , v.t*fac );
|
||||
}
|
||||
else
|
||||
return ntlVector4Dim<Scalar> ( ( Scalar ) 0 );
|
||||
return vector4Dim<Scalar> ( ( Scalar ) 0 );
|
||||
}
|
||||
|
||||
//! Compute the norm of the vector and normalize it.
|
||||
/*! \return The value of the norm */
|
||||
template<class Scalar>
|
||||
inline Scalar normalize ( ntlVector4Dim<Scalar> &v ) {
|
||||
inline Scalar normalize ( vector4Dim<Scalar> &v ) {
|
||||
Scalar norm;
|
||||
Scalar l = v.x*v.x + v.y*v.y + v.z*v.z + v.t*v.t;
|
||||
if ( fabs ( l-1. ) < VECTOR_EPSILON*VECTOR_EPSILON ) {
|
||||
@@ -391,14 +391,14 @@ inline Scalar normalize ( ntlVector4Dim<Scalar> &v ) {
|
||||
norm = sqrt ( l );
|
||||
v *= 1./norm;
|
||||
} else {
|
||||
v = ntlVector4Dim<Scalar>::ZERO;
|
||||
v = vector4Dim<Scalar>::ZERO;
|
||||
norm = 0.;
|
||||
}
|
||||
return ( Scalar ) norm;
|
||||
}
|
||||
|
||||
template<class Scalar>
|
||||
inline bool equal(const ntlVector4Dim<Scalar> &v, const ntlVector4Dim<Scalar> &c)
|
||||
inline bool equal(const vector4Dim<Scalar> &v, const vector4Dim<Scalar> &c)
|
||||
{
|
||||
return (ABS(v[0]-c[0]) +
|
||||
ABS(v[1]-c[1]) +
|
||||
@@ -407,7 +407,7 @@ inline bool equal(const ntlVector4Dim<Scalar> &v, const ntlVector4Dim<Scalar> &c
|
||||
}
|
||||
|
||||
//! Outputs the object in human readable form as string
|
||||
template<class Scalar> std::string ntlVector4Dim<Scalar>::toString() const {
|
||||
template<class Scalar> std::string vector4Dim<Scalar>::toString() const {
|
||||
char buf[256];
|
||||
snprintf ( buf,256,"<%f,%f,%f,%f>", ( double ) ( *this ) [0], ( double ) ( *this ) [1], ( double ) ( *this ) [2] , ( double ) ( *this ) [3] );
|
||||
return std::string ( buf );
|
||||
@@ -415,7 +415,7 @@ template<class Scalar> std::string ntlVector4Dim<Scalar>::toString() const {
|
||||
|
||||
//! Outputs the object in human readable form to stream
|
||||
template<class Scalar>
|
||||
std::ostream& operator<< ( std::ostream& os, const ntlVector4Dim<Scalar>& i ) {
|
||||
std::ostream& operator<< ( std::ostream& os, const vector4Dim<Scalar>& i ) {
|
||||
char buf[256];
|
||||
snprintf ( buf,256,"[%d,%d,%d,%d]", (double) i[0], (double) i[1], (double) i[2] , (double) i[3] );
|
||||
os << std::string ( buf );
|
||||
@@ -424,7 +424,7 @@ std::ostream& operator<< ( std::ostream& os, const ntlVector4Dim<Scalar>& i ) {
|
||||
|
||||
//! Reads the contents of the object from a stream
|
||||
template<class Scalar>
|
||||
std::istream& operator>> ( std::istream& is, ntlVector4Dim<Scalar>& i ) {
|
||||
std::istream& operator>> ( std::istream& is, vector4Dim<Scalar>& i ) {
|
||||
char c;
|
||||
char dummy[4];
|
||||
is >> c >> i[0] >> dummy >> i[1] >> dummy >> i[2] >> dummy >> i[3] >> c;
|
||||
@@ -436,16 +436,16 @@ std::istream& operator>> ( std::istream& is, ntlVector4Dim<Scalar>& i ) {
|
||||
/**************************************************************************/
|
||||
|
||||
//! 3D vector class of type Real (typically float)
|
||||
typedef ntlVector4Dim<Real> Vec4;
|
||||
typedef vector4Dim<Real> Vec4;
|
||||
|
||||
// a 3D vector with double precision
|
||||
typedef ntlVector4Dim<double> nVec4d;
|
||||
typedef vector4Dim<double> nVec4d;
|
||||
|
||||
// a 3D vector with single precision
|
||||
typedef ntlVector4Dim<float> nVec4f;
|
||||
typedef vector4Dim<float> nVec4f;
|
||||
|
||||
//! 3D vector class of type int
|
||||
typedef ntlVector4Dim<int> nVec4i;
|
||||
typedef vector4Dim<int> nVec4i;
|
||||
|
||||
/* convert int,float and double vectors */
|
||||
template<class T> inline nVec4i vec42I(T v) { return nVec4i((int)v[0],(int)v[1],(int)v[2],(int)v[3]); }
|
||||
|
||||
Reference in New Issue
Block a user