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// vi: set ts=2:
//
#ifndef BALL_MATHS_VECTOR4_H
#define BALL_MATHS_VECTOR4_H
#ifndef BALL_COMMON_EXCEPTION_H
# include <BALL/COMMON/exception.h>
#endif
#ifndef BALL_MATHS_ANGLE_H
# include <BALL/MATHS/angle.h>
#endif
#ifdef BALL_HAS_IEEEFP_H
# include <ieeefp.h>
#endif
namespace BALL
{
/** \defgroup Vector4 Four-dimensional vector.
\ingroup Primitives
*/
//@{
template <typename T>
class TVector4;
/** @name Global binary operators for three-dimensional vectors.
*/
//@{
template <typename T>
BALL_INLINE
TVector4<T> operator + (const TVector4<T>& a, const TVector4<T>& b);
template <typename T>
BALL_INLINE
TVector4<T> operator - (const TVector4<T>& a, const TVector4<T>& b);
template <typename T>
std::istream& operator >> (std::istream& s, TVector4<T>& vector);
template <typename T>
std::ostream& operator << (std::ostream& s, const TVector4<T>& vector);
/** Generic Four-Dimensional Vector.
Representation of points and vectors in four-dimensional space.
*/
template <typename T>
class TVector4
{
public:
BALL_CREATE(TVector4<T>)
/** @name Constructors and Destructors
*/
//@{
/** Default constructor.
This method creates a new TVector4 object. The four components
are initialized to <tt>(T)0</tt>.
*/
TVector4();
/** Array constructor.
This constructor creates a TVector4 object from the first
four elements pointed by <tt>ptr</tt>.
@param ptr the array to construct from
@exception NullPointer if <tt>ptr == 0</tt>
*/
TVector4(const T* ptr);
/** Scalar constructor.
Create a new vector with all components set
to the same <tt>value</tt>.
@param value the value of all components
*/
explicit TVector4(const T& value);
/** Detailed constructor.
Create a new TVector4 object from three or four values of type <tt>T</tt>.
@param x assigned to <tt>x</tt>
@param y assigned to <tt>y</tt>
@param z assigned to <tt>z</tt>
@param h assigned to <tt>h</tt>, default: 1 ;
*/
TVector4(const T& x, const T& y, const T& z, const T& h = (T)1);
/** Copy constructor.
Create a new TVector4 object from another.
@param vector the TVector4 object to be copied
*/
TVector4(const TVector4& vector);
/** Destructor.
Destructs the TVector4 object. As there are no dynamic
data structures, nothing happens.
*/
virtual ~TVector4();
/** Clear method
The values are set to 0.
*/
virtual void clear()
{
x = y = z = h = (T)0;
}
//@}
/** @name Assignment
*/
//@{
/** Assign from an array.
Assign the four components <tt>x</tt>, <tt>y</tt>, <tt>z</tt> and <tt>h</tt> from
the first four elements of the array pointed to by <tt>ptr</tt>.
@param ptr an array
@exception Nullpointer if <tt>ptr == 0</tt>
*/
void set(const T* ptr);
/** Assign the vector components.
@param rx the new x component
@param ry the new y component
@param rz the new z component
@param rh the new h component, default: 1
*/
void set(const T& rx, const T& ry, const T& rz, const T& rh = (T)1);
/** Assign from another TVector4.
@param vector the TVector4 object to assign from
*/
void set(const TVector4& vector);
/** Array assignment operator.
Assigns the first four elements of an array to the vector components x, y, z and h.
@param ptr the array
@exception NullPointer if <tt>ptr == 0</tt>
*/
TVector4& operator = (const T* ptr);
/** Assignment operator.
Assign the vector components from another vector.
@param vector the vector to assign from
**/
TVector4& operator = (const TVector4& vector);
/** Assignment operator.
Assign a constant value to all four vector components.
@param value the constant to assign to x, y, z, h
*/
TVector4& operator = (T value);
/** Assign to an array.
Sets the first four array elements pointed of array <tt>ptr</tt>
to the values of the four vector components.
@param ptr the array
@exception NullPointer if <tt>ptr == 0</tt>
*/
void get(T* ptr) const;
/** Assign to four variables of type <tt>T</tt>.
@param rx the x component
@param ry the y component
@param rz the z component
@param rh the h component
*/
void get(T& rx, T& ry, T& rz, T& rh) const;
/** Assign to another Vector4.
Assigns the vector components to another vector.
@param vector the vector to be assigned to
*/
void get(TVector4& vector) const;
/** Swap the contents of two vectors.
@param vector the vector to swap contents with
*/
void swap(TVector4& vector);
//@}
/** @name Accessors
*/
//@{
/** Return the length of the vector.
The length of the vector is calculated as
\f$\sqrt{x^2 + y^2 + z^2 + h^2}\f$.
@return T, the vector length
*/
T getLength() const;
/** Return the squared length of the vector.
This method avoids the square root needed in getLength,
so this method should be preferred if possible.
@return T, \f$x^2 + y^2 + z^2 + h^2\f$
*/
T getSquareLength() const;
/** Normalize the vector.
The vector is scaled with its length:
\f$\{x|y|z|h\} *= \sqrt{x^2 + y^2 + z^2 + h^2}\f$.
@return T, a reference to {\em *this} vector
@exception DivisionByZero if the length of the vector is 0
*/
TVector4& normalize();
/** Return a vector with all components 0.
*/
static const TVector4& getZero();
/** Return a vector with all components 1.
*/
static const TVector4& getUnit();
/** Assign one value to all vector components.
@param value the value to be assigned to, default: 1
*/
void set(const T& value = (T)1);
/** Mutable array-like access to the components.
@exception Exception::IndexOverflow if <tt>index > 3</tt>
*/
T& operator [] (Position position);
/** Constant array-like access to the components.
@exception Exception::IndexOverflow if <tt>index > 3</tt>
*/
const T& operator [] (Position position) const;
//@}
/** @name Arithmetic operators
*/
//@{
/** Positive sign.
*/
TVector4 operator + () const;
/** Negative sign.
*/
TVector4 operator - () const;
/** Add a vector to this vector.
@param vector the vector to add
@return TVector4, {\em *this}
*/
TVector4& operator += (const TVector4& vector);
/** Subtract a vector from this vector.
@param vector the vector to subtract
@return TVector4 {\em *this}
*/
TVector4& operator -= (const TVector4& vector);
/** Scalar product.
Return <tt>TVector4(x * scalar, y * scalar, z * scalar, h * scalar)</tt>.
@param scalar the scalar to multiply by
@return TVector4 the scalar product of this vector and <tt>scalar</tt>
*/
TVector4 operator * (const T& scalar);
/** Multiply by a scalar.
Multiply all components of the vector with a <tt>scalar</tt>.
@param scalar the scalar to multiply by
@return TVector4& {\em *this}
*/
TVector4& operator *= (const T& scalar);
/** Fraction of a vector.
Return <tt>TVector4(x / scalar, y / scalar, z / scalar, h / scalar)</tt>.
@param scalar the scalar to divide by
@return TVector4
@exception Exception::DivisionByZero if <tt>scalar == (T)0</tt>
*/
TVector4 operator / (const T& scalar);
/** Divide a vector by a scalar.
@param scalar the scalar to divide by
@return TVector4&, {\em *this}
@exception Exception::DivisionByZero if <tt>scalar == (T)0</tt>
*/
TVector4& operator /= (const T& scalar);
/** Dot product.
@param vector the vector to multiply by
@return T the dot product of this vector with <tt>vector</tt>.
*/
T operator * (const TVector4& vector) const;
/** Return the distance to another vector
@param vector the reference vector
@return T, the distance
*/
T getDistance(const TVector4& vector) const;
/** Return the squared distance to another vector.
This method avoids the square root needed in getDistance,
so this method should be preferred if possible.
@param vector the reference vector
@return T, the squared distance
*/
T getSquareDistance(const TVector4& vector) const;
//@}
/** @name Predicates
*/
//@{
/** Equality operator.
The function Maths::isEqual is used to compare the values.
\link isEqual Maths::isEqual \endlink
@return bool, <b>true</b> if all four vector components are equal, <b>false</b> otherwise
*/
bool operator == (const TVector4& vector) const;
/** Inequality operator.
The function Maths::isEqual is used to compare the values.
\link Maths::isEqual Maths::isEqual \endlink
@return bool, <b>true</b> if the two vectors differ in at least one component, <b>false</b> otherwise
*/
bool operator != (const TVector4& vector) const;
/** Orthogonality predicate.
*/
bool isOrthogonalTo(const TVector4& vector) const;
//@}
/** @name Debugging and Diagnostics
*/
//@{
/** Test whether instance is valid.
Always returns true
@return bool <b>true</b>
*/
bool isValid() const;
/** Internal state dump.
Dump the current internal state of {\em *this} to
the output ostream <b> s </b> with dumping depth <b> depth </b>.
@param s - output stream where to output the internal state of {\em *this}
@param depth - the dumping depth
*/
void dump(std::ostream& s = std::cout, Size depth = 0) const;
//@}
/** @name Attributes
All vector components are public members for convenience.
*/
//@{
/** x component of the vector
*/
T x;
/** y component of the vector
*/
T y;
/** z component of the vector
*/
T z;
/** height component of the vector
*/
T h;
//@}
};
//@}
template <typename T>
TVector4<T>::TVector4()
: x(0),
y(0),
z(0),
h(0)
{
}
template <typename T>
TVector4<T>::TVector4(const T* ptr)
{
if (ptr == 0)
{
throw Exception::NullPointer(__FILE__, __LINE__);
}
x = *ptr++;
y = *ptr++;
z = *ptr++;
h = *ptr;
}
template <typename T>
TVector4<T>::TVector4(const T& value)
: x(value),
y(value),
z(value),
h(value)
{
}
template <typename T>
TVector4<T>::TVector4(const T& x, const T& y, const T& z, const T& h)
: x(x),
y(y),
z(z),
h(h)
{
}
template <typename T>
TVector4<T>::TVector4(const TVector4<T>& v)
: x(v.x),
y(v.y),
z(v.z),
h(v.h)
{
}
template <typename T>
TVector4<T>::~TVector4()
{
}
template <typename T>
BALL_INLINE
void TVector4<T>::set(const T* ptr)
{
if (ptr == 0)
{
throw Exception::NullPointer(__FILE__, __LINE__);
}
x = *ptr++;
y = *ptr++;
z = *ptr++;
h = *ptr;
}
template <typename T>
BALL_INLINE
void TVector4<T>::set(const T& rx, const T& ry, const T& rz, const T& rh)
{
x = rx;
y = ry;
z = rz;
h = rh;
}
template <typename T>
BALL_INLINE
void TVector4<T>::set(const TVector4<T>& v)
{
x = v.x;
y = v.y;
z = v.z;
h = v.h;
}
template <typename T>
BALL_INLINE
TVector4<T>& TVector4<T>::operator = (const T* ptr)
{
if (ptr == 0)
{
throw Exception::NullPointer(__FILE__, __LINE__);
}
x = *ptr++;
y = *ptr++;
z = *ptr++;
h = *ptr;
return *this;
}
template <typename T>
BALL_INLINE
TVector4<T>& TVector4<T>::operator = (const TVector4<T>& v)
{
x = v.x;
y = v.y;
z = v.z;
h = v.h;
return *this;
}
template <typename T>
BALL_INLINE
TVector4<T>& TVector4<T>::operator = (T value)
{
x = value;
y = value;
z = value;
h = value;
return *this;
}
template <typename T>
BALL_INLINE
void TVector4<T>::get(T* ptr) const
{
if (ptr == 0)
{
throw Exception::NullPointer(__FILE__, __LINE__);
}
*ptr++ = x;
*ptr++ = y;
*ptr++ = z;
*ptr = h;
}
template <typename T>
BALL_INLINE
void TVector4<T>::get(T& rx, T& ry, T& rz, T& rh) const
{
rx = x;
ry = y;
rz = z;
rh = h;
}
template <typename T>
BALL_INLINE
void TVector4<T>::get(TVector4<T>& v) const
{
v.x = x;
v.y = y;
v.z = z;
v.h = h;
}
template <typename T>
void TVector4<T>::swap(TVector4<T>& v)
{
T temp = x;
x = v.x;
v.x = temp;
temp = y;
y = v.y;
v.y = temp;
temp = z;
z = v.z;
v.z = temp;
temp = h;
h = v.h;
v.h = temp;
}
template <typename T>
BALL_INLINE
T TVector4<T>::getLength() const
{
return (T)sqrt(x * x + y * y + z * z + h * h);
}
template <typename T>
BALL_INLINE
T TVector4<T>::getSquareLength() const
{
return (T)(x * x + y * y + z * z + h * h);
}
template <typename T>
BALL_INLINE
TVector4<T>& TVector4<T>::normalize()
{
T len = (T)sqrt(x * x + y * y + z * z + h * h);
if (Maths::isZero(len))
{
throw Exception::DivisionByZero(__FILE__, __LINE__);
}
x /= len;
y /= len;
z /= len;
h /= len;
return *this;
}
template <typename T>
BALL_INLINE
const TVector4<T>& TVector4<T>::getZero()
{
static const TVector4<T> null4(0, 0, 0, 0);
return null4;
}
template <typename T>
BALL_INLINE
const TVector4<T>& TVector4<T>::getUnit()
{
static const TVector4<T> unit_vector(1, 1, 1, 1);
return unit_vector;
}
template <typename T>
BALL_INLINE
void TVector4<T>::set(const T& value)
{
x = y = z = h = value;
}
template <typename T>
BALL_INLINE
T& TVector4<T>::operator [] (Position pos)
{
if (pos > 3)
{
throw Exception::IndexOverflow(__FILE__, __LINE__);
}
switch (pos)
{
case 0: return x;
case 1: return y;
case 2: return z;
case 3:
default:
return h;
}
}
template <typename T>
BALL_INLINE
const T& TVector4<T>::operator [] (Position pos) const
{
if (pos > 3)
{
throw Exception::IndexOverflow(__FILE__, __LINE__);
}
switch (pos)
{
case 0: return x;
case 1: return y;
case 2: return z;
case 3:
default:
return h;
}
}
template <typename T>
BALL_INLINE
TVector4<T> TVector4<T>::operator + () const
{
return *this;
}
template <typename T>
BALL_INLINE
TVector4<T> TVector4<T>::operator - () const
{
return TVector4<T>(-x, -y, -z, -h);
}
template <typename T>
BALL_INLINE
TVector4<T>& TVector4<T>::operator += (const TVector4<T>& v)
{
x += v.x;
y += v.y;
z += v.z;
h += v.h;
return *this;
}
template <typename T>
BALL_INLINE
TVector4<T>& TVector4<T>::operator -= (const TVector4<T> &v)
{
x -= v.x;
y -= v.y;
z -= v.z;
h -= v.h;
return *this;
}
template <typename T>
BALL_INLINE
TVector4<T> TVector4<T>::operator * (const T& scalar)
{
return TVector4<T>(x * scalar, y * scalar, z * scalar, h * scalar);
}
template <typename T>
BALL_INLINE
TVector4<T>& TVector4<T>::operator *= (const T &scalar)
{
x *= scalar;
y *= scalar;
z *= scalar;
h *= scalar;
return *this;
}
template <typename T>
TVector4<T>TVector4<T>::operator / (const T &scalar)
{
if (Maths::isZero(scalar))
{
throw Exception::DivisionByZero(__FILE__, __LINE__);
}
return TVector4<T>(x / scalar, y / scalar, z / scalar, h / scalar);
}
template <typename T>
TVector4<T>& TVector4<T>::operator /= (const T& scalar)
{
if (Maths::isZero(scalar))
{
throw Exception::DivisionByZero(__FILE__, __LINE__);
}
x /= scalar;
y /= scalar;
z /= scalar;
h /= scalar;
return *this;
}
template <typename T>
BALL_INLINE
T TVector4<T>::operator * (const TVector4<T>& v) const
{
return (x * v.x + y * v.y + z * v.z + h * v.h);
}
template <typename T>
BALL_INLINE
T TVector4<T>::getDistance(const TVector4<T> &v) const
{
T da = x - v.x;
T db = y - v.y;
T dc = z - v.z;
T dd = h - v.h;
return (T)sqrt(da * da + db * db + dc * dc + dd * dd);
}
template <typename T>
BALL_INLINE
T TVector4<T>::getSquareDistance(const TVector4<T> &v) const
{
T da = x - v.x;
T db = y - v.y;
T dc = z - v.z;
T dd = h - v.h;
return (da * da + db * db + dc * dc + dd * dd);
}
template <typename T>
BALL_INLINE
bool TVector4<T>::operator == (const TVector4<T>& v) const
{
return (Maths::isEqual(x, v.x) && Maths::isEqual(y, v.y)
&& Maths::isEqual(z, v.z) && Maths::isEqual(h, v.h));
}
template <typename T>
BALL_INLINE
bool TVector4<T>::operator != (const TVector4<T>& v) const
{
return (Maths::isNotEqual(x, v.x) || Maths::isNotEqual(y, v.y)
|| Maths::isNotEqual(z, v.z) || Maths::isNotEqual(h, v.h));
}
template <typename T>
BALL_INLINE
bool TVector4<T>::isOrthogonalTo(const TVector4<T>& v) const
{
return Maths::isZero(*this * v);
}
template <typename T>
BALL_INLINE
bool TVector4<T>::isValid() const
{
return true;
}
template <typename T>
void TVector4<T>::dump(std::ostream& s, Size depth) const
{
BALL_DUMP_STREAM_PREFIX(s);
BALL_DUMP_HEADER(s, this, this);
BALL_DUMP_DEPTH(s, depth);
s << "x= " << x
<< ", y = " << y
<< ", z = " << z
<< ", h = " << h << std::endl;
BALL_DUMP_STREAM_SUFFIX(s);
}
/** Default four-dimensional vector type
*/
typedef TVector4<float> Vector4;
/** Addition operator for two vectors
*/
template <typename T>
BALL_INLINE
TVector4<T> operator + (const TVector4<T>& a, const TVector4<T>& b)
{
return TVector4<T>(a.x + b.x, a.y + b.y, a.z + b.z, a.h + b.h);
}
/** Subtraction operator for two vectors
@return TVector4 the new vector
*/
template <typename T>
BALL_INLINE
TVector4<T> operator - (const TVector4<T>& a, const TVector4<T>& b)
{
return TVector4<T>(a.x - b.x, a.y - b.y, a.z - b.z, a.h - b.h);
}
/** Multiplication operator for a scalar and a vector
@return TVector4 the new vector
*/
template <typename T>
BALL_INLINE
TVector4<T> operator * (const T& scalar, const TVector4<T>& v)
{
return TVector4<T>(scalar * v.x, scalar * v.y, scalar * v.z, scalar * v.h);
}
/** Multiplication operator for a vector and a scalar
@return TVector4 the new vector
*/
template <typename T>
BALL_INLINE
TVector4<T> operator * (const TVector4<T>& v, const T& scalar)
{
return TVector4<T>(scalar * v.x, scalar * v.y, scalar * v.z, scalar * v.h);
}
/** Input operator
Reads four values of type <b>T</b> from an input stream and assigns them to
the components x, y, z and h of the vector.
*/
template <typename T>
std::istream& operator >> (std::istream& s, TVector4<T>& v)
{
char c;
s >> c >> v.x >> v.y >> v.z >> v.h >>c;
return s;
}
/** Output Operator.
Write the four components of the vector to an output stream.
The values are enclosed by brackets. \par
<b>Example:</b> \par
<tt>(0.1 2.0 0 1)</tt>
*/
template <typename T>
std::ostream& operator << (std::ostream& s, const TVector4<T>& v)
{
s << '(' <<v.x << ' ' << v.y << ' ' << v.z << ' ' << v.h << ')';
return s;
}
} // namespace BALL
#endif // BALL_MATHS_VECTOR4_H
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