/usr/include/mia-2.2/mia/3d/vector.hh is in libmia-2.2-dev 2.2.7-3.
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*
* This file is part of MIA - a toolbox for medical image analysis
* Copyright (c) Leipzig, Madrid 1999-2015 Gert Wollny
*
* MIA is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with MIA; if not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef __MIA_3DVECTOR_HH
#define __MIA_3DVECTOR_HH 1
#include <typeinfo>
#include <assert.h>
#include <stdexcept>
#include <math.h>
#include <complex>
#include <iostream>
#include <type_traits>
#include <mia/core/defines.hh>
#include <mia/core/type_traits.hh>
#include <mia/core/attributetype.hh>
#include <mia/3d/defines3d.hh>
NS_MIA_BEGIN
/**
@ingroup basic
\brief A simple 3D vector type.
This class is the template for a 3D vector that provides support for some common operators.
\tparam T element type
*/
template < class T >
class T3DVector {
public:
/// vector element
T x;
/// vector element
T y;
/// vector element
T z;
/// typedef for generic programming
typedef T value_type;
/// standart constructor
T3DVector():x(T()),y(T()),z(T()){};
/// create a zero-vector, \a dim must be 3
explicit T3DVector(int dim):x(T()),y(T()),z(T()){
assert(dim == 3);
}
/// we provide the default copy mechanisms
T3DVector(const T3DVector<T>& other) = default;
/// we provide the default copy mechanisms
T3DVector<T>& operator = (const T3DVector<T>& other) = default;
/// constructor to construct vector from values
T3DVector(const T& x_,const T& y_,const T& z_):
x(x_),y(y_),z(z_){
}
/// type casting copy constructor
template <class in> explicit T3DVector(const T3DVector<in>& org):
x(T(org.x)),y(T(org.y)),z(T(org.z)){
}
/// assignment from different vector type
template <class in>
T3DVector<T>& operator =(const T3DVector<in>& org){
x=org.x; y=org.y; z=org.z;
return *this;
}
//! square of Euclidian norm of the vector
double norm2()const{
return x * x + y * y + z * z;
}
/// \returns the product of the vector components
double product() const {
return x * y * z;
}
/// \returns the Euclidian norm of the vector
double norm()const{
return sqrt(norm2());
}
/// \returns the dimension of vector (always 3)
int size() const {
return 3;
}
/// Fill the vector elements with value v
void fill(T v) {
x = y = z = v;
}
/**
Implement the const operator [] for this type of vector
\param i index
\returns value at index
\remark the performance of this needs to be analyzed. The compiler should be able
to translate this to a simple memory access.
*/
const T operator [](size_t i) const {
assert(i < 3);
switch (i) {
case 0:return x;
case 1:return y;
case 2:return z;
default:
throw std::logic_error("Access to vectorelement out of range");
}
}
/**
Implement the writable operator [] for this type of vector
\param i index
\returns reference value at index
\remark the performance of this needs to be analyzed. The compiler should be able
to translate this to a simple memory access.
*/
T& operator [](size_t i) {
assert(i < 3);
switch (i) {
case 0:return x;
case 1:return y;
case 2:return z;
default:
throw std::logic_error("Access to vectorelement out of range");
}
}
/// inplace addition
T3DVector<T>& operator +=(const T3DVector<T>& a){
x+=a.x; y+=a.y; z+=a.z;
return *this;
}
/// inplace subtraction
T3DVector<T>& operator -=(const T3DVector<T>& a){
x-=a.x; y-=a.y; z-=a.z;
return *this;
}
/// inplace multiplication
T3DVector<T>& operator *=(const double a){
x = T(x * a); y = T(y * a); z = T(z * a);
return *this;
}
/// inplace component wise multiplication
T3DVector<T>& operator *=(const T3DVector<T>& a){
x = T(x * a.x); y = T(y * a.y); z = T(z * a.z);
return *this;
}
/// inplace divisison by a scalar
T3DVector<T>& operator /=(const double a){
assert(a != 0.0);
x = T(x/ a); y =T (y / a); z = T(z / a);
return *this;
}
T3DVector operator -() const {
return T3DVector<T>(-x, -y, -z);
}
/// print out the formatted vector to the stream
void write(std::ostream& os)const {
os << x << "," << y << "," << z;
}
/// read the vector from a formatted string
void read(std::istream& is) {
char c;
T r,s,t;
is >> c;
// if we get the opening delimiter '<' then we also expect the closing '>'
// otherwise just read three coma separated values.
// could use the BOOST lexicel cast for better error handling
if (c == '<') {
is >> r;
is >> c;
if (c != ',') {
is.clear(std::ios::badbit);
return;
}
is >> s;
is >> c;
if (c != ',') {
is.clear(std::ios::badbit);
return;
}
is >> t;
is >> c;
if (c != '>') {
is.clear(std::ios::badbit);
return;
}
x = r;
y = s;
z = t;
}else{
is.putback(c);
is >> r;
is >> c;
if (c != ',') {
is.clear(std::ios::badbit);
return;
}
is >> s;
is >> c;
if (c != ',') {
is.clear(std::ios::badbit);
return;
}
is >> t;
x = r;
y = s;
z = t;
}
}
/// swizzle operator
const T3DVector<T>& xyz()const {
return *this;
}
/// swizzle operator
const T3DVector<T> xzy()const {
return T3DVector<T>(x,z,y);
}
/// swizzle operator
const T3DVector<T> yxz()const {
return T3DVector<T>(y,x,z);
}
/// swizzle operator
const T3DVector<T> yzx()const {
return T3DVector<T>(y,z,x);
}
/// swizzle operator
const T3DVector<T> zyx()const {
return T3DVector<T>(z,y,x);
}
/// swizzle operator
const T3DVector<T> zxy()const {
return T3DVector<T>(z,x,y);
}
/// declare the vector (1,1,1)
static T3DVector<T> _1;
/// declare the vector (0,0,0)
static T3DVector<T> _0;
/// the number of elements this vector holds (=3)
static const unsigned int elements;
};
struct EAttributeType_3d : public EAttributeType {
static const int vector_3d_bit = 0x40000;
static bool is_vector3d(int type) {
return type & vector_3d_bit;
}
};
template <typename T>
struct attribute_type<T3DVector<T>> : public EAttributeType_3d {
static const int value = attribute_type<T>::value | vector_3d_bit;
};
/// @cond NEVER
template <typename T>
struct atomic_data<T3DVector<T> > {
typedef T type;
static const int size;
};
template <typename T>
const int atomic_data<T3DVector<T> >::size = 3;
/// @endcond
/**
Cross product of two 3D vectors
\param a
\param b
\returns cross product a x b
*/
template <typename T>
T3DVector<T> cross(const T3DVector<T>& a, const T3DVector<T>& b)
{
return T3DVector<T>(
a.y * b.z - b.y * a.z,
a.z * b.x - b.z * a.x,
a.x * b.y - b.x * a.y
);
}
/// A way to get the norm of a T3DVector using \a faba syntax
template <class T> double fabs(const T3DVector<T>& t)
{
return t.norm();
}
/// \returns the dot product of input vectors a and b
template <class T> double dot(const T3DVector<T>& a, const T3DVector<T>& b)
{
return a.x * b.x + a. y * b.y + a.z * b.z;
}
/// A float 3D Vector
typedef T3DVector<float> C3DFVector;
/// A double 3D Vector
typedef T3DVector<double> C3DDVector;
/// A unsinged int 3D Vector (used for 3D field sizes)
typedef T3DVector<unsigned int> C3DBounds;
/// stream output operator for 3DVector
template <class T>
std::ostream& operator << (std::ostream& os, const T3DVector<T>& v)
{
v.write(os);
return os;
}
/// stream input operator for 3DVector
template <class T>
std::istream& operator >> (std::istream& is, T3DVector<T>& v)
{
v.read(is);
return is;
}
/// vector addition
template <class T>
inline const T3DVector<T> operator +(const T3DVector<T>& a,const T3DVector<T>& b){
T3DVector<T> tmp(a);
tmp += b;
return tmp;
}
/**
Add operator for two 3D vectors that hold different data types
Target type is taken from the lhs operator
\tparam type of the vector values
\param a
\param b
\returns a+b
*/
template <typename T, typename S>
T3DVector<T> operator +(const T3DVector<T>& a, const T3DVector<S>& b)
{
return T3DVector<T>(a.x + b.x, a.y + b.y, a.z + b.z);
}
/// vector subtraction
template <class T>
inline const T3DVector<T> operator -(const T3DVector<T>& a,const T3DVector<T>& b){
T3DVector<T> tmp(a);
tmp -= b;
return tmp;
}
/// vector scalar product
template <class T>
inline const T3DVector<T> operator *(const T3DVector<T>& a,const T3DVector<T>& b)
{
return T3DVector<T>(b.x * a.x, b.y * a.y, b.z * a.z);
}
/// vector division by scalar
template <class T>
inline const T3DVector<T> operator /(const T3DVector<T>& a,double f)
{
assert(f != T());
T3DVector<T> tmp (a);
tmp /= f;
return tmp;
}
/**
component wise division of two vectors
*/
template <class T>
inline const T3DVector<T> operator / (const T3DVector<T>& a, const T3DVector<T>& b)
{
assert(b.x != 0.0 && b.y != 0.0 && b.z != 0.0);
return T3DVector<T>(a.x/b.x, a.y/b.y, a.z/b.z);
}
/// vector multiplication with scalar
template <class T>
inline const T3DVector<T> operator *(const T3DVector<T>& a, double f)
{
T3DVector<T> tmp (a);
tmp *= f;
return tmp;
}
/// vector multiplication with scalar reverse order
template <class T>
inline const T3DVector<T> operator *(double f, const T3DVector<T>& a)
{
return a * f;
}
/// 3D vector cross product
template <class T>
inline const T3DVector<T> operator ^(const T3DVector<T>& a,const T3DVector<T>& b)
{
return T3DVector<T>( a.y * b.z - b.y * a.z,
a.z * b.x - b.z * a.x,
a.x * b.y - b.x * a.y);
}
/// comparison operator equal
template <class T>
inline bool operator == (const T3DVector<T>& a,const T3DVector<T>& b)
{
return (b.x == a.x && b.y == a.y && b.z == a.z);
}
/// comparison operator not equal
template <class T>
inline bool operator != (const T3DVector<T>& a,const T3DVector<T>& b)
{
return ! (a == b);
}
/// comparison less, returns true if all components of \a a are less then those of \a b
template <class T>
bool operator < (const T3DVector<T>& a,const T3DVector<T>& b){
return (a.x < b.x && a.y < b.y && a.z < b.z);
}
/// comparison less or equal, returns true if all components of \a a are less or equal then those of \a b
template <class T>
bool operator <= (const T3DVector<T>& b, const T3DVector<T>& a){
return (b.x <= a.x && b.y <= a.y && b.z <= a.z);
}
/// comparison greater, returns true if all components of \a a are greater then those of \a b
template <class T>
bool operator > (const T3DVector<T>& b, const T3DVector<T>& a){
return (b.x > a.x && b.y > a.y && b.z > a.z);
}
/// comparison greater or equal, returns true if all components of \a a are greater or equal then those of \a b
template <class T>
bool operator >= (const T3DVector<T>& b, const T3DVector<T>& a){
return (b.x >= a.x && b.y >= a.y && b.z >= a.z);
}
template <typename T >
T3DVector<T> T3DVector<T>::_1 = T3DVector<T>(1,1,1);
template <typename T >
T3DVector<T> T3DVector<T>::_0 = T3DVector<T>(0,0,0);
template <typename T>
struct less_then<T3DVector<T> > {
bool operator() (const T3DVector<T>& a, const T3DVector<T>& b) const{
return a.z < b.z ||
(a.z == b.z &&
(a.y < b.y || (a.y == b.y && a.x < b.x)));
}
};
NS_MIA_END
#endif
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