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//#####################################################################
// Copyright 2002-2004, Robert Bridson, Doug Enright, Ronald Fedkiw, Eran Guendelman, Geoffrey Irving, Sergey Koltakov, Igor Neverov, Duc Nguyen, Joseph Teran, Rachel Weinstein.
// This file is part of PhysBAM whose distribution is governed by the license contained in the accompanying file PHYSBAM_COPYRIGHT.txt.
//#####################################################################
// Class VECTOR_3D
//#####################################################################
#ifndef __VECTOR_3D__
#define __VECTOR_3D__
#include <iostream>
#include <assert.h>
#include <math.h>
#include "../Math_Tools/sqr.h"
#include "../Math_Tools/max.h"
#include "../Math_Tools/min.h"
#include "../Math_Tools/constants.h"
#include "VECTOR_2D.h"
#include "VECTOR_ND.h"
#include "../Read_Write/READ_WRITE_FUNCTIONS.h"
namespace PhysBAM
{
template<class T>
class VECTOR_3D
{
public:
T x, y, z;
VECTOR_3D()
: x (T()), y (T()), z (T())
{}
VECTOR_3D (const T x_input, const T y_input, const T z_input)
: x (x_input), y (y_input), z (z_input)
{}
VECTOR_3D (const VECTOR_3D<T>& vector_input)
: x (vector_input.x), y (vector_input.y), z (vector_input.z)
{}
VECTOR_3D (const VECTOR_ND<T>& vector_input)
: x (vector_input (1)), y (vector_input (2)), z (vector_input (3))
{
assert (vector_input.n == 3);
}
template<class T2> VECTOR_3D (const VECTOR_3D<T2>& vector_input)
: x ( (T) vector_input.x), y ( (T) vector_input.y), z ( (T) vector_input.z)
{}
explicit VECTOR_3D (const VECTOR_2D<T>& vector_input)
: x (vector_input.x), y (vector_input.y), z (0)
{}
VECTOR_2D<T> Vector_2D() const
{
return VECTOR_2D<T> (x, y);
}
T operator[] (const int i) const
{
assert (1 <= i && i <= 3);
return * ( (const T*) (this) + i - 1);
}
T& operator[] (const int i)
{
assert (1 <= i && i <= 3);
return * ( (T*) (this) + i - 1);
}
bool operator== (const VECTOR_3D<T>& v) const
{
return x == v.x && y == v.y && z == v.z;
}
bool operator!= (const VECTOR_3D<T>& v) const
{
return x != v.x || y != v.y || z != v.z;
}
VECTOR_3D<T> operator-() const
{
return VECTOR_3D<T> (-x, -y, -z);
}
VECTOR_3D<T>& operator+= (const VECTOR_3D<T>& v)
{
x += v.x;
y += v.y;
z += v.z;
return *this;
}
VECTOR_3D<T>& operator-= (const VECTOR_3D<T>& v)
{
x -= v.x;
y -= v.y;
z -= v.z;
return *this;
}
VECTOR_3D<T>& operator*= (const VECTOR_3D<T>& v)
{
x *= v.x;
y *= v.y;
z *= v.z;
return *this;
}
VECTOR_3D<T>& operator*= (const T a)
{
x *= a;
y *= a;
z *= a;
return *this;
}
VECTOR_3D<T>& operator/= (const T a)
{
assert (a != 0);
T one_over_a = 1 / a;
x *= one_over_a;
y *= one_over_a;
z *= one_over_a;
return *this;
}
VECTOR_3D<T>& operator/= (const VECTOR_3D<T>& v)
{
x /= v.x;
y /= v.y;
z /= v.z;
return *this;
}
VECTOR_3D<T> operator+ (const VECTOR_3D<T>& v) const
{
return VECTOR_3D<T> (x + v.x, y + v.y, z + v.z);
}
VECTOR_3D<T> operator- (const VECTOR_3D<T>& v) const
{
return VECTOR_3D<T> (x - v.x, y - v.y, z - v.z);
}
VECTOR_3D<T> operator* (const VECTOR_3D<T>& v) const
{
return VECTOR_3D<T> (x * v.x, y * v.y, z * v.z);
}
VECTOR_3D<T> operator/ (const VECTOR_3D<T>& v) const
{
return VECTOR_3D<T> (x / v.x, y / v.y, z / v.z);
}
VECTOR_3D<T> operator* (const T a) const
{
return VECTOR_3D<T> (a * x, a * y, a * z);
}
VECTOR_3D<T> operator/ (const T a) const
{
assert (a != 0);
T s = 1 / a;
return VECTOR_3D<T> (s * x, s * y, s * z);
}
VECTOR_3D<T> fabs() const
{
return VECTOR_3D<T> (fabs (x), fabs (y), fabs (z));
}
T Magnitude_Squared() const
{
return x * x + y * y + z * z;
}
T Magnitude() const
{
return sqrt (x * x + y * y + z * z);
}
T Lp_Norm (const T p) const
{
return pow (pow (::fabs (x), p) + pow (::fabs (y), p) + pow (::fabs (z), p), 1 / p);
}
T Normalize()
{
T magnitude = Magnitude();
assert (magnitude != 0);
T s = 1 / magnitude;
x *= s;
y *= s;
z *= s;
return magnitude;
}
T Robust_Normalize (T tolerance = (T) 1e-8, const VECTOR_3D<T>& fallback = VECTOR_3D<T> (1, 0, 0))
{
T magnitude = Magnitude();
if (magnitude > tolerance)
{
T s = 1 / magnitude;
x *= s;
y *= s;
z *= s;
}
else
{
*this = fallback;
}
return magnitude;
}
VECTOR_3D<T> Normalized() const
{
T magnitude = Magnitude();
assert (magnitude != 0);
T s = 1 / magnitude;
return VECTOR_3D (x * s, y * s, z * s);
}
VECTOR_3D<T> Robust_Normalized (T tolerance = (T) 1e-8, const VECTOR_3D<T>& fallback = VECTOR_3D<T> (1, 0, 0)) const
{
T magnitude = Magnitude();
if (magnitude > tolerance) return *this / magnitude;
else return fallback;
}
VECTOR_3D<T> Orthogonal_Vector() const
{
T abs_x =::fabs ( (T) x), abs_y =::fabs ( (T) y), abs_z =::fabs ( (T) z);
if (abs_x < abs_y) return abs_x < abs_z ? VECTOR_3D<T> (0, z, -y) : VECTOR_3D<T> (y, -x, 0);
else return abs_y < abs_z ? VECTOR_3D<T> (-z, 0, x) : VECTOR_3D<T> (y, -x, 0);
}
T Min_Element() const
{
return min (x, y, z);
}
T Max_Element() const
{
return max (x, y, z);
}
T Max_Abs_Element() const
{
return maxabs (x, y, z);
}
int Dominant_Axis() const
{
T abs_x =::fabs (x), abs_y =::fabs (y), abs_z =::fabs (z);
return (abs_x > abs_y && abs_x > abs_z) ? 1 : ( (abs_y > abs_z) ? 2 : 3);
}
static T Dot_Product (const VECTOR_3D<T>& v1, const VECTOR_3D<T>& v2)
{
return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z;
}
VECTOR_3D<T> Projected_On_Unit_Direction (const VECTOR_3D<T>& direction) const
{
return Dot_Product (*this, direction) * direction;
}
VECTOR_3D<T> Projected (const VECTOR_3D<T>& direction) const // un-normalized direction
{
return Dot_Product (*this, direction) / Dot_Product (direction, direction) * direction;
}
void Project_On_Unit_Direction (const VECTOR_3D<T>& direction)
{
*this = Dot_Product (*this, direction) * direction;
}
void Project (const VECTOR_3D<T>& direction) // un-normalized direction
{
*this = Dot_Product (*this, direction) / Dot_Product (direction, direction) * direction;
}
VECTOR_3D<T> Projected_Orthogonal_To_Unit_Direction (const VECTOR_3D<T>& direction) const
{
T dot_product = Dot_Product (*this, direction);
return VECTOR_3D<T> (x - dot_product * direction.x, y - dot_product * direction.y, z - dot_product * direction.z);
}
static VECTOR_3D<T> Cross_Product (const VECTOR_3D<T>& v1, const VECTOR_3D<T>& v2)
{
return VECTOR_3D<T> (v1.y * v2.z - v2.y * v1.z, -v1.x * v2.z + v2.x * v1.z, v1.x * v2.y - v2.x * v1.y);
}
static T Angle_Between (const VECTOR_3D<T>& v1, const VECTOR_3D<T>& v2)
{
return acos (max (T (-1), min (T (1), Dot_Product (v1, v2) / (v1.Magnitude() * v2.Magnitude()))));
}
static T Triple_Product (const VECTOR_3D<T>& u, const VECTOR_3D<T>& v, const VECTOR_3D<T>& w)
{
return Dot_Product (u, Cross_Product (v, w));
}
static T Element_Average (const VECTOR_3D<T>& a)
{
return (T) one_third * (a.x + a.y + a.z);
}
static VECTOR_3D<T> Exponent (const VECTOR_3D<T>& a)
{
return VECTOR_3D<T> (exp (a.x), exp (a.y), exp (a.z));
}
static VECTOR_3D<T> Square_Root (const VECTOR_3D<T>& a)
{
return VECTOR_3D<T> (sqrt (a.x), sqrt (a.y), sqrt (a.z));
}
static VECTOR_3D<T> Square (const VECTOR_3D<T>& a)
{
return VECTOR_3D<T> (sqr (a.x), sqr (a.y), sqr (a.z));
}
static VECTOR_3D<T> Cube (const VECTOR_3D<T>& a)
{
return VECTOR_3D<T> (cube (a.x), cube (a.y), cube (a.z));
}
static VECTOR_3D<T> Reciprocal (const VECTOR_3D<T>& a)
{
return VECTOR_3D<T> (1 / a.x, 1 / a.y, 1 / a.z);
}
void Print() const
{
std::cout << "VECTOR_3D: " << x << " " << y << " " << z << std::endl;
}
template<class RW>
void Read (std::istream &input_stream)
{
Read_Binary<RW> (input_stream, x, y, z);
}
template<class RW>
void Write (std::ostream &output_stream) const
{
Write_Binary<RW> (output_stream, x, y, z);
}
//#####################################################################
};
template<>
inline VECTOR_3D<int> VECTOR_3D<int>::operator/ (const int a) const
{
return VECTOR_3D<int> (x / a, y / a, z / a);
}
template<>
inline VECTOR_3D<int>& VECTOR_3D<int>::operator/= (const int a)
{
x /= a;
y /= a;
z /= a;
return *this;
}
template<class T>
inline VECTOR_3D<T> operator* (const T a, const VECTOR_3D<T>& v)
{
return VECTOR_3D<T> (a * v.x, a * v.y, a * v.z);
}
template<class T>
inline std::istream& operator>> (std::istream& input_stream, VECTOR_3D<T>& v)
{
input_stream >> v.x >> v.y >> v.z;
return input_stream;
}
template<class T>
inline std::ostream& operator<< (std::ostream& output_stream, const VECTOR_3D<T>& v)
{
output_stream << v.x << " " << v.y << " " << v.z;
return output_stream;
}
}
#endif