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00043 #ifndef VEC4D_HPP
00044 #define VEC4D_HPP 1
00045
00046
00047 #include <math.h>
00048 #include <stdint.h>
00049 #include <iostream>
00050 #include <iostream>
00051 #include <iomanip>
00052 #include "vec3d.hpp"
00053 #include "file.hpp"
00054
00055
00066 class Vec4D {
00067
00068 double p[4];
00069
00070 public:
00071
00072 Vec4D() { p[0] = 0.0; p[1] = 0.0; p[2] = 0.0; p[3] = 0.0; }
00073 Vec4D( double x ) { p[0] = x; p[1] = 0.0; p[2] = 0.0; p[3] = 0.0; }
00074 Vec4D( double x, double y ) { p[0] = x; p[1] = y; p[2] = 0.0; p[3] = 0.0; }
00075 Vec4D( double x, double y, double z ) { p[0] = x; p[1] = y; p[2] = z; p[3] = 0.0; }
00076 Vec4D( double x, double y, double z, double w ) { p[0] = x; p[1] = y; p[2] = z; p[3] = w; }
00077
00078 Vec4D( const class Vec3D &vec );
00079
00080 Vec4D( std::istream &s ) {
00081 p[0] = read_double( s );
00082 p[1] = read_double( s );
00083 p[2] = read_double( s );
00084 p[3] = read_double( s );
00085 }
00086 ~Vec4D() {}
00087
00088 double &operator[]( int i ) { return( p[i] ); }
00089 const double &operator[]( int i ) const { return( p[i] ); }
00090 double &operator()( int i ) { return( p[i] ); }
00091 const double &operator()( int i ) const { return( p[i] ); }
00092
00098 Vec4D operator+( const Vec4D &vec ) const {
00099 return( Vec4D( p[0] + vec[0],
00100 p[1] + vec[1],
00101 p[2] + vec[2],
00102 (p[2] == vec[2] ? 0.0 : 1.0) ) );
00103 }
00104
00110 Vec4D operator-( const Vec4D &vec ) const {
00111 return( Vec4D( p[0] - vec[0],
00112 p[1] - vec[1],
00113 p[2] - vec[2],
00114 (p[2] == vec[2] ? 0.0 : 1.0) ) );
00115 }
00116
00122 Vec4D &operator+=( const Vec4D &vec ) {
00123 p[0] += vec[0];
00124 p[1] += vec[1];
00125 p[2] += vec[2];
00126 return( *this );
00127 }
00128
00133 double operator*( const Vec4D &vec ) const {
00134 return( p[0] * vec[0] +
00135 p[1] * vec[1] +
00136 p[2] * vec[2] );
00137 }
00138
00143 Vec4D operator*( double x ) const {
00144 return( Vec4D( x*p[0], x*p[1], x*p[2], p[3] ) );
00145 }
00146
00151 Vec4D &operator*=( double x ) {
00152 p[0] *= x;
00153 p[1] *= x;
00154 p[2] *= x;
00155 return( *this );
00156 }
00157
00162 Vec4D &operator/=( double x ) {
00163 double div = 1.0/x;
00164 p[0] *= div;
00165 p[1] *= div;
00166 p[2] *= div;
00167 return( *this );
00168 }
00169
00174 bool operator!=( const Vec4D &x ) {
00175 if( p[0] != x.p[0] || p[1] != x.p[1] || p[2] != x.p[2] || p[3] != x.p[3] )
00176 return( true );
00177 return( false );
00178 }
00179
00184 bool operator==( const Vec4D &x ) {
00185 if( p[0] == x.p[0] && p[1] == x.p[1] && p[2] == x.p[2] && p[3] == x.p[3] )
00186 return( true );
00187 return( false );
00188 }
00189
00192 Vec4D &operator=( const Vec4D &x ) {
00193 p[0] = x[0];
00194 p[1] = x[1];
00195 p[2] = x[2];
00196 p[3] = x[3];
00197 return( *this );
00198 }
00199
00205 void homogenize() {
00206 double inv_w = 1.0/p[3];
00207 p[0] *= inv_w;
00208 p[1] *= inv_w;
00209 p[2] *= inv_w;
00210 }
00211
00216 void normalize() {
00217 double inv_norm = 1.0/sqrt( p[0]*p[0] + p[1]*p[1] + p[2]*p[2] );
00218 p[0] *= inv_norm;
00219 p[1] *= inv_norm;
00220 p[2] *= inv_norm;
00221 p[3] = 0.0;
00222 }
00223
00228 double norm2() const {
00229 return( sqrt( p[0]*p[0] + p[1]*p[1] + p[2]*p[2] ) );
00230 }
00231
00236 double ssqr() const {
00237 return( p[0]*p[0] + p[1]*p[1] + p[2]*p[2] );
00238 }
00239
00240 void save( std::ostream &s ) const {
00241 write_double( s, p[0] );
00242 write_double( s, p[1] );
00243 write_double( s, p[2] );
00244 write_double( s, p[3] );
00245 }
00246
00251 friend Vec4D cross( const Vec4D &vec1, const Vec4D &vec2 );
00252
00255 friend double norm2( const Vec4D &vec );
00256
00261 friend Vec4D operator*( double x, const Vec4D &vec );
00262
00265 friend std::ostream &operator<<( std::ostream &os, const Vec4D &vec );
00266 };
00267
00268
00269 inline double norm2( const Vec4D &vec ) {
00270 return( vec.norm2() );
00271 }
00272
00273 inline Vec4D cross( const Vec4D &vec1, const Vec4D &vec2 ) {
00274 return( Vec4D( vec1[1] * vec2[2] - vec1[2] * vec2[1],
00275 vec1[2] * vec2[0] - vec1[0] * vec2[2],
00276 vec1[0] * vec2[1] - vec1[1] * vec2[0],
00277 0.0 ) );
00278 }
00279
00280
00281 inline Vec4D operator*( double x, const Vec4D &vec )
00282 {
00283 return( Vec4D( x*vec[0], x*vec[1], x*vec[2], vec[3] ) );
00284 }
00285
00286
00287 inline std::ostream &operator<<( std::ostream &os, const Vec4D &vec )
00288 {
00289 os << std::setw(12) << to_string(vec[0]).substr(0,12) << " ";
00290 os << std::setw(12) << to_string(vec[1]).substr(0,12) << " ";
00291 os << std::setw(12) << to_string(vec[2]).substr(0,12) << " ";
00292 os << std::setw(12) << to_string(vec[3]).substr(0,12);
00293 return( os );
00294 }
00295
00296
00297 #endif
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