mirror of
https://github.com/NGSolve/netgen.git
synced 2024-11-11 16:49:16 +05:00
b694b4667a
move fieldlines code to meshing dir move visualization function pointers to meshing directory DLL_HEADER -> NGGUI_API in visualization lib move soldata.hpp to meshing update occ, no freetype necessary anymore
747 lines
18 KiB
C++
747 lines
18 KiB
C++
#ifndef FILE_GEOM3D
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#define FILE_GEOM3D
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/* *************************************************************************/
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/* File: geom3d.hh */
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/* Author: Joachim Schoeberl */
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/* Date: 5. Aug. 95 */
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/* *************************************************************************/
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namespace netgen
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{
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extern DLL_HEADER void MyError (const char * ch);
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class Point3d;
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class Vec3d;
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inline Vec3d operator- (const Point3d & p1, const Point3d & p2);
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inline Point3d operator- (const Point3d & p1, const Vec3d & v);
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inline Point3d operator+ (const Point3d & p1, const Vec3d & v);
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Point3d & Add (double d, const Vec3d & v);
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Point3d & Add2 (double d, const Vec3d & v,
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double d2, const Vec3d & v2);
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inline Point3d Center (const Point3d & p1, const Point3d & p2);
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inline Point3d Center (const Point3d & p1, const Point3d & p2, const Point3d & p3);
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inline Point3d Center (const Point3d & p1, const Point3d & p2,
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const Point3d & p3, const Point3d & p4);
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ostream & operator<<(ostream & s, const Point3d & p);
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inline Vec3d operator- (const Vec3d & p1, const Vec3d & v);
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inline Vec3d operator+ (const Vec3d & p1, const Vec3d & v);
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inline Vec3d operator* (double scal, const Vec3d & v);
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inline double operator* (const Vec3d & v1, const Vec3d & v2);
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inline Vec3d Cross (const Vec3d & v1, const Vec3d & v2);
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inline void Cross (const Vec3d & v1, const Vec3d & v2, Vec3d & prod);
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double Angle (const Vec3d & v);
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double FastAngle (const Vec3d & v);
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double Angle (const Vec3d & v1, const Vec3d & v2);
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double FastAngle (const Vec3d & v1, const Vec3d & v2);
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ostream & operator<<(ostream & s, const Vec3d & v);
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void Transpose (Vec3d & v1, Vec3d & v2, Vec3d & v3);
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int SolveLinearSystem (const Vec3d & col1,
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const Vec3d & col2,
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const Vec3d & col3,
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const Vec3d & rhs,
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Vec3d & sol);
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int SolveLinearSystemLS (const Vec3d & col1,
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const Vec3d & col2,
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const Vec2d & rhs,
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Vec3d & sol);
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int SolveLinearSystemLS2 (const Vec3d & col1,
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const Vec3d & col2,
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const Vec2d & rhs,
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Vec3d & sol,
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double & x, double & y);
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int PseudoInverse (const Vec3d & col1,
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const Vec3d & col2,
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Vec3d & inv1,
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Vec3d & inv2);
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double Determinant (const Vec3d & col1,
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const Vec3d & col2,
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const Vec3d & col3);
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inline double Dist2 (const Point3d & p1, const Point3d & p2);
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/// Point in R3
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class Point3d
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{
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protected:
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///
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double x[3];
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public:
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///
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Point3d () { x[0] = x[1] = x[2] = 0; }
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///
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Point3d(double ax, double ay, double az)
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{ x[0] = ax; x[1] = ay; x[2] = az; }
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///
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Point3d(double ax[3])
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{ x[0] = ax[0]; x[1] = ax[1]; x[2] = ax[2]; }
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///
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Point3d(const Point3d & p2)
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{ x[0] = p2.x[0]; x[1] = p2.x[1]; x[2] = p2.x[2]; }
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Point3d (const Point<3> & p2)
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{
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for (int i = 0; i < 3; i++)
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x[i] = p2(i);
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}
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///
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Point3d & operator= (const Point3d & p2)
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{ x[0] = p2.x[0]; x[1] = p2.x[1]; x[2] = p2.x[2]; return *this; }
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///
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int operator== (const Point3d& p) const
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{ return (x[0] == p.x[0] && x[1] == p.x[1] && x[2] == p.x[2]); }
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///
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double & X() { return x[0]; }
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///
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double & Y() { return x[1]; }
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///
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double & Z() { return x[2]; }
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///
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double X() const { return x[0]; }
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///
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double Y() const { return x[1]; }
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///
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double Z() const { return x[2]; }
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///
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double & X(int i) { return x[i-1]; }
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///
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double X(int i) const { return x[i-1]; }
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///
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const Point3d & SetToMin (const Point3d & p2)
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{
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if (p2.x[0] < x[0]) x[0] = p2.x[0];
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if (p2.x[1] < x[1]) x[1] = p2.x[1];
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if (p2.x[2] < x[2]) x[2] = p2.x[2];
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return *this;
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}
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///
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const Point3d & SetToMax (const Point3d & p2)
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{
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if (p2.x[0] > x[0]) x[0] = p2.x[0];
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if (p2.x[1] > x[1]) x[1] = p2.x[1];
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if (p2.x[2] > x[2]) x[2] = p2.x[2];
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return *this;
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}
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///
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friend inline Vec3d operator- (const Point3d & p1, const Point3d & p2);
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///
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friend inline Point3d operator- (const Point3d & p1, const Vec3d & v);
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///
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friend inline Point3d operator+ (const Point3d & p1, const Vec3d & v);
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///
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inline Point3d & operator+= (const Vec3d & v);
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inline Point3d & operator-= (const Vec3d & v);
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///
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inline Point3d & Add (double d, const Vec3d & v);
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///
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inline Point3d & Add2 (double d, const Vec3d & v,
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double d2, const Vec3d & v2);
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///
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friend inline double Dist (const Point3d & p1, const Point3d & p2)
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{ return sqrt ( (p1.x[0]-p2.x[0]) * (p1.x[0]-p2.x[0]) +
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(p1.x[1]-p2.x[1]) * (p1.x[1]-p2.x[1]) +
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(p1.x[2]-p2.x[2]) * (p1.x[2]-p2.x[2])); }
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///
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inline friend double Dist2 (const Point3d & p1, const Point3d & p2)
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{ return ( (p1.x[0]-p2.x[0]) * (p1.x[0]-p2.x[0]) +
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(p1.x[1]-p2.x[1]) * (p1.x[1]-p2.x[1]) +
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(p1.x[2]-p2.x[2]) * (p1.x[2]-p2.x[2])); }
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///
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friend inline Point3d Center (const Point3d & p1, const Point3d & p2);
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///
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friend inline Point3d Center (const Point3d & p1, const Point3d & p2, const Point3d & p3);
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///
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friend inline Point3d Center (const Point3d & p1, const Point3d & p2,
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const Point3d & p3, const Point3d & p4);
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///
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friend ostream & operator<<(ostream & s, const Point3d & p);
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///
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friend class Vec3d;
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///
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friend class Box3d;
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operator Point<3> () const
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{
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return Point<3> (x[0], x[1], x[2]);
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}
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};
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///
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class Vec3d
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{
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protected:
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///
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double x[3];
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public:
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///
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inline Vec3d() { x[0] = x[1] = x[2] = 0; }
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///
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inline Vec3d(double ax, double ay, double az)
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{ x[0] = ax; x[1] = ay; x[2] = az; }
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///
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Vec3d(double ax[3])
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{ x[0] = ax[0]; x[1] = ax[1]; x[2] = ax[2]; }
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///
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inline Vec3d(const Vec3d & v2)
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{ x[0] = v2.x[0]; x[1] = v2.x[1]; x[2] = v2.x[2]; }
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///
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inline Vec3d(const Point3d & p1, const Point3d & p2)
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{
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x[0] = p2.x[0] - p1.x[0];
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x[1] = p2.x[1] - p1.x[1];
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x[2] = p2.x[2] - p1.x[2];
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}
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///
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inline Vec3d(const Point3d & p1)
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{
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x[0] = p1.x[0];
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x[1] = p1.x[1];
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x[2] = p1.x[2];
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}
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Vec3d (const Vec<3> & v2)
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{
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for (int i = 0; i < 3; i++)
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x[i] = v2(i);
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}
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operator Vec<3> () const
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{
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return Vec<3> (x[0], x[1], x[2]);
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}
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Vec3d & operator= (const Vec3d & v2)
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{ x[0] = v2.x[0]; x[1] = v2.x[1]; x[2] = v2.x[2]; return *this; }
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///
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Vec3d & operator= (double val)
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{ x[0] = x[1] = x[2] = val; return *this; }
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///
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double & X() { return x[0]; }
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///
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double & Y() { return x[1]; }
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///
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double & Z() { return x[2]; }
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///
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double & X(int i) { return x[i-1]; }
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///
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double X() const { return x[0]; }
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///
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double Y() const { return x[1]; }
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///
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double Z() const { return x[2]; }
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///
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double X(int i) const { return x[i-1]; }
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///
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double Length() const
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{ return sqrt (x[0] * x[0] + x[1] * x[1] + x[2] * x[2]); }
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///
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double Length2() const
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{ return x[0] * x[0] + x[1] * x[1] + x[2] * x[2]; }
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///
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inline friend double Dist (const Vec3d & v1, const Vec3d & v2)
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{ return sqrt ( (v1.x[0]-v2.x[0]) * (v1.x[0]-v2.x[0]) +
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(v1.x[1]-v2.x[1]) * (v1.x[1]-v2.x[1]) +
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(v1.x[2]-v2.x[2]) * (v1.x[2]-v2.x[2])); }
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///
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inline friend double Dist2 (const Vec3d & v1, const Vec3d & v2)
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{ return ( (v1.x[0]-v2.x[0]) * (v1.x[0]-v2.x[0]) +
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(v1.x[1]-v2.x[1]) * (v1.x[1]-v2.x[1]) +
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(v1.x[2]-v2.x[2]) * (v1.x[2]-v2.x[2])); }
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///
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Vec3d & operator+= (const Vec3d & v2);
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///
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Vec3d & operator-= (const Vec3d & v2);
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///
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Vec3d & operator*= (double s);
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///
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Vec3d & operator/= (double s);
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///
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inline Vec3d & Add (double d, const Vec3d & v);
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///
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inline Vec3d & Add2 (double d, const Vec3d & v,
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double d2, const Vec3d & v2);
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///
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friend inline Vec3d operator- (const Point3d & p1, const Point3d & p2);
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///
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friend inline Point3d operator- (const Point3d & p1, const Vec3d & v);
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///
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friend inline Point3d operator+ (const Point3d & p1, const Vec3d & v);
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///
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friend inline Vec3d operator- (const Vec3d & p1, const Vec3d & v);
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///
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friend inline Vec3d operator+ (const Vec3d & p1, const Vec3d & v);
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///
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friend inline Vec3d operator* (double scal, const Vec3d & v);
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///
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friend inline double operator* (const Vec3d & v1, const Vec3d & v2);
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///
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friend inline Vec3d Cross (const Vec3d & v1, const Vec3d & v2);
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///
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friend inline void Cross (const Vec3d & v1, const Vec3d & v2, Vec3d & prod);
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/// Returns one normal-vector to n
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DLL_HEADER void GetNormal (Vec3d & n) const;
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///
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friend double Angle (const Vec3d & v);
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///
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friend double FastAngle (const Vec3d & v);
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///
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friend double Angle (const Vec3d & v1, const Vec3d & v2);
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///
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friend double FastAngle (const Vec3d & v1, const Vec3d & v2);
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void Normalize()
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{
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double len = (x[0] * x[0] + x[1] * x[1] + x[2] * x[2]);
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if (len == 0) return;
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len = sqrt (len);
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x[0] /= len; x[1] /= len; x[2] /= len;
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}
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///
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friend ostream & operator<<(ostream & s, const Vec3d & v);
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///
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friend class Point3d;
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friend void Transpose (Vec3d & v1, Vec3d & v2, Vec3d & v3);
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friend int SolveLinearSystem (const Vec3d & col1,
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const Vec3d & col2,
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const Vec3d & col3,
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const Vec3d & rhs,
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Vec3d & sol);
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friend int SolveLinearSystemLS (const Vec3d & col1,
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const Vec3d & col2,
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const Vec2d & rhs,
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Vec3d & sol);
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friend int SolveLinearSystemLS2 (const Vec3d & col1,
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const Vec3d & col2,
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const Vec2d & rhs,
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Vec3d & sol,
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double & x, double & y);
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friend int PseudoInverse (const Vec3d & col1,
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const Vec3d & col2,
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Vec3d & inv1,
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Vec3d & inv2);
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friend double Determinant (const Vec3d & col1,
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const Vec3d & col2,
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const Vec3d & col3);
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};
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class QuadraticFunction3d
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{
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double c0, cx, cy, cz;
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double cxx, cyy, czz, cxy, cxz, cyz;
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public:
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QuadraticFunction3d (const Point3d & p, const Vec3d & v);
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double Eval (const Point3d & p)
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{
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return
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c0
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+ p.X() * (cx + cxx * p.X() + cxy * p.Y() + cxz * p.Z())
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+ p.Y() * (cy + cyy * p.Y() + cyz * p.Z())
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+ p.Z() * (cz + czz * p.Z());
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}
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};
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inline Point3d Center (const Point3d & p1, const Point3d & p2)
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{
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return Point3d (0.5 * (p1.x[0] + p2.x[0]),
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0.5 * (p1.x[1] + p2.x[1]),
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0.5 * (p1.x[2] + p2.x[2]));
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}
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inline Point3d Center (const Point3d & p1, const Point3d & p2,
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const Point3d & p3)
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{
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return Point3d (1.0/3.0 * (p1.x[0] + p2.x[0] + p3.x[0]),
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1.0/3.0 * (p1.x[1] + p2.x[1] + p3.x[1]),
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1.0/3.0 * (p1.x[2] + p2.x[2] + p3.x[2]));
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}
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inline Point3d Center (const Point3d & p1, const Point3d & p2,
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const Point3d & p3, const Point3d & p4)
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{
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return Point3d (0.25 * (p1.x[0] + p2.x[0] + p3.x[0] + p4.x[0]),
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0.25 * (p1.x[1] + p2.x[1] + p3.x[1] + p4.x[1]),
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0.25 * (p1.x[2] + p2.x[2] + p3.x[2] + p4.x[2]));
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}
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inline Vec3d & Vec3d :: operator+= (const Vec3d & v2)
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{
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x[0] += v2.x[0];
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x[1] += v2.x[1];
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x[2] += v2.x[2];
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return *this;
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}
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inline Vec3d & Vec3d :: operator-= (const Vec3d & v2)
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{
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x[0] -= v2.x[0];
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x[1] -= v2.x[1];
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x[2] -= v2.x[2];
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return *this;
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}
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inline Vec3d & Vec3d :: operator*= (double s)
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{
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x[0] *= s;
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x[1] *= s;
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x[2] *= s;
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return *this;
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}
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inline Vec3d & Vec3d :: operator/= (double s)
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{
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if (s != 0)
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{
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x[0] /= s;
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x[1] /= s;
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x[2] /= s;
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}
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#ifdef DEBUG
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else
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{
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cerr << "Vec div by 0, v = " << (*this) << endl;
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// MyError ("Vec3d::operator /=: Divisioin by zero");
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}
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#endif
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return *this;
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}
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inline Vec3d & Vec3d::Add (double d, const Vec3d & v)
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{
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x[0] += d * v.x[0];
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x[1] += d * v.x[1];
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x[2] += d * v.x[2];
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return *this;
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}
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inline Vec3d & Vec3d::Add2 (double d, const Vec3d & v,
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double d2, const Vec3d & v2)
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{
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x[0] += d * v.x[0] + d2 * v2.x[0];
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x[1] += d * v.x[1] + d2 * v2.x[1];
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x[2] += d * v.x[2] + d2 * v2.x[2];
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return *this;
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}
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inline Vec3d operator- (const Point3d & p1, const Point3d & p2)
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{
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return Vec3d (p1.x[0] - p2.x[0], p1.x[1] - p2.x[1],p1.x[2] - p2.x[2]);
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}
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inline Point3d operator- (const Point3d & p1, const Vec3d & v)
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{
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return Point3d (p1.x[0] - v.x[0], p1.x[1] - v.x[1],p1.x[2] - v.x[2]);
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}
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inline Point3d operator+ (const Point3d & p1, const Vec3d & v)
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{
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return Point3d (p1.x[0] + v.x[0], p1.x[1] + v.x[1],p1.x[2] + v.x[2]);
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}
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inline Point3d & Point3d::operator+= (const Vec3d & v)
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{
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x[0] += v.x[0];
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x[1] += v.x[1];
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x[2] += v.x[2];
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return *this;
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}
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inline Point3d & Point3d::operator-= (const Vec3d & v)
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{
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x[0] -= v.x[0];
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x[1] -= v.x[1];
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x[2] -= v.x[2];
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return *this;
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}
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inline Point3d & Point3d::Add (double d, const Vec3d & v)
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{
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x[0] += d * v.x[0];
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x[1] += d * v.x[1];
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x[2] += d * v.x[2];
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return *this;
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}
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inline Point3d & Point3d::Add2 (double d, const Vec3d & v,
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double d2, const Vec3d & v2)
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{
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x[0] += d * v.x[0] + d2 * v2.x[0];
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x[1] += d * v.x[1] + d2 * v2.x[1];
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x[2] += d * v.x[2] + d2 * v2.x[2];
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return *this;
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}
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inline Vec3d operator- (const Vec3d & v1, const Vec3d & v2)
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{
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return Vec3d (v1.x[0] - v2.x[0], v1.x[1] - v2.x[1],v1.x[2] - v2.x[2]);
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}
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inline Vec3d operator+ (const Vec3d & v1, const Vec3d & v2)
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{
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return Vec3d (v1.x[0] + v2.x[0], v1.x[1] + v2.x[1],v1.x[2] + v2.x[2]);
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}
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inline Vec3d operator* (double scal, const Vec3d & v)
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{
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return Vec3d (scal * v.x[0], scal * v.x[1], scal * v.x[2]);
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}
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inline double operator* (const Vec3d & v1, const Vec3d & v2)
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{
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return v1.x[0] * v2.x[0] + v1.x[1] * v2.x[1] + v1.x[2] * v2.x[2];
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}
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inline Vec3d Cross (const Vec3d & v1, const Vec3d & v2)
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{
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return Vec3d
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( v1.x[1] * v2.x[2] - v1.x[2] * v2.x[1],
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v1.x[2] * v2.x[0] - v1.x[0] * v2.x[2],
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v1.x[0] * v2.x[1] - v1.x[1] * v2.x[0]);
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}
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inline void Cross (const Vec3d & v1, const Vec3d & v2, Vec3d & prod)
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{
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prod.x[0] = v1.x[1] * v2.x[2] - v1.x[2] * v2.x[1];
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prod.x[1] = v1.x[2] * v2.x[0] - v1.x[0] * v2.x[2];
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prod.x[2] = v1.x[0] * v2.x[1] - v1.x[1] * v2.x[0];
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}
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inline double Determinant (const Vec3d & col1,
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const Vec3d & col2,
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const Vec3d & col3)
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{
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return
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col1.x[0] * ( col2.x[1] * col3.x[2] - col2.x[2] * col3.x[1]) +
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col1.x[1] * ( col2.x[2] * col3.x[0] - col2.x[0] * col3.x[2]) +
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col1.x[2] * ( col2.x[0] * col3.x[1] - col2.x[1] * col3.x[0]);
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}
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///
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class Box3d
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{
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protected:
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///
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double minx[3], maxx[3];
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public:
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///
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Box3d () { };
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///
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DLL_HEADER Box3d ( double aminx, double amaxx,
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double aminy, double amaxy,
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double aminz, double amaxz );
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///
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DLL_HEADER Box3d ( const Box3d & b2 );
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///
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DLL_HEADER Box3d (const Point3d& p1, const Point3d& p2);
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///
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DLL_HEADER Box3d (const Box<3> & b2);
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///
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double MinX () const { return minx[0]; }
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///
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double MaxX () const { return maxx[0]; }
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///
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double MinY () const { return minx[1]; }
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///
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double MaxY () const { return maxx[1]; }
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///
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double MinZ () const { return minx[2]; }
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///
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double MaxZ () const { return maxx[2]; }
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///
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double Mini (int i) const { return minx[i-1]; }
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///
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double Maxi (int i) const { return maxx[i-1]; }
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///
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Point3d PMin () const { return Point3d(minx[0], minx[1], minx[2]); }
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///
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Point3d PMax () const { return Point3d(maxx[0], maxx[1], maxx[2]); }
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///
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void GetPointNr (int i, Point3d & point) const;
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/// increase Box at each side with dist
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void Increase (double dist);
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/// increase Box by factor rel
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void IncreaseRel (double rel);
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/// return 1 if closures are intersecting
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int Intersect (const Box3d & box2) const
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{
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if (minx[0] > box2.maxx[0] || maxx[0] < box2.minx[0] ||
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minx[1] > box2.maxx[1] || maxx[1] < box2.minx[1] ||
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minx[2] > box2.maxx[2] || maxx[2] < box2.minx[2])
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return 0;
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return 1;
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}
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/// return 1 if point p in closure
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int IsIn (const Point3d & p) const
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{
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if (minx[0] <= p.x[0] && maxx[0] >= p.x[0] &&
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minx[1] <= p.x[1] && maxx[1] >= p.x[1] &&
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minx[2] <= p.x[2] && maxx[2] >= p.x[2])
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return 1;
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return 0;
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}
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///
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inline void SetPoint (const Point3d & p)
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|
{
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minx[0] = maxx[0] = p.X();
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minx[1] = maxx[1] = p.Y();
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|
minx[2] = maxx[2] = p.Z();
|
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}
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|
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///
|
|
inline void AddPoint (const Point3d & p)
|
|
{
|
|
if (p.x[0] < minx[0]) minx[0] = p.x[0];
|
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if (p.x[0] > maxx[0]) maxx[0] = p.x[0];
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if (p.x[1] < minx[1]) minx[1] = p.x[1];
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if (p.x[1] > maxx[1]) maxx[1] = p.x[1];
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if (p.x[2] < minx[2]) minx[2] = p.x[2];
|
|
if (p.x[2] > maxx[2]) maxx[2] = p.x[2];
|
|
}
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|
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///
|
|
const Box3d& operator+=(const Box3d& b);
|
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|
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///
|
|
Point3d MaxCoords() const;
|
|
///
|
|
Point3d MinCoords() const;
|
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|
|
/// Make a negative sized box;
|
|
// void CreateNegMinMaxBox();
|
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|
|
///
|
|
Point3d CalcCenter () const { return Point3d(0.5*(minx[0] + maxx[0]),
|
|
0.5*(minx[1] + maxx[1]),
|
|
0.5*(minx[2] + maxx[2])); }
|
|
///
|
|
double CalcDiam () const { return sqrt(sqr(maxx[0]-minx[0])+
|
|
sqr(maxx[1]-minx[1])+
|
|
sqr(maxx[2]-minx[2])); }
|
|
|
|
///
|
|
void WriteData(ofstream& fout) const;
|
|
///
|
|
void ReadData(ifstream& fin);
|
|
};
|
|
|
|
|
|
class Box3dSphere : public Box3d
|
|
{
|
|
protected:
|
|
///
|
|
double diam, inner;
|
|
///
|
|
Point3d c;
|
|
public:
|
|
///
|
|
Box3dSphere () { };
|
|
///
|
|
Box3dSphere ( double aminx, double amaxx,
|
|
double aminy, double amaxy,
|
|
double aminz, double amaxz);
|
|
///
|
|
const Point3d & Center () const { return c; }
|
|
|
|
///
|
|
double Diam () const { return diam; }
|
|
///
|
|
double Inner () const { return inner; }
|
|
///
|
|
void GetSubBox (int i, Box3dSphere & sbox) const;
|
|
|
|
// private:
|
|
///
|
|
void CalcDiamCenter ();
|
|
};
|
|
|
|
|
|
|
|
|
|
///
|
|
class referencetransform
|
|
{
|
|
///
|
|
Vec3d ex, ey, ez;
|
|
///
|
|
Vec3d exh, eyh, ezh;
|
|
///
|
|
Vec3d ex_h, ey_h, ez_h;
|
|
///
|
|
Point3d rp;
|
|
///
|
|
double h;
|
|
|
|
public:
|
|
|
|
///
|
|
void Set (const Point3d & p1, const Point3d & p2,
|
|
const Point3d & p3, double ah);
|
|
|
|
///
|
|
void ToPlain (const Point3d & p, Point3d & pp) const;
|
|
///
|
|
void ToPlain (const NgArray<Point3d> & p, NgArray<Point3d> & pp) const;
|
|
///
|
|
void FromPlain (const Point3d & pp, Point3d & p) const;
|
|
};
|
|
|
|
}
|
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|
|
|
|
#endif
|