mirror of
https://github.com/NGSolve/netgen.git
synced 2024-11-11 16:49:16 +05:00
395 lines
6.8 KiB
C++
395 lines
6.8 KiB
C++
#ifndef FILE_GEOMOPS
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#define FILE_GEOMOPS
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/* *************************************************************************/
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/* File: geomops.hpp */
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/* Author: Joachim Schoeberl */
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/* Date: 20. Jul. 02 */
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/* *************************************************************************/
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namespace netgen
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{
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/*
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Point - Vector operations
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*/
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template <int D>
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inline Vec<D> operator+ (const Vec<D> & a, const Vec<D> & b)
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{
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Vec<D> res;
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for (int i = 0; i < D; i++)
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res(i) = a(i) + b(i);
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return res;
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}
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template <int D>
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inline Point<D> operator+ (const Point<D> & a, const Vec<D> & b)
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{
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Point<D> res;
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for (int i = 0; i < D; i++)
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res(i) = a(i) + b(i);
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return res;
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}
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template <int D>
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inline Vec<D> operator- (const Point<D> & a, const Point<D> & b)
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{
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Vec<D> res;
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for (int i = 0; i < D; i++)
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res(i) = a(i) - b(i);
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return res;
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}
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template <int D>
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inline Point<D> operator- (const Point<D> & a, const Vec<D> & b)
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{
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Point<D> res;
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for (int i = 0; i < D; i++)
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res(i) = a(i) - b(i);
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return res;
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}
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template <int D>
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inline Vec<D> operator- (const Vec<D> & a, const Vec<D> & b)
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{
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Vec<D> res;
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for (int i = 0; i < D; i++)
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res(i) = a(i) - b(i);
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return res;
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}
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template <int D>
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inline Vec<D> operator* (double s, const Vec<D> & b)
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{
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Vec<D> res;
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for (int i = 0; i < D; i++)
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res(i) = s * b(i);
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return res;
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}
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template <int D>
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inline double operator* (const Vec<D> & a, const Vec<D> & b)
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{
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double sum = 0;
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for (int i = 0; i < D; i++)
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sum += a(i) * b(i);
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return sum;
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}
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template <int D>
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inline Vec<D> operator- (const Vec<D> & b)
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{
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Vec<D> res;
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for (int i = 0; i < D; i++)
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res(i) = -b(i);
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return res;
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}
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template <int D>
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inline Point<D> & operator+= (Point<D> & a, const Vec<D> & b)
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{
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for (int i = 0; i < D; i++)
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a(i) += b(i);
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return a;
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}
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template <int D>
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inline Vec<D> & operator+= (Vec<D> & a, const Vec<D> & b)
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{
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for (int i = 0; i < D; i++)
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a(i) += b(i);
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return a;
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}
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template <int D>
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inline Point<D> & operator-= (Point<D> & a, const Vec<D> & b)
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{
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for (int i = 0; i < D; i++)
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a(i) -= b(i);
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return a;
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}
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template <int D>
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inline Vec<D> & operator-= (Vec<D> & a, const Vec<D> & b)
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{
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for (int i = 0; i < D; i++)
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a(i) -= b(i);
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return a;
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}
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template <int D>
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inline Vec<D> & operator*= (Vec<D> & a, double s)
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{
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for (int i = 0; i < D; i++)
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a(i) *= s;
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return a;
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}
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template <int D>
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inline Vec<D> & operator/= (Vec<D> & a, double s)
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{
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for (int i = 0; i < D; i++)
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a(i) /= s;
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return a;
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}
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// Matrix - Vector operations
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/*
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template <int H, int W>
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inline Vec<H> operator* (const Mat<H,W> & m, const Vec<W> & v)
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{
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Vec<H> res;
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for (int i = 0; i < H; i++)
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{
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res(i) = 0;
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for (int j = 0; j < W; j++)
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res(i) += m(i,j) * v(j);
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}
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return res;
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}
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*/
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// thanks to VC60 partial template specialization features !!!
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inline Vec<2> operator* (const Mat<2,2> & m, const Vec<2> & v)
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{
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Vec<2> res;
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for (int i = 0; i < 2; i++)
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{
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res(i) = 0;
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for (int j = 0; j < 2; j++)
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res(i) += m(i,j) * v(j);
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}
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return res;
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}
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inline Vec<2> operator* (const Mat<2,3> & m, const Vec<3> & v)
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{
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Vec<2> res;
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for (int i = 0; i < 2; i++)
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{
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res(i) = 0;
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for (int j = 0; j < 3; j++)
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res(i) += m(i,j) * v(j);
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}
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return res;
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}
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inline Vec<3> operator* (const Mat<3,2> & m, const Vec<2> & v)
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{
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Vec<3> res;
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for (int i = 0; i < 3; i++)
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{
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res(i) = 0;
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for (int j = 0; j < 2; j++)
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res(i) += m(i,j) * v(j);
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}
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return res;
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}
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inline Vec<3> operator* (const Mat<3,3> & m, const Vec<3> & v)
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{
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Vec<3> res;
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for (int i = 0; i < 3; i++)
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{
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res(i) = 0;
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for (int j = 0; j < 3; j++)
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res(i) += m(i,j) * v(j);
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}
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return res;
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}
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/*
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template <int H1, int W1, int H2, int W2>
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inline Mat<H1,W2> operator* (const Mat<H1,W1> & a, const Mat<H2,W2> & b)
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{
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Mat<H1,W2> m;
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for (int i = 0; i < H1; i++)
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for (int j = 0; j < W2; j++)
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{
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double sum = 0;
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for (int k = 0; k < W1; k++)
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sum += a(i,k) * b(k, j);
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m(i,j) = sum;
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}
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return m;
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}
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*/
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inline Mat<2,2> operator* (const Mat<2,2> & a, const Mat<2,2> & b)
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{
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Mat<2,2> m;
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for (int i = 0; i < 2; i++)
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for (int j = 0; j < 2; j++)
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{
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double sum = 0;
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for (int k = 0; k < 2; k++)
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sum += a(i,k) * b(k, j);
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m(i,j) = sum;
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}
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return m;
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}
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inline Mat<2,2> operator* (const Mat<2,3> & a, const Mat<3,2> & b)
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{
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Mat<2,2> m;
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for (int i = 0; i < 2; i++)
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for (int j = 0; j < 2; j++)
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{
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double sum = 0;
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for (int k = 0; k < 3; k++)
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sum += a(i,k) * b(k, j);
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m(i,j) = sum;
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}
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return m;
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}
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inline Mat<3,2> operator* (const Mat<3,2> & a, const Mat<2,2> & b)
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{
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Mat<3,2> m;
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for (int i = 0; i < 3; i++)
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for (int j = 0; j < 2; j++)
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{
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double sum = 0;
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for (int k = 0; k < 2; k++)
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sum += a(i,k) * b(k, j);
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m(i,j) = sum;
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}
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return m;
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}
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inline Mat<2,3> operator* (const Mat<2,2> & a, const Mat<2,3> & b)
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{
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Mat<2,3> m;
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for (int i = 0; i < 2; i++)
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for (int j = 0; j < 3; j++)
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{
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double sum = 0;
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for (int k = 0; k < 2; k++)
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sum += a(i,k) * b(k, j);
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m(i,j) = sum;
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}
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return m;
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}
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inline Mat<3,3> operator* (const Mat<3,3> & a, const Mat<3,3> & b)
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{
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Mat<3,3> m;
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for (int i = 0; i < 3; i++)
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for (int j = 0; j < 3; j++)
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{
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double sum = 0;
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for (int k = 0; k < 3; k++)
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sum += a(i,k) * b(k, j);
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m(i,j) = sum;
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}
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return m;
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}
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template <int H, int W>
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inline Mat<W,H> Trans (const Mat<H,W> & m)
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{
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Mat<W,H> res;
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for (int i = 0; i < H; i++)
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for (int j = 0; j < W; j++)
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res(j,i) = m(i,j);
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return res;
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}
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template <int D>
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inline ostream & operator<< (ostream & ost, const Vec<D> & a)
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{
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ost << "(";
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for (int i = 0; i < D-1; i++)
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ost << a(i) << ", ";
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ost << a(D-1) << ")";
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return ost;
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}
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template <int D>
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inline ostream & operator<< (ostream & ost, const Point<D> & a)
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{
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ost << "(";
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for (int i = 0; i < D-1; i++)
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ost << a(i) << ", ";
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ost << a(D-1) << ")";
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return ost;
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}
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template <int D>
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inline ostream & operator<< (ostream & ost, const Box<D> & b)
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{
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ost << b.PMin() << " - " << b.PMax();
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return ost;
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}
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template <int H, int W>
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inline ostream & operator<< (ostream & ost, const Mat<H,W> & m)
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{
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ost << "(";
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for (int i = 0; i < H; i++)
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{
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for (int j = 0; j < W; j++)
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ost << m(i,j) << " ";
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ost << endl;
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}
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return ost;
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}
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}
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#endif
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