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vec.cpp
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#include"stdafx.h"
#include "vec.h"
template <int n>
double dot(doublen<n> x1, doublen<n> x2) {
double sum = 0;
int i;
for (i = 0; i < n; i++) {
sum += x1.x[i] * x2.x[i];
}
return sum;
}
template <int n>
double norm(doublen<n> x1) {
double sum = 0;
int i;
for (i = 0; i < n; i++) {
sum += x1.x[i] * x1.x[i];
}
return sum;
}
template <int n>
doublen<n> operator-(doublen<n> x1, doublen<n> x2) {
doublen<n> x;
int i;
for (i = 0; i < n; i++) {
x.x[i] = x1.x[i] - x1.x[i];
}
return x;
}
template <int n>
doublen<n> operator+(doublen<n> x1, doublen<n> x2) {
doublen<n> x;
int i;
for (i = 0; i < n; i++) {
x.x[i] = x1.x[i] + x1.x[i];
}
return x;
}
double dot(double2 x1, double2 x2) {
return x1.x*x2.x + x1.y*x2.y;
}
double norm(double2 x1) {
return x1.x*x1.x + x1.y*x1.y;
}
double vol(double2 x1, double2 x2) {
return x1.x*x2.y - x1.y*x2.x;
}
double2 operator-(double2 x1, double2 x2) {
return { x1.x - x2.x,x1.y - x2.y };
}
double2 operator+(double2 x1, double2 x2) {
return { x1.x + x2.x,x1.y + x2.y };
}
double2 operator*(double s, double2 x) {
return { s*x.x,s*x.y };
}
double2 operator*(double2 x, double s) {
return { s*x.x,s*x.y };
}
double dot(double3 x1, double3 x2) {
return x1.x*x2.x + x1.y*x2.y + x1.z*x2.z;
}
double norm(double3 x1) {
return x1.x*x1.x + x1.y*x1.y + x1.z*x1.z;
}
double vol(double3 x1, double3 x2, double3 x3) {
return x1.x*(x2.y*x3.z - x2.z*x3.y) + x1.y*(x2.z*x3.x - x2.x*x3.z) + x1.z*(x2.x*x3.y - x2.y*x3.x);
}
double3 cross(double3 x1, double3 x2) {
return { x1.y*x2.z - x1.z*x2.y ,x1.z*x2.x - x1.x*x2.z ,x1.x*x2.y - x1.y*x2.x };
}
double3 operator-(double3 x1, double3 x2) {
return { x1.x - x2.x,x1.y - x2.y ,x1.z - x2.z };
}
double3 operator+(double3 x1, double3 x2) {
return { x1.x + x2.x,x1.y + x2.y ,x1.z + x2.z };
}
double3 operator*(double3 x, double s) {
return { x.x*s,x.y*s,x.z*s };
}
float dot(float3 x1, float3 x2) {
return x1.x*x2.x + x1.y*x2.y + x1.z*x2.z;
}
float norm(float3 x1) {
return x1.x*x1.x + x1.y*x1.y + x1.z*x1.z;
}
float vol(float3 x1, float3 x2, float3 x3) {
return x1.x*(x2.y*x3.z - x2.z*x3.y) + x1.y*(x2.z*x3.x - x2.x*x3.z) + x1.z*(x2.x*x3.y - x2.y*x3.x);
}
float3 cross(float3 x1, float3 x2) {
return { x1.y*x2.z - x1.z*x2.y ,x1.z*x2.x - x1.x*x2.z ,x1.x*x2.y - x1.y*x2.x };
}
float3 operator-(float3 x1, float3 x2) {
return { x1.x - x2.x,x1.y - x2.y ,x1.z - x2.z };
}
float3 operator+(float3 x1, float3 x2) {
return { x1.x + x2.x,x1.y + x2.y ,x1.z + x2.z };
}
float3 operator*(float3 x, float s) {
return { x.x*s,x.y*s,x.z*s };
}