imathvec.h

来自「image converter source code」· C头文件 代码 · 共 1,427 行 · 第 1/2 页

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Vec2<T>::equalWithAbsError (const Vec2<T> &v, T e) const{    for (int i = 0; i < 2; i++)	if (!Imath::equalWithAbsError ((*this)[i], v[i], e))	    return false;    return true;}template <class T>boolVec2<T>::equalWithRelError (const Vec2<T> &v, T e) const{    for (int i = 0; i < 2; i++)	if (!Imath::equalWithRelError ((*this)[i], v[i], e))	    return false;    return true;}template <class T>inline TVec2<T>::dot (const Vec2 &v) const{    return x * v.x + y * v.y;}template <class T>inline TVec2<T>::operator ^ (const Vec2 &v) const{    return dot (v);}template <class T>inline TVec2<T>::cross (const Vec2 &v) const{    return x * v.y - y * v.x;}template <class T>inline TVec2<T>::operator % (const Vec2 &v) const{    return x * v.y - y * v.x;}template <class T>inline const Vec2<T> &Vec2<T>::operator += (const Vec2 &v){    x += v.x;    y += v.y;    return *this;}template <class T>inline Vec2<T>Vec2<T>::operator + (const Vec2 &v) const{    return Vec2 (x + v.x, y + v.y);}template <class T>inline const Vec2<T> &Vec2<T>::operator -= (const Vec2 &v){    x -= v.x;    y -= v.y;    return *this;}template <class T>inline Vec2<T>Vec2<T>::operator - (const Vec2 &v) const{    return Vec2 (x - v.x, y - v.y);}template <class T>inline Vec2<T>Vec2<T>::operator - () const{    return Vec2 (-x, -y);}template <class T>inline const Vec2<T> &Vec2<T>::negate (){    x = -x;    y = -y;    return *this;}template <class T>inline const Vec2<T> &Vec2<T>::operator *= (const Vec2 &v){    x *= v.x;    y *= v.y;    return *this;}template <class T>inline const Vec2<T> &Vec2<T>::operator *= (T a){    x *= a;    y *= a;    return *this;}template <class T>inline Vec2<T>Vec2<T>::operator * (const Vec2 &v) const{    return Vec2 (x * v.x, y * v.y);}template <class T>inline Vec2<T>Vec2<T>::operator * (T a) const{    return Vec2 (x * a, y * a);}template <class T>inline const Vec2<T> &Vec2<T>::operator /= (const Vec2 &v){    x /= v.x;    y /= v.y;    return *this;}template <class T>inline const Vec2<T> &Vec2<T>::operator /= (T a){    x /= a;    y /= a;    return *this;}template <class T>inline Vec2<T>Vec2<T>::operator / (const Vec2 &v) const{    return Vec2 (x / v.x, y / v.y);}template <class T>inline Vec2<T>Vec2<T>::operator / (T a) const{    return Vec2 (x / a, y / a);}template <class T>inline TVec2<T>::length () const{    return Math<T>::sqrt (dot (*this));}template <class T>inline TVec2<T>::length2 () const{    return dot (*this);}template <class T>const Vec2<T> &Vec2<T>::normalize (){    T l = length();    if (l != 0)    {	x /= l;	y /= l;    }    return *this;}template <class T>const Vec2<T> &Vec2<T>::normalizeExc () throw (Iex::MathExc){    T l = length();    if (l == 0)	throw NullVecExc ("Cannot normalize null vector.");    x /= l;    y /= l;    return *this;}template <class T>inlineconst Vec2<T> &Vec2<T>::normalizeNonNull (){    T l = length();    x /= l;    y /= l;    return *this;}template <class T>Vec2<T>Vec2<T>::normalized () const{    T l = length();    if (l == 0)	return Vec2 (T (0));    return Vec2 (x / l, y / l);}template <class T>Vec2<T>Vec2<T>::normalizedExc () const throw (Iex::MathExc){    T l = length();    if (l == 0)	throw NullVecExc ("Cannot normalize null vector.");    return Vec2 (x / l, y / l);}template <class T>inlineVec2<T>Vec2<T>::normalizedNonNull () const{    T l = length();    return Vec2 (x / l, y / l);}//-----------------------// Implementation of Vec3//-----------------------template <class T>inline T &Vec3<T>::operator [] (int i){    return (&x)[i];}template <class T>inline const T &Vec3<T>::operator [] (int i) const{    return (&x)[i];}template <class T>inlineVec3<T>::Vec3 (){    // empty}template <class T>inlineVec3<T>::Vec3 (T a){    x = y = z = a;}template <class T>inlineVec3<T>::Vec3 (T a, T b, T c){    x = a;    y = b;    z = c;}template <class T>inlineVec3<T>::Vec3 (const Vec3 &v){    x = v.x;    y = v.y;    z = v.z;}template <class T>template <class S>inlineVec3<T>::Vec3 (const Vec3<S> &v){    x = T (v.x);    y = T (v.y);    z = T (v.z);}template <class T>inline const Vec3<T> &Vec3<T>::operator = (const Vec3 &v){    x = v.x;    y = v.y;    z = v.z;    return *this;}template <class T>template <class S>inline voidVec3<T>::setValue (S a, S b, S c){    x = T (a);    y = T (b);    z = T (c);}template <class T>template <class S>inline voidVec3<T>::setValue (const Vec3<S> &v){    x = T (v.x);    y = T (v.y);    z = T (v.z);}template <class T>template <class S>inline voidVec3<T>::getValue (S &a, S &b, S &c) const{    a = S (x);    b = S (y);    c = S (z);}template <class T>template <class S>inline voidVec3<T>::getValue (Vec3<S> &v) const{    v.x = S (x);    v.y = S (y);    v.z = S (z);}template <class T>inline T *Vec3<T>::getValue(){    return (T *) &x;}template <class T>inline const T *Vec3<T>::getValue() const{    return (const T *) &x;}template <class T>template <class S>inline boolVec3<T>::operator == (const Vec3<S> &v) const{    return x == v.x && y == v.y && z == v.z;}template <class T>template <class S>inline boolVec3<T>::operator != (const Vec3<S> &v) const{    return x != v.x || y != v.y || z != v.z;}template <class T>boolVec3<T>::equalWithAbsError (const Vec3<T> &v, T e) const{    for (int i = 0; i < 3; i++)	if (!Imath::equalWithAbsError ((*this)[i], v[i], e))	    return false;    return true;}template <class T>boolVec3<T>::equalWithRelError (const Vec3<T> &v, T e) const{    for (int i = 0; i < 3; i++)	if (!Imath::equalWithRelError ((*this)[i], v[i], e))	    return false;    return true;}template <class T>inline TVec3<T>::dot (const Vec3 &v) const{    return x * v.x + y * v.y + z * v.z;}template <class T>inline TVec3<T>::operator ^ (const Vec3 &v) const{    return dot (v);}template <class T>inline Vec3<T>Vec3<T>::cross (const Vec3 &v) const{    return Vec3 (y * v.z - z * v.y,		 z * v.x - x * v.z,		 x * v.y - y * v.x);}template <class T>inline const Vec3<T> &Vec3<T>::operator %= (const Vec3 &v){    T a = y * v.z - z * v.y;    T b = z * v.x - x * v.z;    T c = x * v.y - y * v.x;    x = a;    y = b;    z = c;    return *this;}template <class T>inline Vec3<T>Vec3<T>::operator % (const Vec3 &v) const{    return Vec3 (y * v.z - z * v.y,		 z * v.x - x * v.z,		 x * v.y - y * v.x);}template <class T>inline const Vec3<T> &Vec3<T>::operator += (const Vec3 &v){    x += v.x;    y += v.y;    z += v.z;    return *this;}template <class T>inline Vec3<T>Vec3<T>::operator + (const Vec3 &v) const{    return Vec3 (x + v.x, y + v.y, z + v.z);}template <class T>inline const Vec3<T> &Vec3<T>::operator -= (const Vec3 &v){    x -= v.x;    y -= v.y;    z -= v.z;    return *this;}template <class T>inline Vec3<T>Vec3<T>::operator - (const Vec3 &v) const{    return Vec3 (x - v.x, y - v.y, z - v.z);}template <class T>inline Vec3<T>Vec3<T>::operator - () const{    return Vec3 (-x, -y, -z);}template <class T>inline const Vec3<T> &Vec3<T>::negate (){    x = -x;    y = -y;    z = -z;    return *this;}template <class T>inline const Vec3<T> &Vec3<T>::operator *= (const Vec3 &v){    x *= v.x;    y *= v.y;    z *= v.z;    return *this;}template <class T>inline const Vec3<T> &Vec3<T>::operator *= (T a){    x *= a;    y *= a;    z *= a;    return *this;}template <class T>inline Vec3<T>Vec3<T>::operator * (const Vec3 &v) const{    return Vec3 (x * v.x, y * v.y, z * v.z);}template <class T>inline Vec3<T>Vec3<T>::operator * (T a) const{    return Vec3 (x * a, y * a, z * a);}template <class T>inline const Vec3<T> &Vec3<T>::operator /= (const Vec3 &v){    x /= v.x;    y /= v.y;    z /= v.z;    return *this;}template <class T>inline const Vec3<T> &Vec3<T>::operator /= (T a){    x /= a;    y /= a;    z /= a;    return *this;}template <class T>inline Vec3<T>Vec3<T>::operator / (const Vec3 &v) const{    return Vec3 (x / v.x, y / v.y, z / v.z);}template <class T>inline Vec3<T>Vec3<T>::operator / (T a) const{    return Vec3 (x / a, y / a, z / a);}template <class T>inline TVec3<T>::length () const{    return Math<T>::sqrt (dot (*this));}template <class T>inline TVec3<T>::length2 () const{    return dot (*this);}template <class T>const Vec3<T> &Vec3<T>::normalize (){    T l = length();    if (l != 0)    {	x /= l;	y /= l;	z /= l;    }    return *this;}template <class T>const Vec3<T> &Vec3<T>::normalizeExc () throw (Iex::MathExc){    T l = length();    if (l == 0)	throw NullVecExc ("Cannot normalize null vector.");    x /= l;    y /= l;    z /= l;    return *this;}template <class T>inlineconst Vec3<T> &Vec3<T>::normalizeNonNull (){    T l = length();    x /= l;    y /= l;    z /= l;    return *this;}template <class T>Vec3<T>Vec3<T>::normalized () const{    T l = length();    if (l == 0)	return Vec3 (T (0));    return Vec3 (x / l, y / l, z / l);}template <class T>Vec3<T>Vec3<T>::normalizedExc () const throw (Iex::MathExc){    T l = length();    if (l == 0)	throw NullVecExc ("Cannot normalize null vector.");    return Vec3 (x / l, y / l, z / l);}template <class T>inlineVec3<T>Vec3<T>::normalizedNonNull () const{    T l = length();    return Vec3 (x / l, y / l, z / l);}//-----------------------------// Stream output implementation//-----------------------------template <class T>std::ostream &operator << (std::ostream &s, const Vec2<T> &v){    return s << '(' << v.x << ' ' << v.y << ')';}template <class T>std::ostream &operator << (std::ostream &s, const Vec3<T> &v){    return s << '(' << v.x << ' ' << v.y << ' ' << v.z << ')';}//-----------------------------------------// Implementation of reverse multiplication//-----------------------------------------template <class T>inline Vec2<T>operator * (T a, const Vec2<T> &v){    return Vec2<T> (a * v.x, a * v.y);}template <class T>inline Vec3<T>operator * (T a, const Vec3<T> &v){    return Vec3<T> (a * v.x, a * v.y, a * v.z);}#if (defined _WIN32 || defined _WIN64) && defined _MSC_VER#pragma warning(default:4290)#endif} // namespace Imath#endif

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