Files
ispc/examples_ptx/nbody/vector3.h
2014-02-02 12:07:53 +01:00

136 lines
3.6 KiB
C++

#pragma once
#include <iostream>
#include <fstream>
#include <cmath>
template <class REAL> struct vector3{
public:
REAL x, y, z;
vector3(){
x = y = z = REAL(0);
}
vector3(const REAL &r){
x = y = z = r;
}
vector3(const REAL &_x, const REAL &_y, const REAL &_z){
x = _x; y = _y; z = _z;
}
vector3(const REAL *p){
x = p[0]; y = p[1]; z = p[2];
}
~vector3(){}
REAL &operator [](int i){
return (&x)[i];
}
const REAL &operator [](int i) const{
return (&x)[i];
}
template <class real>
operator vector3<real> () const {
return vector3<real> (real(x), real(y), real(z));
}
operator REAL *(){
return &x;
}
REAL (*toPointer())[3]{
return (REAL (*)[3])&x;
}
typedef REAL (*pArrayOfReal3)[3];
operator pArrayOfReal3(){
return toPointer();
}
void outv(std::ostream &ofs = std::cout) const{
ofs << "(" << x << ", " << y << ", " << z << ")" << std::endl;
}
bool are_numbers () const{
// returns false if *this has (a) NaN member(s)
return (norm2() >= REAL(0));
}
REAL norm2() const{
return (*this)*(*this);
}
REAL abs() const{
return std::sqrt(norm2());
}
friend std::ostream &operator << (std::ostream &ofs, const vector3<REAL> &v){
ofs << v.x << " " << v.y << " " << v.z;
return ofs;
}
friend std::istream &operator >> (std::istream &ifs, vector3<REAL> &v){
ifs >> v.x >> v.y >> v.z;
return ifs;
}
const vector3<REAL> operator + (const vector3<REAL> &v) const{
return vector3<REAL> (x+v.x, y+v.y, z+v.z);
}
const inline vector3<REAL> operator - (const vector3<REAL> &v) const{
return vector3<REAL> (x-v.x, y-v.y, z-v.z);
}
const vector3<REAL> operator * (const REAL &s) const{
return vector3<REAL> (x*s, y*s, z*s);
}
friend const vector3<REAL> operator * (const REAL &s, const vector3<REAL> &v){
return v*s;
}
// dot product
const inline REAL operator * (const vector3<REAL> &v) const{
return (x*v.x + y*v.y + z*v.z);
}
// vector product
const vector3<REAL> operator % (const vector3<REAL> &v) const{
return vector3<REAL> (
y*v.z - z*v.y,
z*v.x - x*v.z,
x*v.y - y*v.x);
}
const vector3<REAL> operator / (const REAL &s) const{
REAL r = REAL(1)/s;
return (*this)*r;
}
const vector3<REAL> operator = (const vector3<REAL> &v){
x = v.x; y=v.y; z=v.z;
return *this;
}
const vector3<REAL> operator - (){
return vector3<REAL> (-x, -y, -z);
}
const vector3<REAL> &operator += (const vector3<REAL> &v){
*this = *this + v;
return *this;
}
const vector3<REAL> &operator -= (const vector3<REAL> &v){
*this = *this - v;
return *this;
}
const vector3<REAL> &operator *= (const REAL &s){
*this = *this * s;
return *this;
}
const vector3<REAL> &operator /= (const REAL &s){
*this = *this / s;
return *this;
}
friend const vector3<REAL> maxeach (const vector3<REAL> &a, const vector3<REAL> &b){
return vector3<REAL> (std::max(a.x, b.x), std::max(a.y, b.y), std::max(a.z, b.z));
}
friend const vector3<REAL> mineach (const vector3<REAL> &a, const vector3<REAL> &b){
return vector3<REAL> (std::min(a.x, b.x), std::min(a.y, b.y), std::min(a.z, b.z));
}
const vector3<REAL> abseach(){
return vector3<REAL> (std::fabs(x), std::fabs(y), std::fabs(z));
}
};
typedef vector3<double> dvec3;
typedef vector3<float> fvec3;