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triplet.h
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#ifndef _TRIPLET_H
#define _TRIPLET_H
#include <math.h>
// With gcc, function abs() is defined in stdlib.h
#if defined(__GNUC__) && defined(__unix__)
#include <stdlib.h>
#endif
template <class T> class CTriplet
{
public:
T x,y,z;
public:
inline CTriplet() {}
inline CTriplet(const T &a) {x = y = z = a;}
inline CTriplet(const T &a, const T &b, const T &c) {x=a; y=b; z=c;}
template <class S> inline CTriplet(const CTriplet<S> &tr) {x=(T)tr.x; y=(T)tr.y; z=(T)tr.z;}
inline CTriplet &operator =(const T &t) {x=y=z=t; return *this;}
inline void Set(const T &a, const T &b, const T &c) {x=a; y=b; z=c;}
bool operator ==(const CTriplet<T> &c) const
{
return (x==c.x && y==c.y && z==c.z);
}
bool operator !=(const CTriplet<T> &c) const
{
return (x!=c.x || y!=c.y || z!=c.z);
}
bool operator >(const CTriplet<T> &c) const
{
return (x>c.x || (x==c.x && y>c.y) || (x==c.x && y==c.y && z>c.z));
}
bool operator <(const CTriplet<T> &c) const
{
return (x<c.x || (x==c.x && y<c.y) || (x==c.x && y==c.y && z<c.z));
}
bool operator >=(const CTriplet<T> &c) const
{
return (x>=c.x || (x==c.x && y>=c.y) || (x==c.x && y==c.y && z>=c.z));
}
bool operator <=(const CTriplet<T> &c) const
{
return (x<=c.x || (x==c.x && y<=c.y) || (x==c.x && y==c.y && z<=c.z));
}
bool IsInRange(const CTriplet<T> &pmin, const CTriplet<T> &pmax) const
{
return (x>=pmin.x && x<=pmax.x &&
y>=pmin.y && y<=pmax.y &&
z>=pmin.z && z<=pmax.z);
}
void LimitWithinRange(const CTriplet<T> &pmin, const CTriplet<T> &pmax)
{
if (x<pmin.x) x = pmin.x;
else if (x>pmax.x) x = pmax.x;
if (y<pmin.y) y = pmin.y;
else if (y>pmax.y) y = pmax.y;
if (z<pmin.z) z = pmin.z;
else if (z>pmax.z) z = pmax.z;
}
inline CTriplet operator +(const CTriplet<T> &c) const
{
CTriplet<T> r;
r.x = x+c.x;
r.y = y+c.y;
r.z = z+c.z;
return r;
}
inline CTriplet operator -(const CTriplet<T> &c) const
{
CTriplet<T> r;
r.x = x-c.x;
r.y = y-c.y;
r.z = z-c.z;
return r;
}
inline CTriplet<T> operator -() const
{
CTriplet<T> r;
r.x = -x;
r.y = -y;
r.z = -z;
return r;
}
friend CTriplet<T> operator *(const T &t, const CTriplet<T> &c) {return c*t;}
inline CTriplet<T> operator *(const T &t) const
{
CTriplet<T> r;
r.x = x*t;
r.y = y*t;
r.z = z*t;
return r;
}
inline CTriplet<T> operator /(const T &t) const
{
CTriplet<T> r;
r.x = x/t;
r.y = y/t;
r.z = z/t;
return r;
}
inline CTriplet<T> &operator +=(const CTriplet<T> &c)
{
x += c.x;
y += c.y;
z += c.z;
return *this;
}
inline CTriplet<T> &operator -=(const CTriplet<T> &c)
{
x -= c.x;
y -= c.y;
z -= c.z;
return *this;
}
inline CTriplet<T> operator *=(const T &t)
{
x*=t;
y*=t;
z*=t;
return *this;
}
inline CTriplet<T> operator /=(const T &t)
{
x/=t;
y/=t;
z/=t;
return *this;
}
inline friend CTriplet<T> tripletMin(const CTriplet<T> &a, const CTriplet<T> &b)
{
CTriplet<T> r;
r.x = (a.x<b.x)?a.x:b.x;
r.y = (a.y<b.y)?a.y:b.y;
r.z = (a.z<b.z)?a.z:b.z;
return r;
}
inline friend CTriplet<T> tripletMax(const CTriplet<T> &a, const CTriplet<T> &b)
{
CTriplet<T> r;
r.x = (a.x>b.x)?a.x:b.x;
r.y = (a.y>b.y)?a.y:b.y;
r.z = (a.z>b.z)?a.z:b.z;
return r;
}
inline friend CTriplet<T> fabs(const CTriplet<T> &c)
{
CTriplet<T> r;
r.x = fabs(c.x);
r.y = fabs(c.y);
r.z = fabs(c.z);
return r;
}
inline T L2Norm() const
{
return (T)sqrt(x*x+y*y+z*z);
}
inline T L2Norm2() const
{
return x*x+y*y+z*z;
}
CTriplet<T> Normalized()
{
T nor = L2Norm();
if (nor!=(T)0)
return *this/nor;
else return *this;
}
inline friend T prodScal(const CTriplet &a, const CTriplet &b)
{
return (a.x*b.x+a.y*b.y+a.z*b.z);
}
friend CTriplet<T> prodVect(const CTriplet<T> &a, const CTriplet<T> &b)
{
CTriplet<T> r;
r.x = a.y*b.z-a.z*b.y;
r.y = a.z*b.x-a.x*b.z;
r.z = a.x*b.y-a.y*b.x;
return r;
}
friend T angle(const CTriplet<T> &a, const CTriplet<T> &b)
{
float nora=a.L2Norm(), norb=b.L2Norm();
if (nora!=0 && norb!=0)
return acos(prodScal(a,b)/(nora*norb));
else return 0;
}
friend ostream &operator <<(ostream &os, const CTriplet<T> &a)
{
os<<"("<<a.x<<","<<a.y<<","<<a.z<<")";
return os;
}
};
#endif