1 | /** \file vector.cpp
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2 | *
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3 | * Function implementations for the class vector.
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4 | *
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5 | */
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6 |
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7 | #include "Helpers/MemDebug.hpp"
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8 |
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9 | #include "vector.hpp"
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10 | #include "VectorContent.hpp"
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11 | #include "verbose.hpp"
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12 | #include "World.hpp"
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13 | #include "Helpers/Assert.hpp"
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14 | #include "Helpers/fast_functions.hpp"
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15 | #include "Exceptions/MathException.hpp"
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16 |
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17 | #include <iostream>
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18 | #include <gsl/gsl_blas.h>
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19 |
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20 |
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21 | using namespace std;
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22 |
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23 |
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24 | /************************************ Functions for class vector ************************************/
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25 |
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26 | /** Constructor of class vector.
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27 | */
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28 | Vector::Vector()
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29 | {
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30 | content = new VectorContent();
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31 | };
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32 |
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33 | /**
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34 | * Copy constructor
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35 | */
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36 |
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37 | Vector::Vector(const Vector& src)
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38 | {
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39 | content = new VectorContent();
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40 | gsl_vector_memcpy(content->content, src.content->content);
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41 | }
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42 |
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43 | /** Constructor of class vector.
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44 | */
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45 | Vector::Vector(const double x1, const double x2, const double x3)
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46 | {
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47 | content = new VectorContent();
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48 | gsl_vector_set(content->content,0,x1);
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49 | gsl_vector_set(content->content,1,x2);
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50 | gsl_vector_set(content->content,2,x3);
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51 | };
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52 |
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53 | Vector::Vector(VectorContent *_content) :
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54 | content(_content)
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55 | {}
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56 |
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57 | /**
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58 | * Assignment operator
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59 | */
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60 | Vector& Vector::operator=(const Vector& src){
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61 | // check for self assignment
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62 | if(&src!=this){
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63 | gsl_vector_memcpy(content->content, src.content->content);
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64 | }
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65 | return *this;
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66 | }
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67 |
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68 | /** Desctructor of class vector.
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69 | */
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70 | Vector::~Vector() {
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71 | delete content;
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72 | };
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73 |
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74 | /** Calculates square of distance between this and another vector.
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75 | * \param *y array to second vector
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76 | * \return \f$| x - y |^2\f$
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77 | */
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78 | double Vector::DistanceSquared(const Vector &y) const
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79 | {
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80 | double res = 0.;
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81 | for (int i=NDIM;i--;)
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82 | res += (at(i)-y[i])*(at(i)-y[i]);
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83 | return (res);
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84 | };
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85 |
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86 | /** Calculates distance between this and another vector.
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87 | * \param *y array to second vector
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88 | * \return \f$| x - y |\f$
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89 | */
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90 | double Vector::distance(const Vector &y) const
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91 | {
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92 | return (sqrt(DistanceSquared(y)));
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93 | };
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94 |
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95 | Vector Vector::getClosestPoint(const Vector &point) const{
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96 | // the closest point to a single point space is always the single point itself
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97 | return *this;
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98 | }
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99 |
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100 | /** Calculates scalar product between this and another vector.
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101 | * \param *y array to second vector
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102 | * \return \f$\langle x, y \rangle\f$
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103 | */
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104 | double Vector::ScalarProduct(const Vector &y) const
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105 | {
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106 | double res = 0.;
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107 | gsl_blas_ddot(content->content, y.content->content, &res);
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108 | return (res);
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109 | };
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110 |
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111 |
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112 | /** Calculates VectorProduct between this and another vector.
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113 | * -# returns the Product in place of vector from which it was initiated
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114 | * -# ATTENTION: Only three dim.
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115 | * \param *y array to vector with which to calculate crossproduct
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116 | * \return \f$ x \times y \f&
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117 | */
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118 | void Vector::VectorProduct(const Vector &y)
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119 | {
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120 | Vector tmp;
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121 | for(int i=NDIM;i--;)
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122 | tmp[i] = at((i+1)%NDIM)*y[(i+2)%NDIM] - at((i+2)%NDIM)*y[(i+1)%NDIM];
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123 | (*this) = tmp;
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124 | };
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125 |
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126 |
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127 | /** projects this vector onto plane defined by \a *y.
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128 | * \param *y normal vector of plane
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129 | * \return \f$\langle x, y \rangle\f$
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130 | */
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131 | void Vector::ProjectOntoPlane(const Vector &y)
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132 | {
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133 | Vector tmp;
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134 | tmp = y;
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135 | tmp.Normalize();
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136 | tmp.Scale(ScalarProduct(tmp));
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137 | *this -= tmp;
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138 | };
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139 |
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140 | /** Calculates the minimum distance of this vector to the plane.
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141 | * \sa Vector::GetDistanceVectorToPlane()
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142 | * \param *out output stream for debugging
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143 | * \param *PlaneNormal normal of plane
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144 | * \param *PlaneOffset offset of plane
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145 | * \return distance to plane
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146 | */
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147 | double Vector::DistanceToSpace(const Space &space) const
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148 | {
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149 | return space.distance(*this);
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150 | };
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151 |
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152 | /** Calculates the projection of a vector onto another \a *y.
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153 | * \param *y array to second vector
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154 | */
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155 | void Vector::ProjectIt(const Vector &y)
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156 | {
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157 | (*this) += (-ScalarProduct(y))*y;
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158 | };
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159 |
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160 | /** Calculates the projection of a vector onto another \a *y.
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161 | * \param *y array to second vector
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162 | * \return Vector
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163 | */
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164 | Vector Vector::Projection(const Vector &y) const
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165 | {
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166 | Vector helper = y;
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167 | helper.Scale((ScalarProduct(y)/y.NormSquared()));
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168 |
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169 | return helper;
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170 | };
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171 |
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172 | /** Calculates norm of this vector.
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173 | * \return \f$|x|\f$
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174 | */
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175 | double Vector::Norm() const
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176 | {
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177 | return (sqrt(NormSquared()));
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178 | };
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179 |
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180 | /** Calculates squared norm of this vector.
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181 | * \return \f$|x|^2\f$
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182 | */
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183 | double Vector::NormSquared() const
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184 | {
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185 | return (ScalarProduct(*this));
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186 | };
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187 |
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188 | /** Normalizes this vector.
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189 | */
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190 | void Vector::Normalize()
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191 | {
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192 | double factor = Norm();
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193 | (*this) *= 1/factor;
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194 | };
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195 |
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196 | /** Zeros all components of this vector.
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197 | */
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198 | void Vector::Zero()
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199 | {
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200 | at(0)=at(1)=at(2)=0;
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201 | };
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202 |
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203 | /** Zeros all components of this vector.
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204 | */
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205 | void Vector::One(const double one)
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206 | {
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207 | at(0)=at(1)=at(2)=one;
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208 | };
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209 |
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210 | /** Checks whether vector has all components zero.
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211 | * @return true - vector is zero, false - vector is not
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212 | */
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213 | bool Vector::IsZero() const
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214 | {
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215 | return (fabs(at(0))+fabs(at(1))+fabs(at(2)) < MYEPSILON);
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216 | };
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217 |
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218 | /** Checks whether vector has length of 1.
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219 | * @return true - vector is normalized, false - vector is not
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220 | */
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221 | bool Vector::IsOne() const
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222 | {
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223 | return (fabs(Norm() - 1.) < MYEPSILON);
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224 | };
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225 |
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226 | /** Checks whether vector is normal to \a *normal.
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227 | * @return true - vector is normalized, false - vector is not
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228 | */
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229 | bool Vector::IsNormalTo(const Vector &normal) const
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230 | {
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231 | if (ScalarProduct(normal) < MYEPSILON)
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232 | return true;
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233 | else
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234 | return false;
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235 | };
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236 |
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237 | /** Checks whether vector is normal to \a *normal.
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238 | * @return true - vector is normalized, false - vector is not
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239 | */
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240 | bool Vector::IsEqualTo(const Vector &a) const
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241 | {
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242 | bool status = true;
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243 | for (int i=0;i<NDIM;i++) {
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244 | if (fabs(at(i) - a[i]) > MYEPSILON)
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245 | status = false;
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246 | }
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247 | return status;
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248 | };
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249 |
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250 | /** Calculates the angle between this and another vector.
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251 | * \param *y array to second vector
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252 | * \return \f$\acos\bigl(frac{\langle x, y \rangle}{|x||y|}\bigr)\f$
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253 | */
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254 | double Vector::Angle(const Vector &y) const
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255 | {
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256 | double norm1 = Norm(), norm2 = y.Norm();
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257 | double angle = -1;
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258 | if ((fabs(norm1) > MYEPSILON) && (fabs(norm2) > MYEPSILON))
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259 | angle = this->ScalarProduct(y)/norm1/norm2;
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260 | // -1-MYEPSILON occured due to numerical imprecision, catch ...
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261 | //Log() << Verbose(2) << "INFO: acos(-1) = " << acos(-1) << ", acos(-1+MYEPSILON) = " << acos(-1+MYEPSILON) << ", acos(-1-MYEPSILON) = " << acos(-1-MYEPSILON) << "." << endl;
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262 | if (angle < -1)
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263 | angle = -1;
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264 | if (angle > 1)
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265 | angle = 1;
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266 | return acos(angle);
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267 | };
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268 |
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269 |
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270 | double& Vector::operator[](size_t i){
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271 | ASSERT(i<=NDIM && i>=0,"Vector Index out of Range");
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272 | return *gsl_vector_ptr (content->content, i);
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273 | }
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274 |
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275 | const double& Vector::operator[](size_t i) const{
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276 | ASSERT(i<=NDIM && i>=0,"Vector Index out of Range");
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277 | return *gsl_vector_ptr (content->content, i);
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278 | }
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279 |
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280 | double& Vector::at(size_t i){
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281 | return (*this)[i];
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282 | }
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283 |
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284 | const double& Vector::at(size_t i) const{
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285 | return (*this)[i];
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286 | }
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287 |
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288 | VectorContent* Vector::get(){
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289 | return content;
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290 | }
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291 |
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292 | /** Compares vector \a to vector \a b component-wise.
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293 | * \param a base vector
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294 | * \param b vector components to add
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295 | * \return a == b
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296 | */
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297 | bool Vector::operator==(const Vector& b) const
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298 | {
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299 | return IsEqualTo(b);
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300 | };
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301 |
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302 | bool Vector::operator!=(const Vector& b) const
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303 | {
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304 | return !IsEqualTo(b);
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305 | }
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306 |
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307 | /** Sums vector \a to this lhs component-wise.
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308 | * \param a base vector
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309 | * \param b vector components to add
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310 | * \return lhs + a
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311 | */
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312 | const Vector& Vector::operator+=(const Vector& b)
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313 | {
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314 | this->AddVector(b);
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315 | return *this;
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316 | };
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317 |
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318 | /** Subtracts vector \a from this lhs component-wise.
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319 | * \param a base vector
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320 | * \param b vector components to add
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321 | * \return lhs - a
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322 | */
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323 | const Vector& Vector::operator-=(const Vector& b)
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324 | {
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325 | this->SubtractVector(b);
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326 | return *this;
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327 | };
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328 |
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329 | /** factor each component of \a a times a double \a m.
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330 | * \param a base vector
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331 | * \param m factor
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332 | * \return lhs.x[i] * m
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333 | */
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334 | const Vector& operator*=(Vector& a, const double m)
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335 | {
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336 | a.Scale(m);
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337 | return a;
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338 | };
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339 |
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340 | /** Sums two vectors \a and \b component-wise.
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341 | * \param a first vector
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342 | * \param b second vector
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343 | * \return a + b
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344 | */
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345 | Vector const Vector::operator+(const Vector& b) const
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346 | {
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347 | Vector x = *this;
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348 | x.AddVector(b);
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349 | return x;
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350 | };
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351 |
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352 | /** Subtracts vector \a from \b component-wise.
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353 | * \param a first vector
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354 | * \param b second vector
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355 | * \return a - b
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356 | */
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357 | Vector const Vector::operator-(const Vector& b) const
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358 | {
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359 | Vector x = *this;
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360 | x.SubtractVector(b);
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361 | return x;
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362 | };
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363 |
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364 | /** Factors given vector \a a times \a m.
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365 | * \param a vector
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366 | * \param m factor
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367 | * \return m * a
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368 | */
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369 | Vector const operator*(const Vector& a, const double m)
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370 | {
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371 | Vector x(a);
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372 | x.Scale(m);
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373 | return x;
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374 | };
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375 |
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376 | /** Factors given vector \a a times \a m.
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377 | * \param m factor
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378 | * \param a vector
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379 | * \return m * a
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380 | */
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381 | Vector const operator*(const double m, const Vector& a )
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382 | {
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383 | Vector x(a);
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384 | x.Scale(m);
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385 | return x;
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386 | };
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387 |
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388 | ostream& operator<<(ostream& ost, const Vector& m)
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389 | {
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390 | ost << "(";
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391 | for (int i=0;i<NDIM;i++) {
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392 | ost << m[i];
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393 | if (i != 2)
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394 | ost << ",";
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395 | }
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396 | ost << ")";
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397 | return ost;
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398 | };
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399 |
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400 |
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401 | void Vector::ScaleAll(const double *factor)
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402 | {
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403 | for (int i=NDIM;i--;)
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404 | at(i) *= factor[i];
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405 | };
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406 |
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407 | void Vector::ScaleAll(const Vector &factor){
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408 | gsl_vector_mul(content->content, factor.content->content);
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409 | }
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410 |
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411 |
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412 | void Vector::Scale(const double factor)
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413 | {
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414 | gsl_vector_scale(content->content,factor);
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415 | };
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416 |
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417 | std::pair<Vector,Vector> Vector::partition(const Vector &rhs) const{
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418 | double factor = ScalarProduct(rhs)/rhs.NormSquared();
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419 | Vector res= factor * rhs;
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420 | return make_pair(res,(*this)-res);
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421 | }
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422 |
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423 | std::pair<pointset,Vector> Vector::partition(const pointset &points) const{
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424 | Vector helper = *this;
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425 | pointset res;
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426 | for(pointset::const_iterator iter=points.begin();iter!=points.end();++iter){
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427 | pair<Vector,Vector> currPart = helper.partition(*iter);
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428 | res.push_back(currPart.first);
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429 | helper = currPart.second;
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430 | }
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431 | return make_pair(res,helper);
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432 | }
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433 |
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434 | /** Creates this vector as the b y *factors' components scaled linear combination of the given three.
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435 | * this vector = x1*factors[0] + x2* factors[1] + x3*factors[2]
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436 | * \param *x1 first vector
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437 | * \param *x2 second vector
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438 | * \param *x3 third vector
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439 | * \param *factors three-component vector with the factor for each given vector
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440 | */
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441 | void Vector::LinearCombinationOfVectors(const Vector &x1, const Vector &x2, const Vector &x3, const double * const factors)
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442 | {
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443 | (*this) = (factors[0]*x1) +
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444 | (factors[1]*x2) +
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445 | (factors[2]*x3);
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446 | };
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447 |
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448 | /** Calculates orthonormal vector to one given vectors.
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449 | * Just subtracts the projection onto the given vector from this vector.
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450 | * The removed part of the vector is Vector::Projection()
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451 | * \param *x1 vector
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452 | * \return true - success, false - vector is zero
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453 | */
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454 | bool Vector::MakeNormalTo(const Vector &y1)
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455 | {
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456 | bool result = false;
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457 | double factor = y1.ScalarProduct(*this)/y1.NormSquared();
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458 | Vector x1 = factor * y1;
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459 | SubtractVector(x1);
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460 | for (int i=NDIM;i--;)
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461 | result = result || (fabs(at(i)) > MYEPSILON);
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462 |
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463 | return result;
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464 | };
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465 |
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466 | /** Creates this vector as one of the possible orthonormal ones to the given one.
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467 | * Just scan how many components of given *vector are unequal to zero and
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468 | * try to get the skp of both to be zero accordingly.
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469 | * \param *vector given vector
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470 | * \return true - success, false - failure (null vector given)
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471 | */
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472 | bool Vector::GetOneNormalVector(const Vector &GivenVector)
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473 | {
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474 | int Components[NDIM]; // contains indices of non-zero components
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475 | int Last = 0; // count the number of non-zero entries in vector
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476 | int j; // loop variables
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477 | double norm;
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478 |
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479 | for (j=NDIM;j--;)
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480 | Components[j] = -1;
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481 |
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482 | // in two component-systems we need to find the one position that is zero
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483 | int zeroPos = -1;
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484 | // find two components != 0
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485 | for (j=0;j<NDIM;j++){
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486 | if (fabs(GivenVector[j]) > MYEPSILON)
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487 | Components[Last++] = j;
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488 | else
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489 | // this our zero Position
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490 | zeroPos = j;
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491 | }
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492 |
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493 | switch(Last) {
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494 | case 3: // threecomponent system
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495 | // the position of the zero is arbitrary in three component systems
|
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496 | zeroPos = Components[2];
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497 | case 2: // two component system
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498 | norm = sqrt(1./(GivenVector[Components[1]]*GivenVector[Components[1]]) + 1./(GivenVector[Components[0]]*GivenVector[Components[0]]));
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499 | at(zeroPos) = 0.;
|
---|
500 | // in skp both remaining parts shall become zero but with opposite sign and third is zero
|
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501 | at(Components[1]) = -1./GivenVector[Components[1]] / norm;
|
---|
502 | at(Components[0]) = 1./GivenVector[Components[0]] / norm;
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503 | return true;
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---|
504 | break;
|
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505 | case 1: // one component system
|
---|
506 | // set sole non-zero component to 0, and one of the other zero component pendants to 1
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507 | at((Components[0]+2)%NDIM) = 0.;
|
---|
508 | at((Components[0]+1)%NDIM) = 1.;
|
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509 | at(Components[0]) = 0.;
|
---|
510 | return true;
|
---|
511 | break;
|
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512 | default:
|
---|
513 | return false;
|
---|
514 | }
|
---|
515 | };
|
---|
516 |
|
---|
517 | /** Adds vector \a *y componentwise.
|
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518 | * \param *y vector
|
---|
519 | */
|
---|
520 | void Vector::AddVector(const Vector &y)
|
---|
521 | {
|
---|
522 | gsl_vector_add(content->content, y.content->content);
|
---|
523 | }
|
---|
524 |
|
---|
525 | /** Adds vector \a *y componentwise.
|
---|
526 | * \param *y vector
|
---|
527 | */
|
---|
528 | void Vector::SubtractVector(const Vector &y)
|
---|
529 | {
|
---|
530 | gsl_vector_sub(content->content, y.content->content);
|
---|
531 | }
|
---|
532 |
|
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533 |
|
---|
534 | // some comonly used vectors
|
---|
535 | const Vector zeroVec(0,0,0);
|
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536 | const Vector e1(1,0,0);
|
---|
537 | const Vector e2(0,1,0);
|
---|
538 | const Vector e3(0,0,1);
|
---|