| 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 |   content->content = gsl_vector_calloc (NDIM);
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| 32 | };
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| 33 | 
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| 34 | /**
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| 35 |  * Copy constructor
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| 36 |  */
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| 37 | 
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| 38 | Vector::Vector(const Vector& src)
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| 39 | {
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| 40 |   content = new VectorContent();
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| 41 |   content->content = gsl_vector_alloc(NDIM);
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| 42 |   gsl_vector_memcpy(content->content, src.content->content);
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| 43 | }
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| 44 | 
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| 45 | /** Constructor of class vector.
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| 46 |  */
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| 47 | Vector::Vector(const double x1, const double x2, const double x3)
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| 48 | {
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| 49 |   content = new VectorContent();
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| 50 |   content->content = gsl_vector_alloc(NDIM);
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| 51 |   gsl_vector_set(content->content,0,x1);
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| 52 |   gsl_vector_set(content->content,1,x2);
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| 53 |   gsl_vector_set(content->content,2,x3);
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| 54 | };
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| 55 | 
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| 56 | Vector::Vector(VectorContent *_content) :
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| 57 |   content(_content)
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| 58 | {}
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| 59 | 
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| 60 | /**
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| 61 |  * Assignment operator
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| 62 |  */
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| 63 | Vector& Vector::operator=(const Vector& src){
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| 64 |   // check for self assignment
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| 65 |   if(&src!=this){
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| 66 |     gsl_vector_memcpy(content->content, src.content->content);
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| 67 |   }
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| 68 |   return *this;
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| 69 | }
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| 70 | 
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| 71 | /** Desctructor of class vector.
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| 72 |  */
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| 73 | Vector::~Vector() {
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| 74 |   gsl_vector_free(content->content);
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| 75 |   delete content;
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| 76 | };
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| 77 | 
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| 78 | /** Calculates square of distance between this and another vector.
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| 79 |  * \param *y array to second vector
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| 80 |  * \return \f$| x - y |^2\f$
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| 81 |  */
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| 82 | double Vector::DistanceSquared(const Vector &y) const
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| 83 | {
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| 84 |   double res = 0.;
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| 85 |   for (int i=NDIM;i--;)
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| 86 |     res += (at(i)-y[i])*(at(i)-y[i]);
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| 87 |   return (res);
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| 88 | };
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| 89 | 
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| 90 | /** Calculates distance between this and another vector.
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| 91 |  * \param *y array to second vector
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| 92 |  * \return \f$| x - y |\f$
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| 93 |  */
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| 94 | double Vector::distance(const Vector &y) const
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| 95 | {
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| 96 |   return (sqrt(DistanceSquared(y)));
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| 97 | };
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| 98 | 
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| 99 | Vector Vector::getClosestPoint(const Vector &point) const{
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| 100 |   // the closest point to a single point space is always the single point itself
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| 101 |   return *this;
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| 102 | }
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| 103 | 
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| 104 | /** Calculates scalar product between this and another vector.
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| 105 |  * \param *y array to second vector
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| 106 |  * \return \f$\langle x, y \rangle\f$
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| 107 |  */
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| 108 | double Vector::ScalarProduct(const Vector &y) const
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| 109 | {
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| 110 |   double res = 0.;
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| 111 |   gsl_blas_ddot(content->content, y.content->content, &res);
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| 112 |   return (res);
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| 113 | };
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| 114 | 
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| 115 | 
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| 116 | /** Calculates VectorProduct between this and another vector.
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| 117 |  *  -# returns the Product in place of vector from which it was initiated
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| 118 |  *  -# ATTENTION: Only three dim.
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| 119 |  *  \param *y array to vector with which to calculate crossproduct
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| 120 |  *  \return \f$ x \times y \f&
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| 121 |  */
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| 122 | void Vector::VectorProduct(const Vector &y)
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| 123 | {
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| 124 |   Vector tmp;
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| 125 |   for(int i=NDIM;i--;)
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| 126 |     tmp[i] = at((i+1)%NDIM)*y[(i+2)%NDIM] - at((i+2)%NDIM)*y[(i+1)%NDIM];
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| 127 |   (*this) = tmp;
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| 128 | };
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| 129 | 
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| 130 | 
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| 131 | /** projects this vector onto plane defined by \a *y.
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| 132 |  * \param *y normal vector of plane
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| 133 |  * \return \f$\langle x, y \rangle\f$
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| 134 |  */
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| 135 | void Vector::ProjectOntoPlane(const Vector &y)
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| 136 | {
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| 137 |   Vector tmp;
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| 138 |   tmp = y;
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| 139 |   tmp.Normalize();
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| 140 |   tmp.Scale(ScalarProduct(tmp));
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| 141 |   *this -= tmp;
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| 142 | };
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| 143 | 
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| 144 | /** Calculates the minimum distance of this vector to the plane.
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| 145 |  * \sa Vector::GetDistanceVectorToPlane()
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| 146 |  * \param *out output stream for debugging
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| 147 |  * \param *PlaneNormal normal of plane
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| 148 |  * \param *PlaneOffset offset of plane
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| 149 |  * \return distance to plane
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| 150 |  */
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| 151 | double Vector::DistanceToSpace(const Space &space) const
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| 152 | {
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| 153 |   return space.distance(*this);
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| 154 | };
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| 155 | 
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| 156 | /** Calculates the projection of a vector onto another \a *y.
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| 157 |  * \param *y array to second vector
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| 158 |  */
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| 159 | void Vector::ProjectIt(const Vector &y)
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| 160 | {
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| 161 |   (*this) += (-ScalarProduct(y))*y;
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| 162 | };
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| 163 | 
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| 164 | /** Calculates the projection of a vector onto another \a *y.
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| 165 |  * \param *y array to second vector
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| 166 |  * \return Vector
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| 167 |  */
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| 168 | Vector Vector::Projection(const Vector &y) const
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| 169 | {
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| 170 |   Vector helper = y;
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| 171 |   helper.Scale((ScalarProduct(y)/y.NormSquared()));
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| 172 | 
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| 173 |   return helper;
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| 174 | };
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| 175 | 
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| 176 | /** Calculates norm of this vector.
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| 177 |  * \return \f$|x|\f$
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| 178 |  */
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| 179 | double Vector::Norm() const
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| 180 | {
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| 181 |   return (sqrt(NormSquared()));
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| 182 | };
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| 183 | 
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| 184 | /** Calculates squared norm of this vector.
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| 185 |  * \return \f$|x|^2\f$
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| 186 |  */
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| 187 | double Vector::NormSquared() const
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| 188 | {
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| 189 |   return (ScalarProduct(*this));
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| 190 | };
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| 191 | 
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| 192 | /** Normalizes this vector.
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| 193 |  */
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| 194 | void Vector::Normalize()
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| 195 | {
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| 196 |   double factor = Norm();
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| 197 |   (*this) *= 1/factor;
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| 198 | };
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| 199 | 
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| 200 | /** Zeros all components of this vector.
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| 201 |  */
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| 202 | void Vector::Zero()
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| 203 | {
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| 204 |   at(0)=at(1)=at(2)=0;
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| 205 | };
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| 206 | 
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| 207 | /** Zeros all components of this vector.
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| 208 |  */
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| 209 | void Vector::One(const double one)
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| 210 | {
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| 211 |   at(0)=at(1)=at(2)=one;
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| 212 | };
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| 213 | 
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| 214 | /** Checks whether vector has all components zero.
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| 215 |  * @return true - vector is zero, false - vector is not
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| 216 |  */
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| 217 | bool Vector::IsZero() const
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| 218 | {
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| 219 |   return (fabs(at(0))+fabs(at(1))+fabs(at(2)) < MYEPSILON);
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| 220 | };
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| 221 | 
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| 222 | /** Checks whether vector has length of 1.
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| 223 |  * @return true - vector is normalized, false - vector is not
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| 224 |  */
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| 225 | bool Vector::IsOne() const
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| 226 | {
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| 227 |   return (fabs(Norm() - 1.) < MYEPSILON);
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| 228 | };
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| 229 | 
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| 230 | /** Checks whether vector is normal to \a *normal.
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| 231 |  * @return true - vector is normalized, false - vector is not
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| 232 |  */
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| 233 | bool Vector::IsNormalTo(const Vector &normal) const
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| 234 | {
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| 235 |   if (ScalarProduct(normal) < MYEPSILON)
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| 236 |     return true;
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| 237 |   else
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| 238 |     return false;
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| 239 | };
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| 240 | 
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| 241 | /** Checks whether vector is normal to \a *normal.
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| 242 |  * @return true - vector is normalized, false - vector is not
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| 243 |  */
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| 244 | bool Vector::IsEqualTo(const Vector &a) const
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| 245 | {
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| 246 |   bool status = true;
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| 247 |   for (int i=0;i<NDIM;i++) {
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| 248 |     if (fabs(at(i) - a[i]) > MYEPSILON)
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| 249 |       status = false;
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| 250 |   }
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| 251 |   return status;
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| 252 | };
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| 253 | 
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| 254 | /** Calculates the angle between this and another vector.
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| 255 |  * \param *y array to second vector
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| 256 |  * \return \f$\acos\bigl(frac{\langle x, y \rangle}{|x||y|}\bigr)\f$
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| 257 |  */
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| 258 | double Vector::Angle(const Vector &y) const
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| 259 | {
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| 260 |   double norm1 = Norm(), norm2 = y.Norm();
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| 261 |   double angle = -1;
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| 262 |   if ((fabs(norm1) > MYEPSILON) && (fabs(norm2) > MYEPSILON))
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| 263 |     angle = this->ScalarProduct(y)/norm1/norm2;
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| 264 |   // -1-MYEPSILON occured due to numerical imprecision, catch ...
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| 265 |   //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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| 266 |   if (angle < -1)
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| 267 |     angle = -1;
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| 268 |   if (angle > 1)
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| 269 |     angle = 1;
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| 270 |   return acos(angle);
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| 271 | };
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| 272 | 
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| 273 | 
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| 274 | double& Vector::operator[](size_t i){
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| 275 |   ASSERT(i<=NDIM && i>=0,"Vector Index out of Range");
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| 276 |   return *gsl_vector_ptr (content->content, i);
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| 277 | }
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| 278 | 
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| 279 | const double& Vector::operator[](size_t i) const{
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| 280 |   ASSERT(i<=NDIM && i>=0,"Vector Index out of Range");
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| 281 |   return *gsl_vector_ptr (content->content, i);
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| 282 | }
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| 283 | 
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| 284 | double& Vector::at(size_t i){
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| 285 |   return (*this)[i];
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| 286 | }
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| 287 | 
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| 288 | const double& Vector::at(size_t i) const{
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| 289 |   return (*this)[i];
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| 290 | }
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| 291 | 
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| 292 | VectorContent* Vector::get(){
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| 293 |   return content;
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| 294 | }
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| 295 | 
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| 296 | /** Compares vector \a to vector \a b component-wise.
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| 297 |  * \param a base vector
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| 298 |  * \param b vector components to add
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| 299 |  * \return a == b
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| 300 |  */
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| 301 | bool Vector::operator==(const Vector& b) const
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| 302 | {
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| 303 |   return IsEqualTo(b);
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| 304 | };
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| 305 | 
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| 306 | bool Vector::operator!=(const Vector& b) const
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| 307 | {
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| 308 |   return !IsEqualTo(b);
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| 309 | }
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| 310 | 
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| 311 | /** Sums vector \a to this lhs component-wise.
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| 312 |  * \param a base vector
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| 313 |  * \param b vector components to add
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| 314 |  * \return lhs + a
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| 315 |  */
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| 316 | const Vector& Vector::operator+=(const Vector& b)
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| 317 | {
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| 318 |   this->AddVector(b);
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| 319 |   return *this;
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| 320 | };
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| 321 | 
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| 322 | /** Subtracts vector \a from this lhs component-wise.
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| 323 |  * \param a base vector
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| 324 |  * \param b vector components to add
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| 325 |  * \return lhs - a
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| 326 |  */
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| 327 | const Vector& Vector::operator-=(const Vector& b)
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| 328 | {
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| 329 |   this->SubtractVector(b);
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| 330 |   return *this;
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| 331 | };
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| 332 | 
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| 333 | /** factor each component of \a a times a double \a m.
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| 334 |  * \param a base vector
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| 335 |  * \param m factor
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| 336 |  * \return lhs.x[i] * m
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| 337 |  */
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| 338 | const Vector& operator*=(Vector& a, const double m)
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| 339 | {
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| 340 |   a.Scale(m);
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| 341 |   return a;
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| 342 | };
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| 343 | 
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| 344 | /** Sums two vectors \a  and \b component-wise.
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| 345 |  * \param a first vector
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| 346 |  * \param b second vector
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| 347 |  * \return a + b
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| 348 |  */
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| 349 | Vector const Vector::operator+(const Vector& b) const
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| 350 | {
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| 351 |   Vector x = *this;
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| 352 |   x.AddVector(b);
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| 353 |   return x;
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| 354 | };
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| 355 | 
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| 356 | /** Subtracts vector \a from \b component-wise.
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| 357 |  * \param a first vector
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| 358 |  * \param b second vector
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| 359 |  * \return a - b
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| 360 |  */
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| 361 | Vector const Vector::operator-(const Vector& b) const
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| 362 | {
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| 363 |   Vector x = *this;
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| 364 |   x.SubtractVector(b);
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| 365 |   return x;
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| 366 | };
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| 367 | 
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| 368 | /** Factors given vector \a a times \a m.
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| 369 |  * \param a vector
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| 370 |  * \param m factor
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| 371 |  * \return m * a
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| 372 |  */
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| 373 | Vector const operator*(const Vector& a, const double m)
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| 374 | {
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| 375 |   Vector x(a);
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| 376 |   x.Scale(m);
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| 377 |   return x;
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| 378 | };
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| 379 | 
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| 380 | /** Factors given vector \a a times \a m.
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| 381 |  * \param m factor
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| 382 |  * \param a vector
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| 383 |  * \return m * a
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| 384 |  */
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| 385 | Vector const operator*(const double m, const Vector& a )
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| 386 | {
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| 387 |   Vector x(a);
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| 388 |   x.Scale(m);
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| 389 |   return x;
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| 390 | };
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| 391 | 
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| 392 | ostream& operator<<(ostream& ost, const Vector& m)
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| 393 | {
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| 394 |   ost << "(";
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| 395 |   for (int i=0;i<NDIM;i++) {
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| 396 |     ost << m[i];
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| 397 |     if (i != 2)
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| 398 |       ost << ",";
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| 399 |   }
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| 400 |   ost << ")";
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| 401 |   return ost;
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| 402 | };
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| 403 | 
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| 404 | 
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| 405 | void Vector::ScaleAll(const double *factor)
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| 406 | {
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| 407 |   for (int i=NDIM;i--;)
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| 408 |     at(i) *= factor[i];
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| 409 | };
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| 410 | 
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| 411 | void Vector::ScaleAll(const Vector &factor){
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| 412 |   gsl_vector_mul(content->content, factor.content->content);
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| 413 | }
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| 414 | 
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| 415 | 
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| 416 | void Vector::Scale(const double factor)
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| 417 | {
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| 418 |   gsl_vector_scale(content->content,factor);
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| 419 | };
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| 420 | 
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| 421 | std::pair<Vector,Vector> Vector::partition(const Vector &rhs) const{
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| 422 |   double factor = ScalarProduct(rhs)/rhs.NormSquared();
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| 423 |   Vector res= factor * rhs;
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| 424 |   return make_pair(res,(*this)-res);
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| 425 | }
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| 426 | 
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| 427 | std::pair<pointset,Vector> Vector::partition(const pointset &points) const{
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| 428 |   Vector helper = *this;
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| 429 |   pointset res;
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| 430 |   for(pointset::const_iterator iter=points.begin();iter!=points.end();++iter){
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| 431 |     pair<Vector,Vector> currPart = helper.partition(*iter);
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| 432 |     res.push_back(currPart.first);
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| 433 |     helper = currPart.second;
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| 434 |   }
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| 435 |   return make_pair(res,helper);
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| 436 | }
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| 437 | 
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| 438 | /** Creates this vector as the b y *factors' components scaled linear combination of the given three.
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| 439 |  * this vector = x1*factors[0] + x2* factors[1] + x3*factors[2]
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| 440 |  * \param *x1 first vector
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| 441 |  * \param *x2 second vector
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| 442 |  * \param *x3 third vector
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| 443 |  * \param *factors three-component vector with the factor for each given vector
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| 444 |  */
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| 445 | void Vector::LinearCombinationOfVectors(const Vector &x1, const Vector &x2, const Vector &x3, const double * const factors)
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| 446 | {
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| 447 |   (*this) = (factors[0]*x1) +
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| 448 |             (factors[1]*x2) +
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| 449 |             (factors[2]*x3);
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| 450 | };
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| 451 | 
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| 452 | /** Calculates orthonormal vector to one given vectors.
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| 453 |  * Just subtracts the projection onto the given vector from this vector.
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| 454 |  * The removed part of the vector is Vector::Projection()
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| 455 |  * \param *x1 vector
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| 456 |  * \return true - success, false - vector is zero
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| 457 |  */
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| 458 | bool Vector::MakeNormalTo(const Vector &y1)
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| 459 | {
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| 460 |   bool result = false;
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| 461 |   double factor = y1.ScalarProduct(*this)/y1.NormSquared();
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| 462 |   Vector x1 = factor * y1;
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| 463 |   SubtractVector(x1);
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| 464 |   for (int i=NDIM;i--;)
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| 465 |     result = result || (fabs(at(i)) > MYEPSILON);
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| 466 | 
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| 467 |   return result;
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| 468 | };
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| 469 | 
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| 470 | /** Creates this vector as one of the possible orthonormal ones to the given one.
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| 471 |  * Just scan how many components of given *vector are unequal to zero and
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| 472 |  * try to get the skp of both to be zero accordingly.
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| 473 |  * \param *vector given vector
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| 474 |  * \return true - success, false - failure (null vector given)
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| 475 |  */
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| 476 | bool Vector::GetOneNormalVector(const Vector &GivenVector)
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| 477 | {
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| 478 |   int Components[NDIM]; // contains indices of non-zero components
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| 479 |   int Last = 0;   // count the number of non-zero entries in vector
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| 480 |   int j;  // loop variables
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| 481 |   double norm;
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| 482 | 
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| 483 |   for (j=NDIM;j--;)
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| 484 |     Components[j] = -1;
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| 485 | 
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| 486 |   // in two component-systems we need to find the one position that is zero
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| 487 |   int zeroPos = -1;
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| 488 |   // find two components != 0
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| 489 |   for (j=0;j<NDIM;j++){
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| 490 |     if (fabs(GivenVector[j]) > MYEPSILON)
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| 491 |       Components[Last++] = j;
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| 492 |     else
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| 493 |       // this our zero Position
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| 494 |       zeroPos = j;
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| 495 |   }
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| 496 | 
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| 497 |   switch(Last) {
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| 498 |     case 3:  // threecomponent system
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| 499 |       // the position of the zero is arbitrary in three component systems
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| 500 |       zeroPos = Components[2];
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| 501 |     case 2:  // two component system
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| 502 |       norm = sqrt(1./(GivenVector[Components[1]]*GivenVector[Components[1]]) + 1./(GivenVector[Components[0]]*GivenVector[Components[0]]));
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| 503 |       at(zeroPos) = 0.;
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| 504 |       // in skp both remaining parts shall become zero but with opposite sign and third is zero
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| 505 |       at(Components[1]) = -1./GivenVector[Components[1]] / norm;
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| 506 |       at(Components[0]) = 1./GivenVector[Components[0]] / norm;
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| 507 |       return true;
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| 508 |       break;
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| 509 |     case 1: // one component system
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| 510 |       // set sole non-zero component to 0, and one of the other zero component pendants to 1
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| 511 |       at((Components[0]+2)%NDIM) = 0.;
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| 512 |       at((Components[0]+1)%NDIM) = 1.;
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| 513 |       at(Components[0]) = 0.;
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| 514 |       return true;
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| 515 |       break;
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|---|
| 516 |     default:
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| 517 |       return false;
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|---|
| 518 |   }
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|---|
| 519 | };
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| 520 | 
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| 521 | /** Adds vector \a *y componentwise.
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| 522 |  * \param *y vector
 | 
|---|
| 523 |  */
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|---|
| 524 | void Vector::AddVector(const Vector &y)
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|---|
| 525 | {
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|---|
| 526 |   gsl_vector_add(content->content, y.content->content);
 | 
|---|
| 527 | }
 | 
|---|
| 528 | 
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|---|
| 529 | /** Adds vector \a *y componentwise.
 | 
|---|
| 530 |  * \param *y vector
 | 
|---|
| 531 |  */
 | 
|---|
| 532 | void Vector::SubtractVector(const Vector &y)
 | 
|---|
| 533 | {
 | 
|---|
| 534 |   gsl_vector_sub(content->content, y.content->content);
 | 
|---|
| 535 | }
 | 
|---|
| 536 | 
 | 
|---|
| 537 | 
 | 
|---|
| 538 | // some comonly used vectors
 | 
|---|
| 539 | const Vector zeroVec(0,0,0);
 | 
|---|
| 540 | const Vector e1(1,0,0);
 | 
|---|
| 541 | const Vector e2(0,1,0);
 | 
|---|
| 542 | const Vector e3(0,0,1);
 | 
|---|