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Vector4d.h
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Vector4d.h
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//
// Created by afan on 2022/10/24.
//
#ifndef LAB4_VECTOR4D_H
#define LAB4_VECTOR4D_H
#include <cmath>
#include <iostream>
#include "Vector3d.h"
using std::sqrt;
using std::fabs;
class Vector4d {
public:
double e[4];
// Type aliases for Vector4d
using point4 = Vector4d; // 4D point
using color = Vector4d; // RGB color
Vector4d() : e{0, 0, 0, 0} {}
Vector4d(Vector3d v, double e3) : e{v.x(), v.y(), v.z(), e3} {}
Vector4d(double e0, double e1, double e2, double e3) : e{e0, e1, e2, e3} {}
double x() const { return e[0]; }
double y() const { return e[1]; }
double z() const { return e[2]; }
double w() const { return e[3]; }
Vector3d to_vector3d(){
return {e[0], e[1], e[2]};
}
Vector4d operator-() const { return {-e[0], -e[1], -e[2], -e[3]}; }
double operator[](int i) const { return e[i]; }
double &operator[](int i) { return e[i]; }
Vector4d &operator+=(const Vector4d &v) {
e[0] += v[0];
e[1] += v[1];
e[2] += v[2];
e[3] += v[3];
return *this;
}
Vector4d &operator-=(const Vector4d &v) {
e[0] -= v[0];
e[1] -= v[1];
e[2] -= v[2];
e[3] -= v[3];
return *this;
}
Vector4d &operator*=(const double t) {
e[0] *= t;
e[1] *= t;
e[2] *= t;
e[3] *= t;
return *this;
}
Vector4d &operator/=(const double t) {
return *this *= 1 / t;
}
double length() const {
return sqrt(length_squared());
}
double length_squared() const {
return e[0] * e[0] + e[1] * e[1] + e[2] * e[2] + e[3] * e[3];
}
void copy(const Vector4d &v){
for(int i = 0; i <4; i++) {
e[i] = v[i];
}
}
};
// Vector4d Utility Functions
inline std::ostream &operator<<(std::ostream &out, const Vector4d &v) {
return out << v.e[0] << ' ' << v.e[1] << ' ' << v.e[2] << ' ' << v.e[3];
}
inline Vector4d operator+(const Vector4d &u, const Vector4d &v) {
return {u.e[0] + v.e[0], u.e[1] + v.e[1], u.e[2] + v.e[2], u.e[3] + v.e[3]};
}
inline Vector4d operator-(const Vector4d &u, const Vector4d &v) {
return {u.e[0] - v.e[0], u.e[1] - v.e[1], u.e[2] - v.e[2], u.e[3] - v.e[3]};
}
inline Vector4d operator*(const Vector4d &u, const Vector4d &v) {
return {u.e[0] * v.e[0], u.e[1] * v.e[1], u.e[2] * v.e[2], u.e[3] * v.e[3]};
}
inline Vector4d operator*(double t, const Vector4d &v) {
return {t * v.e[0], t * v.e[1], t * v.e[2], t * v.e[3]};
}
inline Vector4d operator*(const Vector4d &v, double t) {
return t * v;
}
inline Vector4d operator/(Vector4d v, double t) {
return (1 / t) * v;
}
inline double dot(const Vector4d &u, const Vector4d &v) {
return u.e[0] * v.e[0]
+ u.e[1] * v.e[1]
+ u.e[2] * v.e[2]
+ u.e[3] * v.e[3];
}
inline Vector4d unit_vector(Vector4d v) {
return v / v.length();
}
#endif //LAB4_VECTOR4D_H