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/**********************************************************************************
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* MIT License *
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* *
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* Copyright (c) 2018-2019 Vahan Aghajanyan <vahancho@gmail.com> *
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* *
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* Vector handling functions (c) Chris Veness 2011-2016 *
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* www.movable-type.co.uk/scripts/geodesy/docs/module-vector3d.html *
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy *
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* of this software and associated documentation files (the "Software"), to deal *
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* in the Software without restriction, including without limitation the rights *
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell *
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* copies of the Software, and to permit persons to whom the Software is *
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* furnished to do so, subject to the following conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in all *
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* copies or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE *
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, *
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE *
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* SOFTWARE. *
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***********************************************************************************/
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#ifndef VECTOR3D_H
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#define VECTOR3D_H
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#include "export.h"
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namespace erkir
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{
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/// Implements 3-d vector manipulation routines.
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/*!
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In a geodesy context, these vectors may be used to represent:
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- n-vector representing a normal to point on Earth's surface
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- earth-centered, earth fixed vector (= Gade's 'p-vector')
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- great circle normal to vector (on spherical earth model)
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- motion vector on Earth's surface
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- etc
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Functions return vectors as return results, so that operations can be chained.
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\example auto v = v1.cross(v2).dot(v3) // equivalent to v1 × v2 . v3
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*/
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class ERKIR_EXPORT Vector3d
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{
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public:
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/// Creates an invalid 3-d vector.
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Vector3d();
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/// Creates a 3-d vector.
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/*!
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The vector may be normalised, or use x/y/z values for eg height relative to the sphere or
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ellipsoid, distance from earth centre, etc.
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\param x X component of vector.
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\param y Y component of vector.
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\param z Z component of vector.
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*/
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Vector3d(double x, double y, double z);
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double x() const;
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double y() const;
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double z() const;
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bool isValid() const;
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/// Dot (scalar) product of two vectors.
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double dot(const Vector3d &v) const;
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/// Multiplies vector by the supplied vector using cross (vector) product.
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Vector3d cross(const Vector3d &v) const;
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/// Length (magnitude or norm) of 'this' vector
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/*!
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\returns Magnitude of this vector.
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*/
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double length() const;
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/// Normalizes a vector to its unit vector
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/*!
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If the vector is already unit or is zero magnitude, this is a no-op.
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\returns Normalised version of this vector.
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*/
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Vector3d unit() const;
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/// Calculates the angle between 'this' vector and supplied vector.
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/*!
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\param v Supplied vector
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\param n Plane normal: if supplied, angle is -PI..+PI, signed +ve if this->v is
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clockwise looking along n, -ve in opposite direction (if not supplied, angle is always 0..PI).
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\returns Angle (in radians) between this vector and supplied vector.
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*/
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double angleTo(const Vector3d &v, const Vector3d &n = Vector3d()) const;
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/// Rotates 'this' point around an axis by a specified angle.
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/*!
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\param axis The axis being rotated around.
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\param theta The angle of rotation (in radians).
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\returns The rotated point.
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*/
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Vector3d rotateAround(const Vector3d &axis, double theta) const;
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private:
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double m_x{ 0.0 };
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double m_y{ 0.0 };
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double m_z{ 0.0 };
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bool m_isValid;
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};
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/// Vector addition
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inline Vector3d operator + (const Vector3d &v1, const Vector3d &v2)
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{
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return Vector3d(v1.x() + v2.x(), v1.y() + v2.y(), v1.z() + v2.z());
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}
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/// Vector subtraction
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inline Vector3d operator - (const Vector3d &v1, const Vector3d & v2)
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{
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return Vector3d(v1.x() - v2.x(), v1.y() - v2.y(), v1.z() - v2.z());
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}
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/// Unary negation of a vector
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/*!
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Negates a vector to point in the opposite direction.
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*/
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inline Vector3d operator - (const Vector3d &v1)
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{
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return Vector3d(-v1.x(), -v1.y(), -v1.z());
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}
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/// Multiplication of vector and scalar
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inline Vector3d operator * (const Vector3d &v1, double s)
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{
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return Vector3d(v1.x() * s, v1.y() * s, v1.z() * s);
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}
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/// Division of vector and scalar
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inline Vector3d operator / (const Vector3d &v1, double s)
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{
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return Vector3d(v1.x() / s, v1.y() / s, v1.z() / s);
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}
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/// Multiplication of scalar and vector
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inline Vector3d operator * (double s, const Vector3d &v1)
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{
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return v1 * s;
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}
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} // erkir
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#endif // VECTOR3D_H
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