// -*- C++ -*- // Vec.h: Vectors in three-dimensional space, i.e. three doubles. // // Copyright (C) 2001-2011 Jakob Schiotz and Center for Individual // Nanoparticle Functionality, Department of Physics, Technical // University of Denmark. Email: schiotz@fysik.dtu.dk // // This file is part of Asap version 3. // Asap is released under the GNU Lesser Public License (LGPL) version 3. // However, the parts of Asap distributed within the OpenKIM project // (including this file) are also released under the Common Development // and Distribution License (CDDL) version 1.0. // // This program is free software: you can redistribute it and/or // modify it under the terms of the GNU Lesser General Public License // version 3 as published by the Free Software Foundation. Permission // to use other versions of the GNU Lesser General Public License may // granted by Jakob Schiotz or the head of department of the // Department of Physics, Technical University of Denmark, as // described in section 14 of the GNU General Public License. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // and the GNU Lesser Public License along with this program. If not, // see . #ifndef _VEC_H #define _VEC_H #include "Asap.h" #include using std::istream; using std::ostream; namespace ASAPSPACE { /// A 3-vector useful for postions etc. /// The only data is the three positions (and there are no virtual /// functions), so the memory layout of an array of Vecs will be x0, /// y0, z0, x1, y1, z1, x2, ... /// /// Almost all operations are inline for speed. class Vec { public: /// Dummy constructor needed by STL containers. Vec() {}; /// Construct a 3-vector from three doubles. Vec(double x0, double x1, double x2); /// Dot product double operator*(const Vec& v) const; /// Multiplication with scalar Vec operator*(const double& s) const; friend Vec operator*(const double &s, const Vec v); /// Division with scalar Vec operator/(const double& s) const; /// Add two Vecs Vec operator+(const Vec& v) const; /// Subtract two Vecs Vec operator-(const Vec& v) const; /// Unary minus Vec operator-() const; /// Add a Vec to this one. Vec& operator+=(const Vec& v); /// Subtract a vec from this one. Vec& operator-=(const Vec& v); /// Multiply this vec with a scalar Vec& operator*=(double s); /// Divide this Vec with a scalar. Vec& operator/=(double s); /// Vec equality (bitwise!) bool operator==(const Vec &v) const; /// Vec inequality (bitwise!) bool operator!=(const Vec &v) const; /// const indexing double operator[](int n) const; /// Non-const indexing double& operator[](int n); /// Cross product of two Vecs. friend Vec Cross(const Vec& v1, const Vec& v2); /// The length of a Vec friend double Length2(const Vec& v); /// Increment y with a times x. friend void Vaxpy(double a, const Vec& x, Vec& y); /// Print a Vec friend ostream& operator<<(ostream& out, const Vec& v); /// Read a Vec friend istream& operator>>(istream& in, Vec& v); public: ///< The actual data. // Using an array would hinder vectorization by the Intel compiler. double x, y, z; }; inline Vec::Vec(double x0, double x1, double x2) { x = x0; y = x1; z = x2; } inline double Vec::operator*(const Vec& v) const { return x * v.x + y * v.y + z * v.z; } inline Vec Vec::operator*(const double& s) const { return Vec(s * x, s * y, s * z); } inline Vec operator*(const double &s, const Vec v) { return Vec(s * v.x, s * v.y, s * v.z); } inline Vec Vec::operator/(const double& s) const { return Vec(x / s, y / s, z / s); } inline Vec Vec::operator+(const Vec& v) const { return Vec(x + v.x, y + v.y, z + v.z); } inline Vec Vec::operator-(const Vec& v) const { return Vec(x - v.x, y - v.y, z - v.z); } inline Vec Vec::operator-() const { return Vec(-x, -y, -z); } inline Vec& Vec::operator+=(const Vec& v) { x += v.x; y += v.y; z += v.z; return *this; } inline Vec& Vec::operator-=(const Vec& v) { x -= v.x; y -= v.y; z -= v.z; return *this; } inline Vec& Vec::operator*=(double s) { x *= s; y *= s; z *= s; return *this; } inline Vec& Vec::operator/=(double s) { x /= s; y /= s; z /= s; return *this; } inline bool Vec::operator==(const Vec &v) const { return (x == v.x) && (y == v.y) && (z == v.z); } inline bool Vec::operator!=(const Vec &v) const { return !(*this == v); } inline double Vec::operator[](int n) const { return (&x)[n]; } inline double& Vec::operator[](int n) { return (&x)[n]; } inline Vec Cross(const Vec& v1, const Vec& v2) { return Vec(v1.y * v2.z - v1.z * v2.y, v1.z * v2.x - v1.x * v2.z, v1.x * v2.y - v1.y * v2.x); } inline void Vaxpy(double a, const Vec& x, Vec& y) { y.x += a * x.x; y.y += a * x.y; y.z += a * x.z; } inline double Length2(const Vec& v) { return v.x * v.x + v.y * v.y + v.z * v.z; } } // end namespace #endif // _VEC_H