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Comparing trunk/src/math/Vector3.hpp (file contents):
Revision 70 by tim, Wed Oct 13 06:51:09 2004 UTC vs.
Revision 1879 by gezelter, Sun Jun 16 15:15:42 2013 UTC

# Line 1 | Line 1
1   /*
2 < * Copyright (C) 2000-2004  Object Oriented Parallel Simulation Engine (OOPSE) project
3 < *
4 < * Contact: oopse@oopse.org
5 < *
6 < * This program is free software; you can redistribute it and/or
7 < * modify it under the terms of the GNU Lesser General Public License
8 < * as published by the Free Software Foundation; either version 2.1
9 < * of the License, or (at your option) any later version.
10 < * All we ask is that proper credit is given for our work, which includes
11 < * - but is not limited to - adding the above copyright notice to the beginning
12 < * of your source code files, and to any copyright notice that you may distribute
13 < * with programs based on this work.
14 < *
15 < * This program is distributed in the hope that it will be useful,
16 < * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 < * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
18 < * GNU Lesser General Public License for more details.
19 < *
20 < * You should have received a copy of the GNU Lesser General Public License
21 < * along with this program; if not, write to the Free Software
22 < * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
2 > * Copyright (c) 2005 The University of Notre Dame. All Rights Reserved.
3   *
4 + * The University of Notre Dame grants you ("Licensee") a
5 + * non-exclusive, royalty free, license to use, modify and
6 + * redistribute this software in source and binary code form, provided
7 + * that the following conditions are met:
8 + *
9 + * 1. Redistributions of source code must retain the above copyright
10 + *    notice, this list of conditions and the following disclaimer.
11 + *
12 + * 2. Redistributions in binary form must reproduce the above copyright
13 + *    notice, this list of conditions and the following disclaimer in the
14 + *    documentation and/or other materials provided with the
15 + *    distribution.
16 + *
17 + * This software is provided "AS IS," without a warranty of any
18 + * kind. All express or implied conditions, representations and
19 + * warranties, including any implied warranty of merchantability,
20 + * fitness for a particular purpose or non-infringement, are hereby
21 + * excluded.  The University of Notre Dame and its licensors shall not
22 + * be liable for any damages suffered by licensee as a result of
23 + * using, modifying or distributing the software or its
24 + * derivatives. In no event will the University of Notre Dame or its
25 + * licensors be liable for any lost revenue, profit or data, or for
26 + * direct, indirect, special, consequential, incidental or punitive
27 + * damages, however caused and regardless of the theory of liability,
28 + * arising out of the use of or inability to use software, even if the
29 + * University of Notre Dame has been advised of the possibility of
30 + * such damages.
31 + *
32 + * SUPPORT OPEN SCIENCE!  If you use OpenMD or its source code in your
33 + * research, please cite the appropriate papers when you publish your
34 + * work.  Good starting points are:
35 + *                                                                      
36 + * [1]  Meineke, et al., J. Comp. Chem. 26, 252-271 (2005).            
37 + * [2]  Fennell & Gezelter, J. Chem. Phys. 124, 234104 (2006).          
38 + * [3]  Sun, Lin & Gezelter, J. Chem. Phys. 128, 234107 (2008).          
39 + * [4]  Kuang & Gezelter,  J. Chem. Phys. 133, 164101 (2010).
40 + * [5]  Vardeman, Stocker & Gezelter, J. Chem. Theory Comput. 7, 834 (2011).
41   */
42 <
42 >
43   /**
44   * @file Vector3.hpp
45   * @author Teng Lin
# Line 38 | Line 55
55  
56   #include "Vector.hpp"
57  
58 < namespace oopse {
58 > namespace OpenMD {
59 >  
60 >  /**
61 >   * @class Vector3 Vector3.hpp "math/Vector3.hpp"
62 >   * @brief
63 >   */
64 >  
65 >  template<typename Real>
66 >  class Vector3 : public Vector<Real, 3>{
67 >  public:
68 >    typedef Real ElemType;
69 >    typedef Real* ElemPoinerType;
70 >    Vector3() : Vector<Real, 3>(){}
71 >    
72 >    /** Constructs and initializes a Vector3 from x, y, z coordinates */
73 >    inline Vector3( Real x, Real y, Real z) {
74 >      this->data_[0] = x;
75 >      this->data_[1] = y;
76 >      this->data_[2] = z;
77 >    }
78  
79 +    /** Constructs and initializes from an array*/
80 +    inline Vector3(Real* array) : Vector<Real, 3>(array) {}
81 +    
82 +    inline Vector3(const Vector<Real, 3>& v) : Vector<Real, 3>(v) {}
83 +    
84 +    inline Vector3<Real>& operator = (const Vector<Real, 3>& v) {
85 +      if (this == &v) { return *this; }
86 +      Vector<Real, 3>::operator=(v);
87 +      return *this;
88 +    }
89 +    
90      /**
91 <     * @class Vector3 Vector3.hpp "math/Vector3.hpp"
92 <     * @brief
91 >     * Returns reference of the first element of Vector3.
92 >     * @return reference of the first element of Vector3
93       */
94 +    inline Real& x() {  return this->data_[0];}
95      
96 <    template<typename Real>
97 <    class Vector3 : public Vector<Real, 3>{
98 <        public:
96 >    /**
97 >     * Returns the first element of Vector3.
98 >     * @return  the first element of Vector3
99 >     */
100 >    inline Real x() const {  return this->data_[0];}
101 >    
102 >    /**
103 >     * Returns reference of the second element of Vector3.
104 >     * @return reference of the second element of Vector3
105 >     */
106 >    inline Real& y() {  return this->data_[1];}
107 >    
108 >    /**
109 >     * Returns  the second element of Vector3.
110 >     * @return c the second element of Vector3
111 >     */
112 >    inline Real y() const {  return this->data_[1];}
113 >    
114 >    /**
115 >     * Returns reference of the third element of Vector3.
116 >     * @return reference of the third element of Vector3
117 >     */
118 >    inline Real& z() {  return this->data_[2];}
119 >    
120 >    /**
121 >     * Returns  the third element of Vector3.
122 >     * @return f the third element of Vector3
123 >     */
124 >    inline Real z() const {  return this->data_[2];}
125 >    
126 >  };
127 >  
128 >  /**
129 >   * Returns the cross product of two Vectors
130 >   * @param v1 first vector
131 >   * @param v2 second vector
132 >   * @return the cross product  of v1 and v2
133 >   */
134 >  template<typename Real>
135 >  inline Vector3<Real> cross( const Vector3<Real>& v1, const Vector3<Real>& v2 ) {
136 >    Vector3<Real> result;
137 >    
138 >    result.x() = v1.y() * v2.z() - v1.z() * v2.y();
139 >    result.y() = v1.z() * v2.x() - v1.x() * v2.z();
140 >    result.z() = v1.x() * v2.y() - v1.y() * v2.x();
141 >    
142 >    return result;
143 >  }
144  
52            Vector3() : Vector<Real, 3>(){}
145  
146 <            /** Constructs and initializes a Vector3 from x, y, z coordinates */            
147 <            inline Vector3( double x, double y, double z) {
148 <                data_[0] = x;
149 <                data_[1] = y;
150 <                data_[2] = z;
151 <            }
146 >  /**
147 >   * Returns the linear indexing for integer vectors. Compare to
148 >   * Rapaport's VLinear
149 >   *
150 >   * @param p first vector
151 >   * @param s second vector
152 >   */
153 >  template<typename Real>
154 >  inline Real Vlinear( const Vector3<Real>& p, const Vector3<Real>& s ) {
155 >    return (p.z() * s.y() + p.y()) * s.x() + p.x();
156 >  }
157  
158 <            inline Vector3(const Vector<Real, 3>& v) : Vector<Real, 3>(v) {}
159 <            
160 <            inline Vector3<Real>& operator = (const Vector<Real, 3>& v) {
64 <                if (this == &v) { return *this; }
65 <                Vector<Real, 3>::operator=(v);
66 <                return *this;
67 <            }
158 >  typedef Vector3<int> Vector3i;
159 >  
160 >  typedef Vector3<RealType> Vector3d;    
161  
162 <            /**
163 <             * Retunrs reference of the first element of Vector3.
164 <             * @return reference of the first element of Vector3
165 <             */
166 <            inline double& x() {  return data_[0];}
74 <
75 <            /**
76 <             * Retunrs the first element of Vector3.
77 <             * @return  the first element of Vector3
78 <             */
79 <            inline double x() const {  return data_[0];}
80 <
81 <            /**
82 <             * Retunrs reference of the second element of Vector3.
83 <             * @return reference of the second element of Vector3
84 <             */
85 <            inline double& y() {  return data_[1];}
86 <
87 <            /**
88 <             * Retunrs  the second element of Vector3.
89 <             * @return c the second element of Vector3
90 <             */
91 <            inline double y() const {  return data_[1];}
92 <
93 <            /**
94 <             * Retunrs reference of the third element of Vector3.
95 <             * @return reference of the third element of Vector3
96 <             */
97 <            inline double& z() {  return data_[2];}
98 <
99 <            /**
100 <             * Retunrs  the third element of Vector3.
101 <             * @return f the third element of Vector3
102 <             */
103 <            inline double z() const {  return data_[2];}
104 <
105 <    };
106 <
107 <    /**
108 <     * Returns the cross product of two Vectors
109 <     * @param v1 first vector
110 <     * @param v2 second vector
111 <     * @return the cross product  of v1 and v2
112 <     * @see #vector::dot
113 <     */
114 <    template<typename Real>
115 <    Vector3<Real> cross( const Vector3<Real>& v1, const Vector3<Real>& v2 ) {
116 <        Vector3<Real> result;
117 <                
118 <                result.x() = v1.y() * v2.z() - v1.z() * v2.y();
119 <                result.y() = v1.z() * v2.x() - v1.x() * v2.z();
120 <                result.z() = v1.x() * v2.y() - v1.y() * v2.x();
121 <
122 <                return result;
123 <    }
124 <        
162 >  const Vector3d V3Zero(0.0 , 0.0, 0.0);
163 >  const Vector3d V3X( 1.0, 0.0, 0.0 ) ;
164 >  const Vector3d V3Y( 0.0, 1.0, 0.0 ) ;
165 >  const Vector3d V3Z ( 0.0, 0.0, 1.0 ) ;
166 >
167   }
168  
127
169   #endif

Comparing trunk/src/math/Vector3.hpp (property svn:keywords):
Revision 70 by tim, Wed Oct 13 06:51:09 2004 UTC vs.
Revision 1879 by gezelter, Sun Jun 16 15:15:42 2013 UTC

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