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/*
* Copyright (C) 2010 Learning Algorithms and Systems Laboratory, EPFL, Switzerland
* Author: Eric Sauser
* email: eric.sauser@a3.epf.ch
* website: lasa.epfl.ch
*
* Permission is granted to copy, distribute, and/or modify this program
* under the terms of the GNU General Public License, version 2 or any
* later version published by the Free Software Foundation.
*
* 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
*/
#ifndef SPATIAL_VECTOR_H
#define SPATIAL_VECTOR_H
#include <math.h>
#include "Vector3.h"
#ifdef USE_MATHLIB_NAMESPACE
namespace MathLib {
#endif
/**
* \class SpatialVector
*
* \ingroup MathLib
*
* \brief An implementation of the Spatial Vector notation
*/
class SpatialVector
{
// friend class Matrix3;
public:
Vector3 mAngular;
Vector3 mLinear;
public:
/// Empty constructor
inline SpatialVector(){}
/// Copy constructor
inline SpatialVector(const SpatialVector &vector){
Set(vector);
}
/// Copy constructor
inline SpatialVector(const Vector3 &angular, const Vector3 &linear){
SetAngularComponent(angular);
SetLinearComponent(linear);
}
/// Data-based constructor
inline SpatialVector(REALTYPE wx, REALTYPE wy, REALTYPE wz, REALTYPE x, REALTYPE y, REALTYPE z){
SetAngularComponent(wx,wy,wz);
SetLinearComponent(x,y,z);
}
inline ~SpatialVector(){};
inline SpatialVector& Zero(){
mAngular.Zero();
mLinear.Zero();
return *this;
}
/// Access to the first element (can be modified)
inline REALTYPE& wx() {return mAngular.x();}
/// Access to the second element (can be modified)
inline REALTYPE& wy() {return mAngular.y();}
/// Access to the third element (can be modified)
inline REALTYPE& wz() {return mAngular.z();}
/// Access to the fourth element (can be modified)
inline REALTYPE& x() {return mLinear.x();}
/// Access to the fifth element (can be modified)
inline REALTYPE& y() {return mLinear.y();}
/// Access to the sixth element (can be modified)
inline REALTYPE& z() {return mLinear.z();}
/// Access to the first element (constant)
inline REALTYPE cwx() const {return mAngular.cx();}
/// Access to the second element (constant)
inline REALTYPE cwy() const {return mAngular.cy();}
/// Access to the thrid element (constant)
inline REALTYPE cwz() const {return mAngular.cz();}
/// Access to the fourth element (constant)
inline REALTYPE cx() const {return mLinear.cx();}
/// Access to the fifth element (constant)
inline REALTYPE cy() const {return mLinear.cy();}
/// Access to the sixth element (constant)
inline REALTYPE cz() const {return mLinear.cz();}
inline SpatialVector& Set(const SpatialVector &vector){
mAngular.Set(vector.mAngular);
mLinear.Set(vector.mLinear);
return *this;
}
inline Vector3& GetLinearComponent()
{
return mLinear;
}
inline Vector3& GetAngularComponent()
{
return mAngular;
}
inline Vector3& GetLinearComponent(Vector3 & result) const
{
result.Set(mLinear);
return result;
}
inline Vector3& GetAngularComponent(Vector3 & result) const
{
result.Set(mAngular);
return result;
}
inline SpatialVector& SetLinearComponent(const Vector3 & vector)
{
mLinear.Set(vector);
return *this;
}
inline SpatialVector& SetAngularComponent(const Vector3 & vector)
{
mAngular.Set(vector);
return *this;
}
inline Vector3& SetLinearComponent()
{
return mLinear;
}
inline Vector3& SetAngularComponent()
{
return mAngular;
}
inline SpatialVector& SetLinearComponent(REALTYPE x, REALTYPE y, REALTYPE z)
{
mLinear.Set(x,y,z);
return *this;
}
inline SpatialVector& SetAngularComponent(REALTYPE wx, REALTYPE wy, REALTYPE wz)
{
mAngular.Set(wx,wy,wz);
return *this;
}
/// Assigment operator
inline SpatialVector& operator = (const SpatialVector &vector)
{
return Set(vector);
}
/// Inverse operator
inline SpatialVector operator - () const
{
SpatialVector result;
return Minus(result);
}
/// Inverse operator
inline SpatialVector& Minus(SpatialVector& result) const
{
mAngular.Minus(result.mAngular);
mLinear.Minus(result.mLinear);
return result;
}
/// Assigment data-wise operations
inline SpatialVector& operator += (const SpatialVector &vector)
{
return SAdd(vector);
}
inline SpatialVector& operator -= (const SpatialVector &vector)
{
return SSub(vector);
}
inline SpatialVector& operator *= (const SpatialVector &vector)
{
return SMult(vector);
}
inline SpatialVector& operator /= (const SpatialVector &vector)
{
return SDiv(vector);
}
/// Assigment data-wise operations
inline SpatialVector& SAdd(const SpatialVector &vector)
{
mAngular += vector.mAngular;
mLinear += vector.mLinear;
return *this;
}
inline SpatialVector& SSub(const SpatialVector &vector)
{
mAngular -= vector.mAngular;
mLinear -= vector.mLinear;
return *this;
}
inline SpatialVector& SMult(const SpatialVector &vector)
{
mAngular ^= vector.mAngular;
mLinear ^= vector.mLinear;
return *this;
}
inline SpatialVector& SDiv(const SpatialVector &vector)
{
mAngular /= vector.mAngular;
mLinear /= vector.mLinear;
return *this;
}
/// Assigment operations
inline SpatialVector& operator += (REALTYPE scalar)
{
return SAdd(scalar);
}
inline SpatialVector& operator -= (REALTYPE scalar)
{
return SSub(scalar);
}
inline SpatialVector& operator *= (REALTYPE scalar)
{
return SMult(scalar);
}
inline SpatialVector& operator /= (REALTYPE scalar)
{
return SDiv(scalar);
}
/// Assigment and operations
inline SpatialVector& SAdd(REALTYPE scalar)
{
mAngular+=scalar;
mLinear+=scalar;
return *this;
}
inline SpatialVector& SSub(REALTYPE scalar)
{
mAngular-=scalar;
mLinear-=scalar;
return *this;
}
inline SpatialVector& SMult(REALTYPE scalar)
{
mAngular *= scalar;
mLinear *= scalar;
return *this;
}
inline SpatialVector& SDiv(REALTYPE scalar)
{
scalar = R_ONE / scalar;
mAngular *= scalar;
mLinear *= scalar;
return *this;
}
/// Vector data-wise operators
inline SpatialVector operator + (const SpatialVector &vector) const
{
SpatialVector result;
return Add(vector,result);
}
inline SpatialVector operator - (const SpatialVector &vector) const
{
SpatialVector result;
return Sub(vector,result);
}
inline SpatialVector operator ^ (const SpatialVector &vector) const
{
SpatialVector result;
return Mult(vector,result);
}
inline SpatialVector operator / (const SpatialVector &vector) const
{
SpatialVector result;
return Div(vector,result);
}
inline SpatialVector Add(const SpatialVector &vector) const
{
SpatialVector result;
return Add(vector,result);
}
inline SpatialVector Sub(const SpatialVector &vector) const
{
SpatialVector result;
return Sub(vector,result);
}
inline SpatialVector Mult(const SpatialVector &vector) const
{
SpatialVector result;
return Mult(vector,result);
}
inline SpatialVector Div(const SpatialVector &vector) const
{
SpatialVector result;
return Div(vector,result);
}
/// Vector data-wise operations (faster than using operators)
inline SpatialVector& Add(const SpatialVector &vector, SpatialVector &result) const
{
mAngular.Add(vector.mAngular,result.mAngular);
mLinear.Add(vector.mLinear,result.mLinear);
return result;
}
inline SpatialVector& Sub(const SpatialVector &vector, SpatialVector &result) const
{
mAngular.Sub(vector.mAngular,result.mAngular);
mLinear.Sub(vector.mLinear,result.mLinear);
return result;
}
inline SpatialVector& Mult(const SpatialVector &vector, SpatialVector &result) const
{
mAngular.Mult(vector.mAngular,result.mAngular);
mLinear.Mult(vector.mLinear,result.mLinear);
return result;
}
inline SpatialVector& Div(const SpatialVector &vector, SpatialVector &result) const
{
mAngular.Div(vector.mAngular,result.mAngular);
mLinear.Div(vector.mLinear,result.mLinear);
return result;
}
/// Scalar operations using operators
inline SpatialVector operator + (REALTYPE scalar) const
{
SpatialVector result;
return Add(scalar,result);
}
inline SpatialVector operator - (REALTYPE scalar) const
{
SpatialVector result;
return Sub(scalar,result);
}
inline SpatialVector operator * (REALTYPE scalar) const
{
SpatialVector result;
return Mult(scalar,result);
}
inline SpatialVector operator / (REALTYPE scalar) const
{
SpatialVector result;
return Div(scalar,result);
}
inline SpatialVector Add(REALTYPE scalar) const
{
SpatialVector result;
return Add(scalar,result);
}
inline SpatialVector Sub(REALTYPE scalar) const
{
SpatialVector result;
return Sub(scalar,result);
}
inline SpatialVector Mult(REALTYPE scalar) const
{
SpatialVector result;
return Mult(scalar,result);
}
inline SpatialVector Div(REALTYPE scalar) const
{
SpatialVector result;
return Div(scalar,result);
}
/// Scalar operations with result as a parameter (faster than pure operators)
inline SpatialVector& Add(REALTYPE scalar, SpatialVector& result) const
{
mAngular.Add(scalar,result.mAngular);
mLinear.Add(scalar,result.mLinear);
return result;
}
inline SpatialVector& Sub(REALTYPE scalar, SpatialVector& result) const
{
mAngular.Sub(scalar,result.mAngular);
mLinear.Sub(scalar,result.mLinear);
return result;
}
inline SpatialVector& Mult(REALTYPE scalar, SpatialVector& result) const
{
mAngular.Mult(scalar,result.mAngular);
mLinear.Mult(scalar,result.mLinear);
return result;
}
inline SpatialVector& Div(REALTYPE scalar, SpatialVector& result) const
{
scalar = R_ONE/scalar;
mAngular.Mult(scalar,result.mAngular);
mLinear.Mult(scalar,result.mLinear);
return result;
}
/// Tests equality of two vectors
inline bool operator == (const SpatialVector& vector) const
{
return ((mLinear==vector.mLinear)&&(mAngular==vector.mAngular));
}
/// tests inequality of two vectors
inline bool operator != (const SpatialVector& vector) const
{
return !(*this == vector);
}
/// Performs the dot product
inline REALTYPE Dot(const SpatialVector &vector) const
{
REALTYPE result = mAngular.Dot(vector.mAngular);
result += mLinear.Dot(vector.mLinear);
return result;
}
/// Truncs the data between minVal and maxVal
inline SpatialVector Trunc(const REALTYPE minVal, const REALTYPE maxVal)
{
mAngular.Trunc(minVal,maxVal);
mLinear.Trunc(minVal,maxVal);
return *this;
}
/// Truncs each data between each minVal and maxVal vectors
inline SpatialVector Trunc(const SpatialVector &minVal, const SpatialVector &maxVal)
{
mAngular.Trunc(minVal.mAngular,maxVal.mAngular);
mLinear.Trunc(minVal.mLinear,maxVal.mLinear);
return *this;
}
inline TVector<6>& ToTVector6(TVector<6> & result){
for(int i=0;i<3;i++){
result._[i] = mAngular._[i];
result._[i+3] = mLinear._[i];
}
return result;
}
/// Print the vector to stdout
friend std::ostream & operator<<(std::ostream& out, const SpatialVector & a){
PRINT_BEGIN(out);
out.width(PRINT_WIDTH); out<< a.cwx()<<" ";
out.width(PRINT_WIDTH); out<< a.cwy()<<" ";
out.width(PRINT_WIDTH); out<< a.cwz()<<" ";
out.width(PRINT_WIDTH); out<< a.cx()<<" ";
out.width(PRINT_WIDTH); out<< a.cy()<<" ";
out.width(PRINT_WIDTH); out<< a.cz()<<" ";
PRINT_END(out);
return out;
}
/// Prints out the vector to stdout
void Print() const;
void Print(string name) const;
/*
{
std::cout << "SpatialVector" <<std::endl;;
for (unsigned int i = 0; i < 3; i++)
std::cout << mAngular._[i] <<" ";
for (unsigned int i = 0; i < 3; i++)
std::cout << mLinear._[i] <<" ";
std::cout << "\n";
}*/
};
#ifdef USE_MATHLIB_NAMESPACE
}
#endif
#endif
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