added commets (doxy), uniformed with new style, now using math::, ...
added HomoNormalize(), Zero()... remade StableDot() (hand made sort).
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35d6370a57
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@ -24,9 +24,6 @@
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History
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$Log: not supported by cvs2svn $
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Revision 1.2 2004/03/10 00:35:24 cignoni
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added a math namespace reference
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Revision 1.1 2004/02/10 01:11:28 cignoni
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Edited Comments and GPL license
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@ -35,25 +32,29 @@ Edited Comments and GPL license
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#ifndef __VCGLIB_POINT4
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#define __VCGLIB_POINT4
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#include <vcg/space/point3.h>
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namespace vcg {
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/** \addtogroup space */
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/*@{*/
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/**
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The templated class for representing a point in 4D space.
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The class is templated over the ScalarType class that is used to represent coordinates. All the usual
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operator overloading (* + - ...) is present. This class is also the base for vcg::Color4
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The class is templated over the ScalarType class that is used to represent coordinates.
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All the usual operator (* + - ...) are defined.
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*/
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template <class T> class Point4
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{
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protected:
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/// The only data member. Hidden to user.
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T _v[4];
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public:
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typedef T scalar;
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typedef T ScalarType;
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//@{
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/** @name Standard Constructors and Initializers
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No casting operators have been introduced to avoid automatic unattended (and costly) conversion between different point types
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**/
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inline Point4 () { }
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inline Point4 ( const T nx, const T ny, const T nz , const T nw )
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@ -68,22 +69,32 @@ public:
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{
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_v[0]= p._v[0]; _v[1]= p._v[1]; _v[2]= p._v[2]; _v[3]= p._v[3];
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}
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inline Point4 ( const Point3<T> & p )
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{
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_v[0] = p.V(0);
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_v[1] = p.V(1);
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_v[2] = p.V(2);
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_v[3] = 1.0;
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inline Zero()
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{
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_v[0] = _v[1] = _v[2] = _v[3]= 0;
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}
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inline Point4 & operator = ( const Point4 & p )
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template <class Q>
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/// importer from different Point4 types
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inline void Import( const Point4<Q> & b )
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{
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_v[0]= p._v[0]; _v[1]= p._v[1]; _v[2]= p._v[2]; _v[3]= p._v[3];
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return *this;
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_v[0] = T(b[0]); _v[1] = T(b[1]);
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_v[2] = T(b[2]);
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_v[3] = T(b[3]);
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}
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inline T &x() {return _v[0];}
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inline T &y() {return _v[1];}
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inline T &z() {return _v[2];}
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inline T &w() {return _v[3];}
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/// constuctor that imports from different Point4 types
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template <class Q>
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static inline Point4 Construct( const Point4<Q> & b )
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{
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return Point4(T(b[0]),T(b[1]),T(b[2]),T(b[3]));
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}
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//@}
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//@{
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/** @name Data Access.
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access to data is done by overloading of [] or explicit naming of coords (x,y,z,w)
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**/
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inline const T & operator [] ( const int i ) const
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{
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assert(i>=0 && i<4);
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assert(i>=0 && i<4);
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return _v[i];
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}
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inline T &X() {return _v[0];}
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inline T &Y() {return _v[1];}
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inline T &Z() {return _v[2];}
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inline T &W() {return _v[3];}
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inline T const * V() const
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{
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return _v;
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assert(i>=0 && i<4);
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return _v[i];
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}
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/// Padding function: give a default 0 value to all the elements that are not in the [0..2] range.
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/// Useful for managing in a consistent way object that could have point2 / point3 / point4
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inline T Ext( const int i ) const
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{
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if(i>=0 && i<=3) return _v[i];
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else return 0;
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}
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//@}
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//@{
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/** @name Linear operators and the likes
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**/
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inline Point4 operator + ( const Point4 & p) const
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{
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return Point4( _v[0]+p._v[0], _v[1]+p._v[1], _v[2]+p._v[2], _v[3]+p._v[3] );
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{
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return Point4( _v[0]/s, _v[1]/s, _v[2]/s, _v[3]/s );
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}
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inline T operator * ( const Point4 & p ) const
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{
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return _v[0]*p._v[0] + _v[1]*p._v[1] + _v[2]*p._v[2] + _v[3]*p._v[3];
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}
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inline Point4 & operator += ( const Point4 & p)
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{
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_v[0] += p._v[0]; _v[1] += p._v[1]; _v[2] += p._v[2]; _v[3] += p._v[3];
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_v[0] /= s; _v[1] /= s; _v[2] /= s; _v[3] /= s;
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return *this;
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}
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inline Point4 operator - () const
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{
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return Point4( -_v[0], -_v[1], -_v[2], -_v[3] );
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}
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//@}
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//@{
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/** @name Norms and normalizations
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**/
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/// Euclidian normal
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inline T Norm() const
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{
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return Sqrt( _v[0]*_v[0] + _v[1]*_v[1] + _v[2]*_v[2] + _v[3]*_v[3] );
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}
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/// Squared euclidian normal
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inline T SquaredNorm() const
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{
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return _v[0]*_v[0] + _v[1]*_v[1] + _v[2]*_v[2] + _v[3]*_v[3];
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}
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/// Euclidian normalization
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inline Point4 & Normalize()
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{
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T n = Sqrt(_v[0]*_v[0] + _v[1]*_v[1] + _v[2]*_v[2] + _v[3]*_v[3] );
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if(n>0.0) { _v[0] /= n; _v[1] /= n; _v[2] /= n; _v[3] /= n; }
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return *this;
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}
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inline Point4 operator - () const
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{
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return Point4( -_v[0], -_v[1], -_v[2], -_v[3] );
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}
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/// Homogeneous normalization (division by W)
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inline Point4 & HomoNormalize(){
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if (_v[3]!=0.0) { _v[0] /= _v[3]; _v[1] /= _v[3]; _v[2] /= _v[3]; _v[3]=1.0; }
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return *this;
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};
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//@}
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//@{
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/** @name Comparison operators (lexicographical order)
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**/
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inline bool operator == ( const Point4& p ) const
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{
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return _v[0]==p._v[0] && _v[1]==p._v[1] && _v[2]==p._v[2] && _v[3]==p._v[3];
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(_v[1]!=p._v[1])?(_v[1]> p._v[1]):
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(_v[0]>=p._v[0]);
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}
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/// Questa funzione estende il vettore ad un qualsiasi numero di dimensioni
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/// paddando gli elementi estesi con zeri
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inline T Ext( const int i ) const
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{
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if(i>=0 && i<=3) return _v[i];
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else return 0;
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}
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//@}
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//@{
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/** @name Dot products
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**/
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T stable_dot ( const Point4<T> & p ) const
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// dot product
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inline T operator * ( const Point4 & p ) const
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{
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return _v[0]*p._v[0] + _v[1]*p._v[1] + _v[2]*p._v[2] + _v[3]*p._v[3];
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}
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/// slower version, more stable (double precision only)
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T StableDot ( const Point4<T> & p ) const
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{
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T k[4];
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k[0] = _v[0]*p._v[0];
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k[1] = _v[1]*p._v[1];
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k[2] = _v[2]*p._v[2];
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k[3] = _v[3]*p._v[3];
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sort(k+0,k+4, math::MagnitudoComparer<T>() );
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T q = k[0];
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q += k[1];
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q += k[2];
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q += k[3];
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return q;
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T k0=_v[0]*p._v[0], k1=_v[1]*p._v[1], k2=_v[2]*p._v[2], k3=_v[3]*p._v[3];
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int exp0,exp1,exp2,exp3;
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frexp( double(k0), &exp0 );frexp( double(k1), &exp1 );
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frexp( double(k2), &exp2 );frexp( double(k3), &exp3 );
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if (exp0>exp1) { math::Swap(k0,k1); math::Swap(exp0,exp1); }
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if (exp2>exp3) { math::Swap(k2,k3); math::Swap(exp2,exp3); }
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if (exp0>exp2) { math::Swap(k0,k2); math::Swap(exp0,exp2); }
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if (exp1>exp3) { math::Swap(k1,k3); math::Swap(exp1,exp3); }
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if (exp2>exp3) { math::Swap(k2,k3); math::Swap(exp2,exp3); }
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return ( (k0 + k1) + k2 ) +k3;
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}
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//@}
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template <class Q>
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inline void Import( const Point4<Q> & b )
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{
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_v[0] = T(b[0]);
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_v[1] = T(b[1]);
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_v[2] = T(b[2]);
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_v[3] = T(b[3]);
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}
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}; // end class definition
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#ifdef __VCG_USE_P4_INTRINSIC__
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#include <vcg/p4/point4p4.h>
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#endif
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template <class T>
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T Angle( const Point4<T>& p1, const Point4<T> & p2 )
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{
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if(w==0) return -1;
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T t = (p1*p2)/w;
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if(t>1) t=1;
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return T( acos(t) );
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return T( math::Acos(t) );
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}
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template <class T>
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inline T Norm( const Point4<T> & p )
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{
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return p.SquaredNorm();
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}
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/* Deprecato
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template <class T>
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inline Point4<T> & Normalize( Point4<T> & p ){
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T n = Sqrt( p._v[0]*p._v[0] + p._v[1]*p._v[1] + p._v[2]*p._v[2] + p._v[3]*p._v[3] );
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if(n>0.0) p/=n;
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return p;
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}
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*/
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template <class T>
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inline T Distance( const Point4<T> & p1, const Point4<T> & p2 )
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{
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return SquaredNorm(p1-p2);
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}
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/// slower version of dot product, more stable (double precision only)
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template<class T>
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double StableDot ( Point4<T> const & p0, Point4<T> const & p1 )
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{
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return p0.StableDot(p1);
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}
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typedef Point4<short> Point4s;
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typedef Point4<int> Point4i;
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typedef Point4<double> Point4d;
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/*@}*/
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} // end namespace
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#endif
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