278 lines
7.0 KiB
C++
278 lines
7.0 KiB
C++
/****************************************************************************
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* VCGLib o o *
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* Visual and Computer Graphics Library o o *
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* _ O _ *
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* Copyright(C) 2004 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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/****************************************************************************
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History
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$Log: not supported by cvs2svn $
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****************************************************************************/
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#ifndef __VCGLIB_POINT2
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#define __VCGLIB_POINT2
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//#include <limits>
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#include <assert.h>
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#include <vcg/math/base.h>
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namespace vcg {
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template <class FLTYPE> class Point2
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{
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protected:
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FLTYPE _v[2];
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typedef FLTYPE scalar;
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inline const FLTYPE &X() const {return v[0];}
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inline const FLTYPE &Y() const {return v[1];}
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inline FLTYPE &X() {return v[0];}
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inline FLTYPE &Y() {return v[1];}
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inline const FLTYPE & operator [] ( const int i ) const
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{
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assert(i>=0 && i<2);
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return v[i];
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}
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inline FLTYPE & operator [] ( const int i )
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{
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assert(i>=0 && i<2);
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return v[i];
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}
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inline Point2 () { }
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inline Point2 ( const FLTYPE nx, const FLTYPE ny )
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{
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v[0] = nx; v[1] = ny;
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}
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inline Point2 ( Point2 const & p)
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{
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v[0]= p.v[0]; v[1]= p.v[1];
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}
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inline Point2 & operator =( Point2 const & p)
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{
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v[0]= p.v[0]; v[1]= p.v[1];
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return *this;
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}
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inline void Zero()
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{
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v[0] = 0;
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v[1] = 0;
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}
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inline Point2 operator + ( Point2 const & p) const
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{
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return Point2<FLTYPE>( v[0]+p.v[0], v[1]+p.v[1] );
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}
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inline Point2 operator - ( Point2 const & p) const
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{
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return Point2<FLTYPE>( v[0]-p.v[0], v[1]-p.v[1] );
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}
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inline Point2 operator * ( const FLTYPE s ) const
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{
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return Point2<FLTYPE>( v[0] * s, v[1] * s );
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}
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inline Point2 operator / ( const FLTYPE s ) const
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{
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return Point2<FLTYPE>( v[0] / s, v[1] / s );
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}
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inline FLTYPE operator * ( Point2 const & p ) const
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{
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return ( v[0]*p.v[0] + v[1]*p.v[1] );
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}
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inline FLTYPE operator ^ ( Point2 const & p ) const
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{
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return v[1]*p.v[0] - v[0]*p.v[1];
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}
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inline Point2 & operator += ( Point2 const & p)
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{
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v[0] += p.v[0]; v[1] += p.v[1];
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return *this;
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}
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inline Point2 & operator -= ( Point2 const & p)
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{
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v[0] -= p.v[0]; v[1] -= p.v[1];
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return *this;
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}
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inline Point2 & operator *= ( const FLTYPE s )
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{
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v[0] *= s; v[1] *= s;
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return *this;
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}
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inline Point2 & operator /= ( const FLTYPE s )
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{
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v[0] /= s; v[1] /= s;
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return *this;
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}
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inline FLTYPE Norm( void ) const
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{
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return Sqrt( v[0]*v[0] + v[1]*v[1] );
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}
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inline FLTYPE SquaredNorm( void ) const
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{
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return ( v[0]*v[0] + v[1]*v[1] );
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}
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inline Point2 & Scale( const FLTYPE sx, const FLTYPE sy );
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inline Point2 & Normalize( void )
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{
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FLTYPE n = Sqrt(v[0]*v[0] + v[1]*v[1]);
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if(n>0.0) { v[0] /= n; v[1] /= n; }
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return *this;
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}
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inline bool operator == ( Point2 const & p ) const
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{
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return (v[0]==p.v[0] && v[1]==p.v[1]);
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}
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inline bool operator != ( Point2 const & p ) const
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{
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return ( (v[0]!=p.v[0]) || (v[1]!=p.v[1]) );
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}
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inline bool operator < ( Point2 const & p ) const
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{
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return (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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inline bool operator > ( Point2 const & p ) const
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{
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return (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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inline bool operator <= ( Point2 const & p ) const
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{
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return (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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inline bool operator >= ( Point2 const & p ) const
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{
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return (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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inline FLTYPE Distance( Point2 const & p ) const
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{
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return Norm(*this-p);
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}
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inline FLTYPE SquaredDistance( Point2 const & p ) const
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{
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return Norm2(*this-p);
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}
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inline Point2 & Cartesian2Polar()
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{
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FLTYPE t = (FLTYPE)atan2(v[1],v[0]);
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v[0] = Sqrt(v[0]*v[0]+v[1]*v[1]);
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v[1] = t;
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return *this;
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}
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inline Point2 & Polar2Cartesian()
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{
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FLTYPE l = v[0];
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v[0] = (FLTYPE)(l*cos(v[1]));
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v[1] = (FLTYPE)(l*sin(v[1]));
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return *this;
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}
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inline Point2 & rotate( const FLTYPE a )
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{
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FLTYPE t = v[0];
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FLTYPE s = sin(a);
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FLTYPE c = cos(a);
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v[0] = v[0]*c - v[1]*s;
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v[1] = t *s + v[1]*c;
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return *this;
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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 FLTYPE Ext( const int i ) const
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{
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if(i>=0 && i<2) return v[i];
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else return 0;
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}
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}; // end class definition
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template <class FLTYPE>
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inline FLTYPE Angle( Point2<FLTYPE> const & p1, Point2<FLTYPE> const & p2 )
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{
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return atan2(p2[1],p2[0]) - atan2(p1[1],p1[0]);
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}
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template <class FLTYPE>
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inline Point2<FLTYPE> operator - ( Point2<FLTYPE> const & p ){
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return Point2<FLTYPE>( -p.v[0], -p.v[1] );
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}
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template <class FLTYPE>
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inline Point2<FLTYPE> operator * ( const FLTYPE s, Point2<FLTYPE> const & p ){
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return Point2<FLTYPE>( p.v[0] * s, p.v[1] * s );
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}
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template <class FLTYPE>
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inline FLTYPE Norm( Point2<FLTYPE> const & p ){
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return Sqrt( p.v[0]*p.v[0] + p.v[1]*p.v[1] );
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}
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template <class FLTYPE>
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inline FLTYPE Norm2( Point2<FLTYPE> const & p ){
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return ( p.v[0]*p.v[0] + p.v[1]*p.v[1] );
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}
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template <class FLTYPE>
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inline Point2<FLTYPE> & Normalize( Point2<FLTYPE> & p ){
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FLTYPE n = Sqrt( p.v[0]*p.v[0] + p.v[1]*p.v[1] );
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if(n>0.0) p/=n;
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return p;
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}
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template <class FLTYPE>
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inline FLTYPE Distance( Point2<FLTYPE> const & p1,Point2<FLTYPE> const & p2 ){
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return Norm(p1-p2);
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}
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template <class FLTYPE>
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inline FLTYPE SquaredDistance( Point2<FLTYPE> const & p1,Point2<FLTYPE> const & p2 ){
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return Norm2(p1-p2);
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}
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typedef Point2<short> Point2s;
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typedef Point2<int> Point2i;
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typedef Point2<float> Point2f;
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typedef Point2<double> Point2d;
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} // end namespace
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#endif
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