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authorTamito Kajiyama <rd6t-kjym@asahi-net.or.jp>2012-12-22 22:25:01 +0400
committerTamito Kajiyama <rd6t-kjym@asahi-net.or.jp>2012-12-22 22:25:01 +0400
commitfa0211df269a3398dd70467982f9e129c79e501b (patch)
tree404ee267890602b49470cb640986b50d2c2055c1 /source/blender/freestyle/intern/geometry/VecMat.h
parent8b57a67f3eb57366c2b3abcb8f3b04403d339e1a (diff)
Another "insanely" big code clean-up patch by Bastien Montagne, many thanks!
Diffstat (limited to 'source/blender/freestyle/intern/geometry/VecMat.h')
-rw-r--r--source/blender/freestyle/intern/geometry/VecMat.h1843
1 files changed, 960 insertions, 883 deletions
diff --git a/source/blender/freestyle/intern/geometry/VecMat.h b/source/blender/freestyle/intern/geometry/VecMat.h
index 9bbec3b1349..5b64a6e4502 100644
--- a/source/blender/freestyle/intern/geometry/VecMat.h
+++ b/source/blender/freestyle/intern/geometry/VecMat.h
@@ -1,899 +1,976 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * 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
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2010 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#ifndef __VECMAT_H__
+#define __VECMAT_H__
+
+/** \file blender/freestyle/intern/geometry/VecMat.h
+ * \ingroup freestyle
+ * \brief Vectors and Matrices definition and manipulation
+ * \author Sylvain Paris
+ * \author Emmanuel Turquin
+ * \author Stephane Grabli
+ * \date 12/06/2003
+ */
+
+#include <iostream>
+#include <math.h>
+#include <vector>
+
+namespace VecMat {
+
+namespace Internal {
+ template <bool B>
+ struct is_false {};
+
+ template <>
+ struct is_false<false>
+ {
+ static inline void ensure() {}
+ };
+} // end of namespace Internal
+
//
-// Filename : VecMat.h
-// Author(s) : Sylvain Paris
-// Emmanuel Turquin
-// Stephane Grabli
-// Purpose : Vectors and Matrices definition and manipulation
-// Date of creation : 12/06/2003
+// Vector class
+// - T: value type
+// - N: dimension
//
-///////////////////////////////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////
+
+template <class T, unsigned N>
+class Vec
+{
+public:
+ typedef T value_type;
+
+ // constructors
+ inline Vec()
+ {
+ for (unsigned int i = 0; i < N; i++)
+ this->_coord[i] = 0;
+ }
+
+ ~Vec()
+ {
+ Internal::is_false<(N == 0)>::ensure();
+ }
+
+ template <class U>
+ explicit inline Vec(const U tab[N])
+ {
+ for (unsigned int i = 0; i < N; i++)
+ this->_coord[i] = (T)tab[i];
+ }
+
+ template <class U>
+ explicit inline Vec(const std::vector<U>& tab)
+ {
+ for (unsigned int i = 0; i < N; i++)
+ this->_coord[i] = (T)tab[i];
+ }
+
+ template <class U>
+ explicit inline Vec(const Vec<U, N>& v)
+ {
+ for (unsigned int i = 0; i < N; i++)
+ this->_coord[i] = (T)v[i];
+ }
+
+ // accessors
+ inline value_type operator[](const unsigned i) const
+ {
+ return this->_coord[i];
+ }
+
+ inline value_type& operator[](const unsigned i)
+ {
+ return this->_coord[i];
+ }
+
+ static inline unsigned dim()
+ {
+ return N;
+ }
+
+ // various useful methods
+ inline value_type norm() const
+ {
+ return (T)sqrt((float)squareNorm());
+ }
+
+ inline value_type squareNorm() const
+ {
+ return (*this) * (*this);
+ }
+
+ inline Vec<T, N>& normalize()
+ {
+ value_type n = norm();
+ for (unsigned int i = 0; i < N; i++)
+ this->_coord[i] /= n;
+ return *this;
+ }
+
+ inline Vec<T, N>& normalizeSafe()
+ {
+ value_type n = norm();
+ if (n) {
+ for (unsigned int i = 0; i < N; i++)
+ this->_coord[i] /= n;
+ }
+ return *this;
+ }
+
+ // classical operators
+ inline Vec<T, N> operator+(const Vec<T, N>& v) const
+ {
+ Vec<T, N> res(v);
+ res += *this;
+ return res;
+ }
+
+ inline Vec<T, N> operator-(const Vec<T,N>& v) const
+ {
+ Vec<T, N> res(*this);
+ res -= v;
+ return res;
+ }
+
+ inline Vec<T, N> operator*(const typename Vec<T,N>::value_type r) const
+ {
+ Vec<T, N> res(*this);
+ res *= r;
+ return res;
+ }
+
+ inline Vec<T, N> operator/(const typename Vec<T,N>::value_type r) const
+ {
+ Vec<T, N> res(*this);
+ if (r)
+ res /= r;
+ return res;
+ }
+
+ // dot product
+ inline value_type operator*(const Vec<T, N>& v) const
+ {
+ value_type sum = 0;
+ for (unsigned int i = 0; i < N; i++)
+ sum += (*this)[i] * v[i];
+ return sum;
+ }
+
+ template <class U>
+ inline Vec<T, N>& operator=(const Vec<U, N>& v)
+ {
+ if (this != &v) {
+ for (unsigned int i = 0; i < N; i++)
+ this->_coord[i] = (T)v[i];
+ }
+ return *this;
+ }
+
+ template <class U>
+ inline Vec<T, N>& operator+=(const Vec<U, N>& v)
+ {
+ for (unsigned int i = 0 ; i < N; i++)
+ this->_coord[i] += (T)v[i];
+ return *this;
+ }
+
+ template <class U>
+ inline Vec<T, N>& operator-=(const Vec<U, N>& v)
+ {
+ for (unsigned int i = 0 ; i < N; i++)
+ this->_coord[i] -= (T)v[i];
+ return *this;
+ }
+
+ template <class U>
+ inline Vec<T, N>& operator*=(const U r)
+ {
+ for (unsigned int i = 0 ; i < N; i++)
+ this->_coord[i] *= r;
+ return *this;
+ }
+
+ template <class U>
+ inline Vec<T, N>& operator/=(const U r)
+ {
+ if (r) {
+ for (unsigned int i = 0 ; i < N; i++)
+ this->_coord[i] /= r;
+ }
+ return *this;
+ }
+
+ inline bool operator==(const Vec<T, N>& v) const
+ {
+ for (unsigned int i = 0; i < N; i++) {
+ if (this->_coord[i] != v[i])
+ return false;
+ }
+ return true;
+ }
+
+ inline bool operator!=(const Vec<T, N>& v) const
+ {
+ for (unsigned int i = 0; i < N; i++) {
+ if (this->_coord[i] != v[i])
+ return true;
+ }
+ return false;
+ }
+
+ inline bool operator<(const Vec<T, N>& v) const
+ {
+ for (unsigned int i = 0; i < N; i++) {
+ if (this->_coord[i] < v[i])
+ return true;
+ if (this->_coord[i] > v[i])
+ return false;
+ if (this->_coord[i] == v[i])
+ continue;
+ }
+ return false;
+ }
+
+ inline bool operator>(const Vec<T, N>& v) const
+ {
+ for (unsigned int i = 0; i < N; i++) {
+ if (this->_coord[i] > v[i])
+ return true;
+ if (this->_coord[i] < v[i])
+ return false;
+ if (this->_coord[i] == v[i])
+ continue;
+ }
+ return false;
+ }
+
+protected:
+ value_type _coord[N];
+ enum {
+ _dim = N,
+ };
+};
//
-// Copyright (C) : Please refer to the COPYRIGHT file distributed
-// with this source distribution.
+// Vec2 class (2D Vector)
+// - T: value type
+//
+/////////////////////////////////////////////////////////////////////////////
+
+template <class T>
+class Vec2 : public Vec<T, 2>
+{
+public:
+ typedef typename Vec<T, 2>::value_type value_type;
+
+ inline Vec2() : Vec<T, 2>() {}
+
+ template <class U>
+ explicit inline Vec2(const U tab[2]) : Vec<T, 2>(tab) {}
+
+ template <class U>
+ explicit inline Vec2(const std::vector<U>& tab) : Vec<T, 2>(tab) {}
+
+ template <class U>
+ inline Vec2(const Vec<U, 2>& v) : Vec<T, 2>(v) {}
+
+ inline Vec2(const value_type x, const value_type y = 0) : Vec<T, 2>()
+ {
+ this->_coord[0] = (T)x;
+ this->_coord[1] = (T)y;
+ }
+
+ inline value_type x() const
+ {
+ return this->_coord[0];
+ }
+
+ inline value_type& x()
+ {
+ return this->_coord[0];
+ }
+
+ inline value_type y() const
+ {
+ return this->_coord[1];
+ }
+
+ inline value_type& y()
+ {
+ return this->_coord[1];
+ }
+
+ inline void setX(const value_type v)
+ {
+ this->_coord[0] = v;
+ }
+
+ inline void setY(const value_type v)
+ {
+ this->_coord[1] = v;
+ }
+
+ // FIXME: hack swig -- no choice
+ inline Vec2<T> operator+(const Vec2<T>& v) const
+ {
+ Vec2<T> res(v);
+ res += *this;
+ return res;
+ }
+
+ inline Vec2<T> operator-(const Vec2<T>& v) const
+ {
+ Vec2<T> res(*this);
+ res -= v;
+ return res;
+ }
+
+ inline Vec2<T> operator*(const value_type r) const
+ {
+ Vec2<T> res(*this);
+ res *= r;
+ return res;
+ }
+
+ inline Vec2<T> operator/(const value_type r) const
+ {
+ Vec2<T> res(*this);
+ if (r)
+ res /= r;
+ return res;
+ }
+
+ // dot product
+ inline value_type operator*(const Vec2<T>& v) const
+ {
+ value_type sum = 0;
+ for (unsigned int i = 0; i < 2; i++)
+ sum += (*this)[i] * v[i];
+ return sum;
+ }
+};
+
+
//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
+// HVec3 class (3D Vector in homogeneous coordinates)
+// - T: value type
//
-// 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.
+/////////////////////////////////////////////////////////////////////////////
+
+template <class T>
+class HVec3 : public Vec<T, 4>
+{
+public:
+ typedef typename Vec<T, 4>::value_type value_type;
+
+ inline HVec3() : Vec<T, 4>() {}
+
+ template <class U>
+ explicit inline HVec3(const U tab[4]) : Vec<T, 4>(tab) {}
+
+ template <class U>
+ explicit inline HVec3(const std::vector<U>& tab) : Vec<T, 4>(tab) {}
+
+ template<class U>
+ inline HVec3(const Vec<U, 4>& v) : Vec<T, 4>(v) {}
+
+ inline HVec3(const value_type sx, const value_type sy = 0, const value_type sz = 0, const value_type s = 1)
+ {
+ this->_coord[0] = sx;
+ this->_coord[1] = sy;
+ this->_coord[2] = sz;
+ this->_coord[3] = s;
+ }
+
+ template <class U>
+ inline HVec3(const Vec<U, 3>& sv, const U s = 1)
+ {
+ this->_coord[0] = (T)sv[0];
+ this->_coord[1] = (T)sv[1];
+ this->_coord[2] = (T)sv[2];
+ this->_coord[3] = (T)s;
+ }
+
+ inline value_type sx() const
+ {
+ return this->_coord[0];
+ }
+
+ inline value_type& sx()
+ {
+ return this->_coord[0];
+ }
+
+ inline value_type sy() const
+ {
+ return this->_coord[1];
+ }
+
+ inline value_type& sy(){
+ return this->_coord[1];
+ }
+
+ inline value_type sz() const
+ {
+ return this->_coord[2];
+ }
+
+ inline value_type& sz()
+ {
+ return this->_coord[2];
+ }
+
+ inline value_type s() const
+ {
+ return this->_coord[3];
+ }
+
+ inline value_type& s()
+ {
+ return this->_coord[3];
+ }
+
+ // Acces to non-homogeneous coordinates in 3D
+ inline value_type x() const
+ {
+ return this->_coord[0] / this->_coord[3];
+ }
+
+ inline value_type y() const
+ {
+ return this->_coord[1] / this->_coord[3];
+ }
+
+ inline value_type z() const
+ {
+ return this->_coord[2] / this->_coord[3];
+ }
+};
+
+
//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+// Vec3 class (3D Vec)
+// - T: value type
//
-///////////////////////////////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////
+template <class T>
+class Vec3 : public Vec<T, 3>
+{
+public:
+ typedef typename Vec<T, 3>::value_type value_type;
+
+ inline Vec3() : Vec<T, 3>() {}
+
+ template <class U>
+ explicit inline Vec3(const U tab[3]) : Vec<T, 3>(tab) {}
+
+ template <class U>
+ explicit inline Vec3(const std::vector<U>& tab) : Vec<T, 3>(tab) {}
+
+ template<class U>
+ inline Vec3(const Vec<U, 3>& v) : Vec<T, 3>(v) {}
+
+ template<class U>
+ inline Vec3(const HVec3<U>& v)
+ {
+ this->_coord[0] = (T)v.x();
+ this->_coord[1] = (T)v.y();
+ this->_coord[2] = (T)v.z();
+ }
+
+ inline Vec3(const value_type x, const value_type y = 0, const value_type z = 0) : Vec<T, 3>()
+ {
+ this->_coord[0] = x;
+ this->_coord[1] = y;
+ this->_coord[2] = z;
+ }
+
+ inline value_type x() const
+ {
+ return this->_coord[0];
+ }
+
+ inline value_type& x()
+ {
+ return this->_coord[0];
+ }
+
+ inline value_type y() const
+ {
+ return this->_coord[1];
+ }
+
+ inline value_type& y()
+ {
+ return this->_coord[1];
+ }
+
+ inline value_type z() const
+ {
+ return this->_coord[2];
+ }
+
+ inline value_type& z()
+ {
+ return this->_coord[2];
+ }
+
+ inline void setX(const value_type v)
+ {
+ this->_coord[0] = v;
+ }
+
+ inline void setY(const value_type v)
+ {
+ this->_coord[1] = v;
+ }
+
+ inline void setZ(const value_type v)
+ {
+ this->_coord[2] = v;
+ }
+
+ // classical operators
+ // FIXME: hack swig -- no choice
+ inline Vec3<T> operator+(const Vec3<T>& v) const
+ {
+ Vec3<T> res(v);
+ res += *this;
+ return res;
+ }
+
+ inline Vec3<T> operator-(const Vec3<T>& v) const
+ {
+ Vec3<T> res(*this);
+ res -= v;
+ return res;
+ }
+
+ inline Vec3<T> operator*(const value_type r) const
+ {
+ Vec3<T> res(*this);
+ res *= r;
+ return res;
+ }
+
+ inline Vec3<T> operator/(const value_type r) const
+ {
+ Vec3<T> res(*this);
+ if (r)
+ res /= r;
+ return res;
+ }
+
+ // dot product
+ inline value_type operator*(const Vec3<T>& v) const
+ {
+ value_type sum = 0;
+ for (unsigned int i = 0; i < 3; i++)
+ sum += (*this)[i] * v[i];
+ return sum;
+ }
+
+ // cross product for 3D Vectors
+ // FIXME: hack swig -- no choice
+ inline Vec3<T> operator^(const Vec3<T>& v) const
+ {
+ Vec3<T> res((*this)[1] * v[2] - (*this)[2] * v[1],
+ (*this)[2] * v[0] - (*this)[0] * v[2],
+ (*this)[0] * v[1] - (*this)[1] * v[0]);
+ return res;
+ }
+
+ // cross product for 3D Vectors
+ template <typename U>
+ inline Vec3<T> operator^(const Vec<U, 3>& v) const
+ {
+ Vec3<T> res((*this)[1] * v[2] - (*this)[2] * v[1],
+ (*this)[2] * v[0] - (*this)[0] * v[2],
+ (*this)[0] * v[1] - (*this)[1] * v[0]);
+ return res;
+ }
+};
-#ifndef VECMAT_H
-# define VECMAT_H
-# include <math.h>
-# include <vector>
-# include <iostream>
+//
+// Matrix class
+// - T: value type
+// - M: rows
+// - N: cols
+//
+/////////////////////////////////////////////////////////////////////////////
+
+// Dirty, but icc under Windows needs this
+#define _SIZE (M * N)
+
+template <class T, unsigned M, unsigned N>
+class Matrix
+{
+public:
+ typedef T value_type;
+
+ inline Matrix()
+ {
+ for (unsigned int i = 0; i < _SIZE; i++)
+ this->_coord[i] = 0;
+ }
+
+ ~Matrix()
+ {
+ Internal::is_false<(M == 0)>::ensure();
+ Internal::is_false<(N == 0)>::ensure();
+ }
+
+ template <class U>
+ explicit inline Matrix(const U tab[_SIZE])
+ {
+ for (unsigned int i = 0; i < _SIZE; i++)
+ this->_coord[i] = tab[i];
+ }
+
+ template <class U>
+ explicit inline Matrix(const std::vector<U>& tab)
+ {
+ for (unsigned int i = 0; i < _SIZE; i++)
+ this->_coord[i] = tab[i];
+ }
+
+ template <class U>
+ inline Matrix(const Matrix<U, M, N>& m)
+ {
+ for (unsigned int i = 0; i < M; i++) {
+ for (unsigned int j = 0; j < N; j++)
+ this->_coord[i * N + j] = (T)m(i, j);
+ }
+ }
+
+ inline value_type operator()(const unsigned i, const unsigned j) const
+ {
+ return this->_coord[i * N + j];
+ }
+
+ inline value_type& operator()(const unsigned i, const unsigned j)
+ {
+ return this->_coord[i * N + j];
+ }
+
+ static inline unsigned rows()
+ {
+ return M;
+ }
+
+ static inline unsigned cols()
+ {
+ return N;
+ }
+
+ inline Matrix<T, M, N>& transpose() const
+ {
+ Matrix<T, N, M> res;
+ for (unsigned int i = 0; i < M; i++) {
+ for (unsigned int j = 0; j < N; j++)
+ res(j, i) = this->_coord[i * N + j];
+ }
+ return res;
+ }
+
+ template <class U>
+ inline Matrix<T, M, N>& operator=(const Matrix<U, M, N>& m)
+ {
+ if (this != &m) {
+ for (unsigned int i = 0; i < M; i++) {
+ for (unsigned int j = 0; j < N; j++)
+ this->_coord[i * N + j] = (T)m(i, j);
+ }
+ }
+ return *this;
+ }
+
+ template <class U>
+ inline Matrix<T, M, N>& operator+=(const Matrix<U, M, N>& m)
+ {
+ for (unsigned int i = 0; i < M; i++) {
+ for (unsigned int j = 0; j < N; j++)
+ this->_coord[i * N + j] += (T)m(i, j);
+ }
+ return *this;
+ }
+
+ template <class U>
+ inline Matrix<T, M, N>& operator-=(const Matrix<U, M, N>& m)
+ {
+ for (unsigned int i = 0; i < M; i++) {
+ for (unsigned int j = 0; j < N; j++)
+ this->_coord[i * N + j] -= (T)m(i, j);
+ }
+ return *this;
+ }
+
+ template <class U>
+ inline Matrix<T, M, N>& operator*=(const U lambda)
+ {
+ for (unsigned int i = 0; i < M; i++) {
+ for (unsigned int j = 0; j < N; j++)
+ this->_coord[i * N + j] *= lambda;
+ }
+ return *this;
+ }
+
+ template <class U>
+ inline Matrix<T, M, N>& operator/=(const U lambda)
+ {
+ if (lambda) {
+ for (unsigned int i = 0; i < M; i++) {
+ for (unsigned int j = 0; j < N; j++)
+ this->_coord[i * N + j] /= lambda;
+ }
+ }
+ return *this;
+ }
+
+protected:
+ value_type _coord[_SIZE];
+};
+
+#undef _SIZE
-namespace VecMat {
+//
+// SquareMatrix class
+// - T: value type
+// - N: rows & cols
+//
+/////////////////////////////////////////////////////////////////////////////
+
+// Dirty, but icc under Windows needs this
+#define _SIZE (N * N)
+
+template <class T, unsigned N>
+class SquareMatrix : public Matrix<T, N, N>
+{
+public:
+ typedef T value_type;
+
+ inline SquareMatrix() : Matrix<T, N, N>() {}
+
+ template <class U>
+ explicit inline SquareMatrix(const U tab[_SIZE]) : Matrix<T, N, N>(tab) {}
+
+ template <class U>
+ explicit inline SquareMatrix(const std::vector<U>& tab) : Matrix<T, N, N>(tab) {}
+
+ template <class U>
+ inline SquareMatrix(const Matrix<U, N, N>& m) : Matrix<T, N, N>(m) {}
- namespace Internal {
-
- template <bool B>
- struct is_false {};
-
- template <>
- struct is_false<false> {
- static inline void ensure() {}
- };
-
- } // end of namespace Internal
-
- //
- // Vector class
- // - T: value type
- // - N: dimension
- //
- /////////////////////////////////////////////////////////////////////////////
-
- template <class T, unsigned N>
- class Vec
- {
- public:
-
- typedef T value_type;
-
- // constructors
-
- inline Vec() {
- for (unsigned i = 0; i < N; i++)
- this->_coord[i] = 0;
- }
-
- ~Vec() {
- Internal::is_false<(N == 0)>::ensure();
- }
-
- template <class U>
- explicit inline Vec(const U tab[N]) {
- for (unsigned i = 0; i < N; i++)
- this->_coord[i] = (T)tab[i];
- }
-
- template <class U>
- explicit inline Vec(const std::vector<U>& tab) {
- for (unsigned i = 0; i < N; i++)
- this->_coord[i] = (T)tab[i];
- }
-
- template <class U>
- explicit inline Vec(const Vec<U, N>& v) {
- for (unsigned i = 0; i < N; i++)
- this->_coord[i] = (T)v[i];
- }
-
- // accessors
-
- inline value_type operator[](const unsigned i) const {
- return this->_coord[i];
- }
-
- inline value_type& operator[](const unsigned i) {
- return this->_coord[i];
- }
-
- static inline unsigned dim() {
- return N;
- }
-
- // various useful methods
-
- inline value_type norm() const {
- return (T)sqrt((float)squareNorm());
- }
-
- inline value_type squareNorm() const {
- return (*this) * (*this);
- }
-
- inline Vec<T, N>& normalize() {
- value_type n = norm();
- for (unsigned i = 0; i < N; i++)
- this->_coord[i] /= n;
- return *this;
- }
-
- inline Vec<T, N>& normalizeSafe() {
- value_type n = norm();
- if (n)
- for (unsigned i=0; i < N; i++)
- this->_coord[i] /= n;
- return *this;
- }
-
- // classical operators
- inline Vec<T, N> operator+(const Vec<T, N>& v) const{
- Vec<T, N> res(v);
- res += *this;
- return res;
- }
-
- inline Vec<T, N> operator-(const Vec<T,N>& v) const{
- Vec<T, N> res(*this);
- res -= v;
- return res;
- }
-
- inline Vec<T, N> operator*(const typename Vec<T,N>::value_type r) const{
- Vec<T, N> res(*this);
- res *= r;
- return res;
- }
-
- inline Vec<T, N> operator/(const typename Vec<T,N>::value_type r) const{
- Vec<T, N> res(*this);
- if (r)
- res /= r;
- return res;
- }
-
- // dot product
- inline value_type operator*(const Vec<T, N>& v) const{
- value_type sum = 0;
- for (unsigned i = 0; i < N; i++)
- sum += (*this)[i] * v[i];
- return sum;
- }
-
- template <class U>
- inline Vec<T, N>& operator=(const Vec<U, N>& v) {
- if (this != &v)
- for (unsigned i = 0; i < N; i++)
- this->_coord[i] = (T)v[i];
- return *this;
- }
-
- template <class U>
- inline Vec<T, N>& operator+=(const Vec<U, N>& v) {
- for (unsigned i = 0 ; i < N; i++)
- this->_coord[i] += (T)v[i];
- return *this;
- }
-
- template <class U>
- inline Vec<T, N>& operator-=(const Vec<U, N>& v) {
- for (unsigned i = 0 ; i < N; i++)
- this->_coord[i] -= (T)v[i];
- return *this;
- }
-
- template <class U>
- inline Vec<T, N>& operator*=(const U r) {
- for (unsigned i = 0 ; i < N; i++)
- this->_coord[i] *= r;
- return *this;
- }
-
- template <class U>
- inline Vec<T, N>& operator/=(const U r) {
- if (r)
- for (unsigned i = 0 ; i < N; i++)
- this->_coord[i] /= r;
- return *this;
- }
-
-
- inline bool operator==(const Vec<T, N>& v) const {
- for(unsigned i = 0; i < N; i++)
- if (this->_coord[i] != v[i])
- return false;
- return true;
- }
-
- inline bool operator!=(const Vec<T, N>& v) const {
- for(unsigned i = 0; i < N; i++)
- if (this->_coord[i] != v[i])
- return true;
- return false;
- }
-
- inline bool operator<(const Vec<T, N>& v) const {
- for (unsigned i = 0; i<N; i++) {
- if (this->_coord[i] < v[i])
- return true;
- if (this->_coord[i] > v[i])
- return false;
- if (this->_coord[i] == v[i])
- continue;
- }
- return false;
- }
-
- inline bool operator>(const Vec<T, N>& v) const {
- for (unsigned i=0; i<N; i++) {
- if(this->_coord[i] > v[i])
- return true;
- if(this->_coord[i] < v[i])
- return false;
- if(this->_coord[i] == v[i])
- continue;
- }
- return false;
- }
-
- protected:
-
- value_type _coord[N];
- enum {
- _dim = N,
- };
- };
-
-
- //
- // Vec2 class (2D Vector)
- // - T: value type
- //
- /////////////////////////////////////////////////////////////////////////////
-
- template <class T>
- class Vec2 : public Vec<T, 2>
- {
- public:
-
- typedef typename Vec<T, 2>::value_type value_type;
-
- inline Vec2() : Vec<T, 2>() {}
-
- template <class U>
- explicit inline Vec2(const U tab[2]) : Vec<T, 2>(tab) {}
-
- template <class U>
- explicit inline Vec2(const std::vector<U>& tab) : Vec<T, 2>(tab) {}
-
- template <class U>
- inline Vec2(const Vec<U, 2>& v) : Vec<T, 2>(v) {}
-
- inline Vec2(const value_type x,
- const value_type y = 0) : Vec<T, 2>() {
- this->_coord[0] = (T)x;
- this->_coord[1] = (T)y;
- }
-
- inline value_type x() const {
- return this->_coord[0];
- }
-
- inline value_type& x() {
- return this->_coord[0];
- }
-
- inline value_type y() const {
- return this->_coord[1];
- }
-
- inline value_type& y() {
- return this->_coord[1];
- }
-
- inline void setX(const value_type v) {
- this->_coord[0] = v;
- }
-
- inline void setY(const value_type v) {
- this->_coord[1] = v;
- }
-
- // FIXME: hack swig -- no choice
- inline Vec2<T> operator+(const Vec2<T>& v) const{
- Vec2<T> res(v);
- res += *this;
- return res;
- }
-
- inline Vec2<T> operator-(const Vec2<T>& v) const{
- Vec2<T> res(*this);
- res -= v;
- return res;
- }
-
- inline Vec2<T> operator*(const value_type r) const{
- Vec2<T> res(*this);
- res *= r;
- return res;
- }
-
- inline Vec2<T> operator/(const value_type r) const{
- Vec2<T> res(*this);
- if (r)
- res /= r;
- return res;
- }
-
- // dot product
- inline value_type operator*(const Vec2<T>& v) const{
- value_type sum = 0;
- for (unsigned i = 0; i < 2; i++)
- sum += (*this)[i] * v[i];
- return sum;
- }
- };
-
-
- //
- // HVec3 class (3D Vector in homogeneous coordinates)
- // - T: value type
- //
- /////////////////////////////////////////////////////////////////////////////
-
- template <class T>
- class HVec3 : public Vec<T, 4>
- {
- public:
-
- typedef typename Vec<T, 4>::value_type value_type;
-
- inline HVec3() : Vec<T, 4>() {}
-
- template <class U>
- explicit inline HVec3(const U tab[4]) : Vec<T, 4>(tab) {}
-
- template <class U>
- explicit inline HVec3(const std::vector<U>& tab) : Vec<T, 4>(tab) {}
-
- template<class U>
- inline HVec3(const Vec<U, 4>& v) : Vec<T, 4>(v) {}
-
- inline HVec3(const value_type sx,
- const value_type sy = 0,
- const value_type sz = 0,
- const value_type s = 1) {
- this->_coord[0] = sx;
- this->_coord[1] = sy;
- this->_coord[2] = sz;
- this->_coord[3] = s;
- }
-
- template <class U>
- inline HVec3(const Vec<U, 3>& sv,
- const U s = 1) {
- this->_coord[0] = (T)sv[0];
- this->_coord[1] = (T)sv[1];
- this->_coord[2] = (T)sv[2];
- this->_coord[3] = (T)s;
- }
-
- inline value_type sx() const {
- return this->_coord[0];
- }
-
- inline value_type& sx() {
- return this->_coord[0];
- }
-
- inline value_type sy() const {
- return this->_coord[1];
- }
-
- inline value_type& sy() {
- return this->_coord[1];
- }
-
- inline value_type sz() const {
- return this->_coord[2];
- }
-
- inline value_type& sz() {
- return this->_coord[2];
- }
-
- inline value_type s() const {
- return this->_coord[3];
- }
-
- inline value_type& s() {
- return this->_coord[3];
- }
-
- // Acces to non-homogeneous coordinates in 3D
-
- inline value_type x() const {
- return this->_coord[0] / this->_coord[3];
- }
-
- inline value_type y() const {
- return this->_coord[1] / this->_coord[3];
- }
-
- inline value_type z() const {
- return this->_coord[2] / this->_coord[3];
- }
- };
-
-
- //
- // Vec3 class (3D Vec)
- // - T: value type
- //
- /////////////////////////////////////////////////////////////////////////////
-
- template <class T>
- class Vec3 : public Vec<T, 3>
- {
- public:
-
- typedef typename Vec<T, 3>::value_type value_type;
-
- inline Vec3() : Vec<T, 3>() {}
-
- template <class U>
- explicit inline Vec3(const U tab[3]) : Vec<T, 3>(tab) {}
-
- template <class U>
- explicit inline Vec3(const std::vector<U>& tab) : Vec<T, 3>(tab) {}
-
- template<class U>
- inline Vec3(const Vec<U, 3>& v) : Vec<T, 3>(v) {}
-
- template<class U>
- inline Vec3(const HVec3<U>& v) {
- this->_coord[0] = (T)v.x();
- this->_coord[1] = (T)v.y();
- this->_coord[2] = (T)v.z();
- }
-
- inline Vec3(const value_type x,
- const value_type y = 0,
- const value_type z = 0) : Vec<T, 3>() {
- this->_coord[0] = x;
- this->_coord[1] = y;
- this->_coord[2] = z;
- }
-
- inline value_type x() const {
- return this->_coord[0];
- }
-
- inline value_type& x() {
- return this->_coord[0];
- }
-
- inline value_type y() const {
- return this->_coord[1];
- }
-
- inline value_type& y() {
- return this->_coord[1];
- }
-
- inline value_type z() const {
- return this->_coord[2];
- }
-
- inline value_type& z() {
- return this->_coord[2];
- }
-
- inline void setX(const value_type v) {
- this->_coord[0] = v;
- }
-
- inline void setY(const value_type v) {
- this->_coord[1] = v;
- }
-
- inline void setZ(const value_type v) {
- this->_coord[2] = v;
- }
-
- // classical operators
- // FIXME: hack swig -- no choice
- inline Vec3<T> operator+(const Vec3<T>& v) const{
- Vec3<T> res(v);
- res += *this;
- return res;
- }
-
- inline Vec3<T> operator-(const Vec3<T>& v) const{
- Vec3<T> res(*this);
- res -= v;
- return res;
- }
-
- inline Vec3<T> operator*(const value_type r) const{
- Vec3<T> res(*this);
- res *= r;
- return res;
- }
-
- inline Vec3<T> operator/(const value_type r) const{
- Vec3<T> res(*this);
- if (r)
- res /= r;
- return res;
- }
-
- // dot product
- inline value_type operator*(const Vec3<T>& v) const{
- value_type sum = 0;
- for (unsigned i = 0; i < 3; i++)
- sum += (*this)[i] * v[i];
- return sum;
- }
-
- // cross product for 3D Vectors
- // FIXME: hack swig -- no choice
- inline Vec3<T> operator^(const Vec3<T>& v) const{
- Vec3<T> res((*this)[1] * v[2] - (*this)[2] * v[1],
- (*this)[2] * v[0] - (*this)[0] * v[2],
- (*this)[0] * v[1] - (*this)[1] * v[0]);
- return res;
- }
-
- // cross product for 3D Vectors
- template <typename U>
- inline Vec3<T> operator^(const Vec<U, 3>& v) const{
- Vec3<T> res((*this)[1] * v[2] - (*this)[2] * v[1],
- (*this)[2] * v[0] - (*this)[0] * v[2],
- (*this)[0] * v[1] - (*this)[1] * v[0]);
- return res;
- }
- };
-
-
- //
- // Matrix class
- // - T: value type
- // - M: rows
- // - N: cols
- //
- /////////////////////////////////////////////////////////////////////////////
-
- // Dirty, but icc under Windows needs this
-# define _SIZE (M * N)
-
- template <class T, unsigned M, unsigned N>
- class Matrix
- {
- public:
-
- typedef T value_type;
-
- inline Matrix() {
- for (unsigned i = 0; i < _SIZE; i++)
- this->_coord[i] = 0;
- }
-
- ~Matrix() {
- Internal::is_false<(M == 0)>::ensure();
- Internal::is_false<(N == 0)>::ensure();
- }
-
- template <class U>
- explicit inline Matrix(const U tab[_SIZE]) {
- for (unsigned i = 0; i < _SIZE; i++)
- this->_coord[i] = tab[i];
- }
-
- template <class U>
- explicit inline Matrix(const std::vector<U>& tab) {
- for (unsigned i = 0; i < _SIZE; i++)
- this->_coord[i] = tab[i];
- }
-
- template <class U>
- inline Matrix(const Matrix<U, M, N>& m) {
- for (unsigned i = 0; i < M; i++)
- for (unsigned j = 0; j < N; j++)
- this->_coord[i * N + j] = (T)m(i, j);
- }
-
- inline value_type operator()(const unsigned i, const unsigned j) const {
- return this->_coord[i * N + j];
- }
-
- inline value_type& operator()(const unsigned i, const unsigned j) {
- return this->_coord[i * N + j];
- }
-
- static inline unsigned rows() {
- return M;
- }
-
- static inline unsigned cols() {
- return N;
- }
-
- inline Matrix<T, M, N>& transpose() const {
- Matrix<T, N, M> res;
- for (unsigned i = 0; i < M; i++)
- for (unsigned j = 0; j < N; j++)
- res(j,i) = this->_coord[i * N + j];
- return res;
- }
-
- template <class U>
- inline Matrix<T, M, N>& operator=(const Matrix<U, M, N>& m) {
- if (this != &m)
- for (unsigned i = 0; i < M; i++)
- for (unsigned j = 0; j < N; j++)
- this->_coord[i * N + j] = (T)m(i, j);
- return *this;
- }
-
- template <class U>
- inline Matrix<T, M, N>& operator+=(const Matrix<U, M, N>& m) {
- for (unsigned i = 0; i < M; i++)
- for (unsigned j = 0; j < N; j++)
- this->_coord[i * N + j] += (T)m(i, j);
- return *this;
- }
-
- template <class U>
- inline Matrix<T, M, N>& operator-=(const Matrix<U, M, N>& m) {
- for (unsigned i = 0; i < M; i++)
- for (unsigned j = 0; j < N; j++)
- this->_coord[i * N + j] -= (T)m(i, j);
- return *this;
- }
-
- template <class U>
- inline Matrix<T, M, N>& operator*=(const U lambda) {
- for (unsigned i = 0; i < M; i++)
- for (unsigned j = 0; j < N; j++)
- this->_coord[i * N + j] *= lambda;
- return *this;
- }
-
- template <class U>
- inline Matrix<T, M, N>& operator/=(const U lambda) {
- if (lambda)
- for (unsigned i = 0; i < M; i++)
- for (unsigned j = 0; j < N; j++)
- this->_coord[i * N + j] /= lambda;
- return *this;
- }
-
- protected:
-
- value_type _coord[_SIZE];
- };
-
-
- //
- // SquareMatrix class
- // - T: value type
- // - N: rows & cols
- //
- /////////////////////////////////////////////////////////////////////////////
-
- // Dirty, but icc under Windows needs this
-# define __SIZE (N * N)
-
- template <class T, unsigned N>
- class SquareMatrix : public Matrix<T, N, N>
- {
- public:
-
- typedef T value_type;
-
- inline SquareMatrix() : Matrix<T, N, N>() {}
-
- template <class U>
- explicit inline SquareMatrix(const U tab[__SIZE]) : Matrix<T, N, N>(tab) {}
-
- template <class U>
- explicit inline SquareMatrix(const std::vector<U>& tab) : Matrix<T, N, N>(tab) {}
-
- template <class U>
- inline SquareMatrix(const Matrix<U, N, N>& m) : Matrix<T, N, N>(m) {}
-
- static inline SquareMatrix<T, N> identity() {
- SquareMatrix<T, N> res;
- for (unsigned i = 0; i < N; i++)
- res(i, i) = 1;
- return res;
- }
- };
-
-
- //
- // Vector external functions
- //
- /////////////////////////////////////////////////////////////////////////////
-
- // template <class T, unsigned N>
- // inline Vec<T, N> operator+(const Vec<T, N>& v1,
- // const Vec<T, N>& v2) {
- // Vec<T, N> res(v1);
- // res += v2;
- // return res;
- // }
- //
- // template <class T, unsigned N>
- // inline Vec<T, N> operator-(const Vec<T, N>& v1,
- // const Vec<T, N>& v2) {
- // Vec<T, N> res(v1);
- // res -= v2;
- // return res;
- // }
- // template <class T, unsigned N>
- // inline Vec<T, N> operator*(const Vec<T, N>& v,
- // const typename Vec<T, N>::value_type r) {
- // Vec<T, N> res(v);
- // res *= r;
- // return res;
- // }
-
- template <class T, unsigned N>
- inline Vec<T, N> operator*(const typename Vec<T, N>::value_type r,
- const Vec<T, N>& v) {
- Vec<T, N> res(v);
- res *= r;
- return res;
- }
- //
- // template <class T, unsigned N>
- // inline Vec<T, N> operator/(const Vec<T, N>& v,
- // const typename Vec<T, N>::value_type r) {
- // Vec<T, N> res(v);
- // if (r)
- // res /= r;
- // return res;
- // }
- //
- // dot product
- // template <class T, unsigned N>
- // inline typename Vec<T, N>::value_type operator*(const Vec<T, N>& v1,
- // const Vec<T, N>& v2) {
- // typename Vec<T, N>::value_type sum = 0;
- // for (unsigned i = 0; i < N; i++)
- // sum += v1[i] * v2[i];
- // return sum;
- // }
- //
- // // cross product for 3D Vectors
- // template <typename T>
- // inline Vec3<T> operator^(const Vec<T, 3>& v1,
- // const Vec<T, 3>& v2) {
- // Vec3<T> res(v1[1] * v2[2] - v1[2] * v2[1],
- // v1[2] * v2[0] - v1[0] * v2[2],
- // v1[0] * v2[1] - v1[1] * v2[0]);
- // return res;
- // }
-
- // stream operator
- template <class T, unsigned N>
- inline std::ostream& operator<<(std::ostream& s,
- const Vec<T, N>& v) {
- unsigned i;
- s << "[";
- for (i = 0; i < N - 1; i++)
- s << v[i] << ", ";
- s << v[i] << "]";
- return s;
- }
-
-
- //
- // Matrix external functions
- //
- /////////////////////////////////////////////////////////////////////////////
-
- template <class T, unsigned M, unsigned N>
- inline Matrix<T, M, N>
- operator+(const Matrix<T, M, N>& m1,
- const Matrix<T, M, N>& m2) {
- Matrix<T, M, N> res(m1);
- res += m2;
- return res;
- }
-
- template <class T, unsigned M, unsigned N>
- inline Matrix<T, M, N>
- operator-(const Matrix<T, M, N>& m1,
- const Matrix<T, M, N>& m2) {
- Matrix<T, M, N> res(m1);
- res -= m2;
- return res;
- }
-
- template <class T, unsigned M, unsigned N>
- inline Matrix<T, M, N>
- operator*(const Matrix<T, M, N>& m1,
- const typename Matrix<T, M, N>::value_type lambda) {
- Matrix<T, M, N> res(m1);
- res *= lambda;
- return res;
- }
-
- template <class T, unsigned M, unsigned N>
- inline Matrix<T, M, N>
- operator*(const typename Matrix<T, M, N>::value_type lambda,
- const Matrix<T, M, N>& m1) {
- Matrix<T, M, N> res(m1);
- res *= lambda;
- return res;
- }
-
- template <class T, unsigned M, unsigned N>
- inline Matrix<T, M, N>
- operator/(const Matrix<T, M, N>& m1,
- const typename Matrix<T, M, N>::value_type lambda) {
- Matrix<T, M, N> res(m1);
- res /= lambda;
- return res;
- }
-
- template <class T, unsigned M, unsigned N, unsigned P>
- inline Matrix<T, M, P>
- operator*(const Matrix<T, M, N>& m1,
- const Matrix<T, N, P>& m2) {
- unsigned i, j, k;
- Matrix<T, M, P> res;
- typename Matrix<T, N, P>::value_type scale;
-
- for (j = 0; j < P; j++) {
- for (k = 0; k < N; k++) {
- scale = m2(k, j);
- for (i = 0; i < N; i++)
- res(i, j) += m1(i, k) * scale;
- }
- }
- return res;
- }
-
- template <class T, unsigned M, unsigned N>
- inline Vec<T, M>
- operator*(const Matrix<T, M, N>& m,
- const Vec<T, N>& v) {
-
- Vec<T, M> res;
- typename Matrix<T, M, N>::value_type scale;
-
- for (unsigned j = 0; j < M; j++) {
- scale = v[j];
- for (unsigned i = 0; i < N; i++)
- res[i] += m(i, j) * scale;
- }
- return res;
- }
-
- // stream operator
- template <class T, unsigned M, unsigned N>
- inline std::ostream& operator<<(std::ostream& s,
- const Matrix<T, M, N>& m) {
- unsigned i, j;
- for (i = 0; i < M; i++) {
- s << "[";
- for (j = 0; j < N - 1; j++)
- s << m(i, j) << ", ";
- s << m(i, j) << "]" << std::endl;
- }
- return s;
- }
+ static inline SquareMatrix<T, N> identity()
+ {
+ SquareMatrix<T, N> res;
+ for (unsigned int i = 0; i < N; i++)
+ res(i, i) = 1;
+ return res;
+ }
+};
+
+#undef _SIZE
+
+//
+// Vector external functions
+//
+/////////////////////////////////////////////////////////////////////////////
+
+#if 0
+template <class T, unsigned N>
+inline Vec<T, N> operator+(const Vec<T, N>& v1, const Vec<T, N>& v2)
+{
+ Vec<T, N> res(v1);
+ res += v2;
+ return res;
+}
+
+template <class T, unsigned N>
+inline Vec<T, N> operator-(const Vec<T, N>& v1, const Vec<T, N>& v2)
+{
+ Vec<T, N> res(v1);
+ res -= v2;
+ return res;
+}
+
+template <class T, unsigned N>
+inline Vec<T, N> operator*(const Vec<T, N>& v, const typename Vec<T, N>::value_type r)
+{
+ Vec<T, N> res(v);
+ res *= r;
+ return res;
+}
+#endif
+
+template <class T, unsigned N>
+inline Vec<T, N> operator*(const typename Vec<T, N>::value_type r, const Vec<T, N>& v)
+{
+ Vec<T, N> res(v);
+ res *= r;
+ return res;
+}
+
+#if 0
+template <class T, unsigned N>
+inline Vec<T, N> operator/(const Vec<T, N>& v, const typename Vec<T, N>::value_type r)
+{
+ Vec<T, N> res(v);
+ if (r)
+ res /= r;
+ return res;
+}
+
+// dot product
+template <class T, unsigned N>
+inline typename Vec<T, N>::value_type operator*(const Vec<T, N>& v1, const Vec<T, N>& v2)
+{
+ typename Vec<T, N>::value_type sum = 0;
+ for (unsigned int i = 0; i < N; i++)
+ sum += v1[i] * v2[i];
+ return sum;
+}
+
+// cross product for 3D Vectors
+template <typename T>
+inline Vec3<T> operator^(const Vec<T, 3>& v1, const Vec<T, 3>& v2)
+{
+ Vec3<T> res(v1[1] * v2[2] - v1[2] * v2[1], v1[2] * v2[0] - v1[0] * v2[2], v1[0] * v2[1] - v1[1] * v2[0]);
+ return res;
+}
+#endif
+
+// stream operator
+template <class T, unsigned N>
+inline std::ostream& operator<<(std::ostream& s, const Vec<T, N>& v)
+{
+ unsigned int i;
+ s << "[";
+ for (i = 0; i < N - 1; i++)
+ s << v[i] << ", ";
+ s << v[i] << "]";
+ return s;
+}
+
+//
+// Matrix external functions
+//
+/////////////////////////////////////////////////////////////////////////////
+
+template <class T, unsigned M, unsigned N>
+inline Matrix<T, M, N> operator+(const Matrix<T, M, N>& m1, const Matrix<T, M, N>& m2)
+{
+ Matrix<T, M, N> res(m1);
+ res += m2;
+ return res;
+}
+
+template <class T, unsigned M, unsigned N>
+inline Matrix<T, M, N> operator-(const Matrix<T, M, N>& m1, const Matrix<T, M, N>& m2)
+{
+ Matrix<T, M, N> res(m1);
+ res -= m2;
+ return res;
+}
+
+template <class T, unsigned M, unsigned N>
+inline Matrix<T, M, N> operator*(const Matrix<T, M, N>& m1, const typename Matrix<T, M, N>::value_type lambda)
+{
+ Matrix<T, M, N> res(m1);
+ res *= lambda;
+ return res;
+}
+
+template <class T, unsigned M, unsigned N>
+inline Matrix<T, M, N> operator*(const typename Matrix<T, M, N>::value_type lambda, const Matrix<T, M, N>& m1)
+{
+ Matrix<T, M, N> res(m1);
+ res *= lambda;
+ return res;
+}
+
+template <class T, unsigned M, unsigned N>
+inline Matrix<T, M, N> operator/(const Matrix<T, M, N>& m1, const typename Matrix<T, M, N>::value_type lambda)
+{
+ Matrix<T, M, N> res(m1);
+ res /= lambda;
+ return res;
+}
+
+template <class T, unsigned M, unsigned N, unsigned P>
+inline Matrix<T, M, P> operator*(const Matrix<T, M, N>& m1, const Matrix<T, N, P>& m2)
+{
+ unsigned int i, j, k;
+ Matrix<T, M, P> res;
+ typename Matrix<T, N, P>::value_type scale;
+
+ for (j = 0; j < P; j++) {
+ for (k = 0; k < N; k++) {
+ scale = m2(k, j);
+ for (i = 0; i < N; i++)
+ res(i, j) += m1(i, k) * scale;
+ }
+ }
+ return res;
+}
+
+template <class T, unsigned M, unsigned N>
+inline Vec<T, M> operator*(const Matrix<T, M, N>& m, const Vec<T, N>& v)
+{
+ Vec<T, M> res;
+ typename Matrix<T, M, N>::value_type scale;
+
+ for (unsigned int j = 0; j < M; j++) {
+ scale = v[j];
+ for (unsigned int i = 0; i < N; i++)
+ res[i] += m(i, j) * scale;
+ }
+ return res;
+}
+
+// stream operator
+template <class T, unsigned M, unsigned N>
+inline std::ostream& operator<<(std::ostream& s, const Matrix<T, M, N>& m)
+{
+ unsigned int i, j;
+ for (i = 0; i < M; i++) {
+ s << "[";
+ for (j = 0; j < N - 1; j++)
+ s << m(i, j) << ", ";
+ s << m(i, j) << "]" << std::endl;
+ }
+ return s;
+}
} // end of namespace VecMat
-#endif // VECMAT_H
+#endif // __VECMAT_H__