/* -*- Mode:C++; c-file-style:"gnu"; indent-tabs-mode:nil; -*- */ /* * Copyright (c) 2007 INRIA * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License version 2 as * 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. * * 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 * * Author: Mathieu Lacage */ #include "vector.h" #include "fatal-error.h" #include "log.h" #include #include #include /** * \file * \ingroup attribute_Vector * ns3::Vector, ns3::Vector2D and ns3::Vector3D attribute value implementations. */ namespace ns3 { NS_LOG_COMPONENT_DEFINE ("Vector"); ATTRIBUTE_HELPER_CPP (Vector3D); ATTRIBUTE_HELPER_CPP (Vector2D); // compatibility for mobility code Ptr MakeVectorChecker (void) { NS_LOG_FUNCTION_NOARGS (); return MakeVector3DChecker (); } Vector3D::Vector3D (double _x, double _y, double _z) : x (_x), y (_y), z (_z) { NS_LOG_FUNCTION (this << _x << _y << _z); } Vector3D::Vector3D () : x (0.0), y (0.0), z (0.0) { NS_LOG_FUNCTION (this); } Vector2D::Vector2D (double _x, double _y) : x (_x), y (_y) { NS_LOG_FUNCTION (this << _x << _y); } Vector2D::Vector2D () : x (0.0), y (0.0) { NS_LOG_FUNCTION (this); } double Vector3D::GetLength () const { NS_LOG_FUNCTION (this); return std::sqrt (x * x + y * y + z * z); } double Vector2D::GetLength () const { NS_LOG_FUNCTION (this); return std::sqrt (x * x + y * y); } double Vector3D::GetLengthSquared () const { NS_LOG_FUNCTION (this); return x * x + y * y + z * z; } double Vector2D::GetLengthSquared () const { NS_LOG_FUNCTION (this); return x * x + y * y; } double CalculateDistance (const Vector3D &a, const Vector3D &b) { NS_LOG_FUNCTION (a << b); return (b - a).GetLength (); } double CalculateDistance (const Vector2D &a, const Vector2D &b) { NS_LOG_FUNCTION (a << b); return (b - a).GetLength (); } double CalculateDistanceSquared (const Vector3D &a, const Vector3D &b) { NS_LOG_FUNCTION (a << b); return (b - a).GetLengthSquared (); } double CalculateDistanceSquared (const Vector2D &a, const Vector2D &b) { NS_LOG_FUNCTION (a << b); return (b - a).GetLengthSquared (); } std::ostream &operator << (std::ostream &os, const Vector3D &vector) { os << vector.x << ":" << vector.y << ":" << vector.z; return os; } std::istream &operator >> (std::istream &is, Vector3D &vector) { char c1, c2; is >> vector.x >> c1 >> vector.y >> c2 >> vector.z; if (c1 != ':' || c2 != ':') { is.setstate (std::ios_base::failbit); } return is; } bool operator < (const Vector3D &a, const Vector3D &b) { return std::tie (a.x, a.y, a.z) < std::tie (b.x, b.y, b.z); } bool operator <= (const Vector3D &a, const Vector3D &b) { return std::tie (a.x, a.y, a.z) <= std::tie (b.x, b.y, b.z); } bool operator > (const Vector3D &a, const Vector3D &b) { return std::tie (a.x, a.y, a.z) > std::tie (b.x, b.y, b.z); } bool operator >= (const Vector3D &a, const Vector3D &b) { return std::tie (a.x, a.y, a.z) >= std::tie (b.x, b.y, b.z); } bool operator == (const Vector3D &a, const Vector3D &b) { return std::tie (a.x, a.y, a.z) == std::tie (b.x, b.y, b.z); } bool operator != (const Vector3D &a, const Vector3D &b) { return !(a == b); } Vector3D operator + (const Vector3D &a, const Vector3D &b) { return Vector3D (a.x + b.x, a.y + b.y, a.z + b.z); } Vector3D operator - (const Vector3D &a, const Vector3D &b) { return Vector3D (a.x - b.x, a.y - b.y, a.z - b.z); } std::ostream &operator << (std::ostream &os, const Vector2D &vector) { os << vector.x << ":" << vector.y; return os; } std::istream &operator >> (std::istream &is, Vector2D &vector) { char c1; is >> vector.x >> c1 >> vector.y; if (c1 != ':') { is.setstate (std::ios_base::failbit); } return is; } bool operator < (const Vector2D &a, const Vector2D &b) { return std::tie (a.x, a.y) < std::tie (b.x, b.y); } bool operator <= (const Vector2D &a, const Vector2D &b) { return std::tie (a.x, a.y) <= std::tie (b.x, b.y); } bool operator > (const Vector2D &a, const Vector2D &b) { return std::tie (a.x, a.y) > std::tie (b.x, b.y); } bool operator >= (const Vector2D &a, const Vector2D &b) { return std::tie (a.x, a.y) >= std::tie (b.x, b.y); } bool operator == (const Vector2D &a, const Vector2D &b) { return std::tie (a.x, a.y) == std::tie (b.x, b.y); } bool operator != (const Vector2D &a, const Vector2D &b) { return !(a == b); } Vector2D operator + (const Vector2D &a, const Vector2D &b) { return Vector2D (a.x + b.x, a.y + b.y); } Vector2D operator - (const Vector2D &a, const Vector2D &b) { return Vector2D (a.x - b.x, a.y - b.y); } } // namespace ns3