Point3D.H
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00038 #ifndef POINT3D_H_DEFINED
00039 #define POINT3D_H_DEFINED
00040 
00041 #include <cmath>
00042 #include <string> 
00043 
00044 
00045 
00046 
00047 
00048 
00049 
00050 class Point3D
00051 {
00052 public:
00053 
00054   inline Point3D();
00055 
00056 
00057   inline Point3D(const int xx, const int yy, const int zz);
00058 
00059 
00060   inline Point3D& operator+=(const Point3D &p);
00061 
00062   inline Point3D& operator-=(const Point3D &p);
00063 
00064   inline Point3D& operator*=(const Point3D &p);
00065 
00066   inline Point3D& operator/=(const Point3D &p);
00067 
00068 
00069   inline Point3D operator+(const Point3D &p) const;
00070 
00071   inline Point3D operator-(const Point3D &p) const;
00072 
00073   inline Point3D operator*(const Point3D &p) const;
00074 
00075   inline Point3D operator/(const Point3D &p) const;
00076 
00077 
00078   inline Point3D& operator+=(const int val);
00079 
00080   inline Point3D& operator-=(const int val);
00081 
00082   inline Point3D& operator*=(const int val);
00083 
00084   inline Point3D& operator/=(const int val);
00085 
00086 
00087   inline Point3D operator+(const int val) const;
00088 
00089   inline Point3D operator-(const int val) const;
00090 
00091   inline Point3D operator*(const int val) const;
00092 
00093   inline Point3D operator/(const int val) const;
00094 
00095 
00096   inline bool isValidX() const;
00097 
00098 
00099   inline bool isValidY() const;
00100 
00101 
00102   inline bool isValidZ() const;
00103 
00104 
00105   inline float squdist(const Point3D& p) const;
00106 
00107 
00108   inline float distance(const Point3D& p) const;
00109 
00110 
00111   int x, y, z;
00112 };
00113 
00114 
00115 
00116 inline bool operator==(const Point3D& p1, const Point3D& p2);
00117 
00118 
00119 inline bool operator!=(const Point3D& p1, const Point3D& p2);
00120 
00121 
00122 std::string convertToString(const Point3D& val);
00123 
00124 
00125 void convertFromString(const std::string& str, Point3D& val);
00126 
00127 
00128 
00129 
00130 
00131 
00132 
00133 inline Point3D::Point3D()
00134 { x = 0; y = 0; z = 0;}
00135 
00136 
00137 inline Point3D::Point3D(const int xx, const int yy, const int zz)
00138 { x = xx; y = yy; z = zz;}
00139 
00140 
00141 inline Point3D& Point3D::operator+=(const Point3D &p)
00142 { x += p.x; y += p.y; z += p.z; return *this; }
00143 
00144 
00145 inline Point3D& Point3D::operator-=(const Point3D &p)
00146 { x -= p.x; y -= p.y; z -= p.z; return *this; }
00147 
00148 
00149 inline Point3D& Point3D::operator*=(const Point3D &p)
00150 { x *= p.x; y *= p.y;  z *= p.z; return *this; }
00151 
00152 
00153 inline Point3D& Point3D::operator/=(const Point3D &p)
00154 { x /= p.x; y /= p.y;  z /= p.z; return *this; }
00155 
00156 
00157 inline Point3D Point3D::operator+(const Point3D &p) const
00158 { return Point3D(x + p.x, y + p.y, z + p.z); }
00159 
00160 
00161 inline Point3D Point3D::operator-(const Point3D &p) const
00162 { return Point3D(x - p.x, y - p.y, z - p.z); }
00163 
00164 
00165 inline Point3D Point3D::operator*(const Point3D &p) const
00166 { return Point3D(x * p.x, y * p.y, z * p.z); }
00167 
00168 
00169 inline Point3D Point3D::operator/(const Point3D &p) const
00170 { return Point3D(x / p.x, y / p.y, z / p.z); }
00171 
00172 
00173 inline Point3D& Point3D::operator+=(const int val)
00174 { x += val; y += val; z += val; return *this; }
00175 
00176 
00177 inline Point3D& Point3D::operator-=(const int val)
00178 { x -= val; y -= val; z -= val; return *this; }
00179 
00180 
00181 inline Point3D& Point3D::operator*=(const int val)
00182 { x *= val; y *= val;  z *= val; return *this; }
00183 
00184 
00185 inline Point3D& Point3D::operator/=(const int val)
00186 { x /= val; y /= val;  z /= val; return *this; }
00187 
00188 
00189 inline Point3D Point3D::operator+(const int val) const
00190 { return Point3D(x + val, y + val,  z + val); }
00191 
00192 
00193 inline Point3D Point3D::operator-(const int val) const
00194 { return Point3D(x - val, y - val, z - val); }
00195 
00196 
00197 inline Point3D Point3D::operator*(const int val) const
00198 { return Point3D(x * val, y * val, z * val); }
00199 
00200 
00201 inline Point3D Point3D::operator/(const int val) const
00202 { return Point3D(x / val, y / val, z / val); }
00203 
00204 
00205 inline bool operator==(const Point3D& p1, const Point3D& p2)
00206 { return p1.x == p2.x && p1.y == p2.y && p1.z == p2.z; }
00207 
00208 
00209 inline bool operator!=(const Point3D& p1, const Point3D& p2)
00210 { return p1.x != p2.x || p1.y != p2.y  || p1.z != p2.z; }
00211 
00212 
00213 inline bool Point3D::isValidX() const
00214 { return (x >= 0); }
00215 
00216 
00217 inline bool Point3D::isValidY() const
00218 { return (y >= 0); }
00219 
00220 
00221 inline bool Point3D::isValidZ() const
00222 { return (z >= 0); }
00223 
00224 
00225 inline float Point3D::squdist(const Point3D& p) const
00226 {
00227   int d1 = p.x - x, d2 = p.y - y, d3 = p.z - z;
00228   return (d1 * d1 + d2 * d2 + d3 * d3);
00229 }
00230 
00231 
00232 inline float Point3D::distance(const Point3D& p) const
00233 { return sqrt(squdist(p)); }
00234 
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00241 
00242 #endif