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vect3.h
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rLAMMPS lammps
vect3.h
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/*
*_________________________________________________________________________*
* POEMS: PARALLELIZABLE OPEN SOURCE EFFICIENT MULTIBODY SOFTWARE *
* DESCRIPTION: SEE READ-ME *
* FILE NAME: vect3.h *
* AUTHORS: See Author List *
* GRANTS: See Grants List *
* COPYRIGHT: (C) 2005 by Authors as listed in Author's List *
* LICENSE: Please see License Agreement *
* DOWNLOAD: Free at www.rpi.edu/~anderk5 *
* ADMINISTRATOR: Prof. Kurt Anderson *
* Computational Dynamics Lab *
* Rensselaer Polytechnic Institute *
* 110 8th St. Troy NY 12180 *
* CONTACT: anderk5@rpi.edu *
*_________________________________________________________________________*/
#ifndef VECT3_H
#define VECT3_H
#include "virtualcolmatrix.h"
class
Matrix
;
class
Mat3x3
;
class
Mat6x6
;
class
Vect6
;
class
ColMatrix
;
class
Vect3
:
public
VirtualColMatrix
{
double
elements
[
3
];
public:
Vect3
();
~
Vect3
();
Vect3
(
const
Vect3
&
A
);
// copy constructor
Vect3
(
const
VirtualMatrix
&
A
);
// copy constructor
double
&
operator_1int
(
int
i
);
// array access
double
Get_1int
(
int
i
)
const
;
void
Set_1int
(
int
i
,
double
value
);
double
BasicGet_1int
(
int
i
)
const
;
void
BasicSet_1int
(
int
i
,
double
value
);
void
BasicIncrement_1int
(
int
i
,
double
value
);
void
Const
(
double
value
);
MatrixType
GetType
()
const
;
std
::
ostream
&
WriteData
(
std
::
ostream
&
c
)
const
;
std
::
istream
&
ReadData
(
std
::
istream
&
c
);
void
AssignVM
(
const
VirtualMatrix
&
A
);
Vect3
&
operator
=
(
const
Vect3
&
A
);
// assignment operator
Vect3
&
operator
=
(
const
VirtualMatrix
&
A
);
// overloaded =
Vect3
&
operator
*=
(
double
b
);
Vect3
&
operator
+=
(
const
Vect3
&
A
);
Vect3
&
operator
-=
(
const
Vect3
&
A
);
friend
Matrix
T
(
const
Vect3
&
A
);
// a wasteful transpose
friend
Mat3x3
CrossMat
(
Vect3
&
a
);
// a wasteful cross matrix implementation
friend
void
Set6DAngularVector
(
Vect6
&
v6
,
Vect3
&
v3
);
friend
void
Set6DLinearVector
(
Vect6
&
v6
,
Vect3
&
v3
);
// fast matrix functions
friend
void
FastAssign
(
Vect3
&
a
,
Vect3
&
c
);
friend
void
FastSimpleRotation
(
Vect3
&
v
,
double
q
,
Mat3x3
&
d
);
friend
void
FastCross
(
Vect3
&
a
,
Vect3
&
b
,
Vect3
&
c
);
// cross product axb = c
friend
void
FastTripleSum
(
Vect3
&
a
,
Vect3
&
b
,
Vect3
&
c
,
Vect3
&
d
);
friend
void
FastTripleSumPPM
(
Vect3
&
a
,
Vect3
&
b
,
Vect3
&
c
,
Vect3
&
d
);
friend
void
FastMult
(
Mat3x3
&
A
,
Vect3
&
B
,
Vect3
&
C
);
friend
void
FastTMult
(
Mat3x3
&
A
,
Vect3
&
B
,
Vect3
&
C
);
friend
void
FastNegMult
(
Mat3x3
&
A
,
Vect3
&
B
,
Vect3
&
C
);
friend
void
FastNegTMult
(
Mat3x3
&
A
,
Vect3
&
B
,
Vect3
&
C
);
friend
void
FastMult
(
double
a
,
Vect3
&
B
,
Vect3
&
C
);
friend
void
FastAdd
(
Vect3
&
A
,
Vect3
&
B
,
Vect3
&
C
);
friend
void
FastSubt
(
Vect3
&
A
,
Vect3
&
B
,
Vect3
&
C
);
friend
void
OnPopulateSVect
(
Vect3
&
angular
,
Vect3
&
linear
,
Vect6
&
sV
);
friend
void
OnPopulateSC
(
Vect3
&
gamma
,
Mat3x3
&
C
,
Mat6x6
&
SC
);
friend
void
FastMult
(
Mat3x3
&
A
,
ColMatrix
&
B
,
Vect3
&
C
);
friend
void
FastAssign
(
ColMatrix
&
A
,
Vect3
&
C
);
friend
void
FastMult
(
Mat3x3
&
A
,
Vect3
&
B
,
ColMatrix
&
C
);
};
#endif
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