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Vector.tpp
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//
// Created by robosam2003 on 30/06/2022.
//
#include "Vector.h"
// constructors
template<typename T, unsigned int s>
Vector<T, s>::Vector() {
for (unsigned int i=0;i<s;i++) elem[i] = 0;
}
template<typename T, unsigned int s>
Vector<T, s>::Vector(std::initializer_list<T> lst) { // usage: Vector<int> vec {1, 2 ,3}
for (unsigned int i=0;i<s;i++) {
elem[i] = lst.begin()[i]; // instead of doing std::copy(lst.begin(), lst.end(), elem.begin())
// this way we don't write to unreserved memory :)
}
}
//// default constructor - defaults to size 3 - needed for implementations like e.g. Fifo<Vector<double>>
//template<typename T, unsigned int s>
//Vector<T, s>::Vector() {
// elem = new T[3]; // default to 3
// sz = 3;
// for (unsigned int i=0;i<sz;i++) elem[i] = 0;
//}
// operators
template<typename T, unsigned int s>
T &Vector<T, s>::operator[](size_t i) {
return elem[i];
}
template<typename T, unsigned int s>
const T& Vector<T, s>::operator[](size_t i) const {
return elem[i];
}
template<typename T, unsigned int s>
int Vector<T, s>::getSize() const {
return s;
}
template<typename T, unsigned int s>
Vector<T, s> Vector<T, s>::operator*(double scalar) const {
Vector<T, s> v;
for (unsigned int i=0; i<s; i++) {
v[i] = elem[i] * scalar;
}
return v;
}
template<typename T, unsigned int s>
Vector<T, s> Vector<T, s>::operator/(double scalar) const {
Vector<T, s> v;
for (unsigned int i=0; i<s; i++) {
v[i] = elem[i] / scalar;
}
return v;
}
template<typename T, unsigned int s>
Vector<T, s>& Vector<T, s>::operator/=(double scalar) {
for (unsigned int i=0; i<s; i++) {
elem[i] /= scalar;
}
return *this;
}
template<typename T, unsigned int s>
Vector<T, s> &Vector<T, s>::operator*=(double scalar) {
for (unsigned int i=0; i<s; i++) {
elem[i] *= scalar;
}
return *this;
}
template<typename T, unsigned int s>
Vector<T, s> &Vector<T, s>::operator+=(Vector<T, s> v) {
for (unsigned int i=0; i<s; i++) {
elem[i] += v[i];
}
return *this;
}
template<typename T, unsigned int s>
Vector<T, s> &Vector<T, s>::operator-=(Vector<T, s> v) {
for (unsigned int i=0; i<s; i++) {
elem[i] -= v[i];
}
return *this;
}
template<typename T, unsigned int s>
Vector<T, s> Vector<T, s>::operator+(Vector<T, s> v) const{
Vector<T, s> rv;
for (unsigned int i=0; i<s; i++) {
rv[i] = elem[i] + v[i];
}
return rv;
}
template<typename T, unsigned int s>
Vector<T, s> Vector<T, s>::operator-(Vector<T, s> v) {
Vector<T, s> rv;
for (unsigned int i=0; i<s; i++) {
rv[i] = elem[i] - v[i];
}
return rv;
}
template<typename T, unsigned int s>
unsigned int Vector<T, s>::size() {
return s;
}
// Casting operators
template<typename T, unsigned int s>
template<class D, unsigned int newSize>
Vector<T, s>::operator Vector<D, newSize>() const {
unsigned int min = (s <= newSize) ? s : newSize;
Vector<D, newSize> rv;
for (unsigned int i=0; i<min; i++) {
rv[i] = static_cast<D>(elem[i]);
}
return rv;
}
// Vector operations
template<typename T, unsigned int s>
double Vector<T, s>::norm() const {
double sum = 0;
for (unsigned int i=0; i<s; i++) {
sum += elem[i] * elem[i];
}
return sqrt(sum);
}
template<typename T, unsigned int s>
double Vector<T, s>::magnitude() const { // for those with simpler minds
double sum = 0;
for (unsigned int i=0; i<s; i++) {
sum += elem[i] * elem[i];
}
return sqrt(sum);
}
template<typename T, unsigned int s>
double Vector<T, s>::dot(Vector<T, s> v) const {
double sum = 0;
for (unsigned int i=0; i<s; i++) {
sum += elem[i] * v[i];
}
return sum;
}
template<typename T, unsigned int s>
Vector<T, s> &Vector<T, s>::normalize() {
double norm = this->norm();
for (unsigned int i=0; i<s; i++) {
elem[i] /= norm;
}
return *this;
}
template<typename T, unsigned int s>
Vector<T, s> Vector<T, s>::normalized() const {
double norm = this->norm();
Vector<T, s> v;
for (unsigned int i=0; i<s; i++) {
v[i] = elem[i] / norm;
}
return v;
}
template<typename T, unsigned int s>
Vector<T, s> Vector<T, s>::cross(Vector<T, s> v) const {
/// only works for 3D vectors
Vector<T, s> rv = {0, 0, 0};
rv[0] = elem[1] * v[2] - elem[2] * v[1]; // i
rv[1] = elem[2] * v[0] - elem[0] * v[2]; // j
rv[2] = elem[0] * v[1] - elem[1] * v[0]; // k
return rv;
}
template<typename T, unsigned int s>
Vector<T, s> Vector<T, s>::directionCosines() const {
/// Note that: l^2 + m^2 + n^2 = 1
Vector<T, s> rv = {0, 0, 0};
double norm = this->norm();
rv[0] = elem[0] / norm; /// l = cos(alpha) = x/r
rv[1] = elem[1] / norm; /// m = cos(beta) = y/r
rv[2] = elem[2] / norm; /// n = cos(gamma) = z/r
return rv;
}
// copy constructor
template<typename T, unsigned int s>
Vector<T, s>::Vector(const Vector<T, s>& a) {
// copy elements
for (unsigned int i=0;i<s;i++) {
elem[i] = a.elem[i];
}
}
// copy assignment
template<typename T, unsigned int s>
Vector<T, s> &Vector<T, s>::operator=(const Vector<T, s> &a) {
for (unsigned int i=0;i<s;i++){
elem[i] = a.elem[i];
}
return *this;
}
// move constructor
template<typename T, unsigned int s>
Vector<T, s>::Vector(Vector<T, s> &&a) noexcept {
for (unsigned int i=0; i<s; i++) {
elem[i] = a.elem[i];
}
}
// move assignment
template<typename T, unsigned int s>
Vector<T, s>& Vector<T, s>::operator=(Vector<T, s> &&a) noexcept {
for (unsigned int i=0; i<s; i++) {
elem[i] = a.elem[i];
}
return *this;
}