Math classes optimization
parent
1ad591ed04
commit
7fd9814e33
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@ -37,15 +37,10 @@ Vec3D Matrix4x4::operator*(const Vec3D &vec) const {
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Matrix4x4 Matrix4x4::Identity() {
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Matrix4x4 Matrix4x4::Identity() {
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Matrix4x4 result;
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Matrix4x4 result;
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for (int i = 0; i < 4; i++) {
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result._arr[0][0] = 1.0;
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for (int j = 0; j < 4; j++) {
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result._arr[1][1] = 1.0;
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if (i == j) {
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result._arr[2][2] = 1.0;
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result._arr[j][i] = 1.0;
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result._arr[3][3] = 1.0;
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} else {
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result._arr[j][i] = 0.0;
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}
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}
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}
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return result;
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return result;
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}
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}
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@ -93,12 +88,15 @@ Matrix4x4 Matrix4x4::Translation(const Vec3D &v) {
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Matrix4x4 Matrix4x4::RotationX(double rx) {
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Matrix4x4 Matrix4x4::RotationX(double rx) {
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Matrix4x4 Rx{};
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Matrix4x4 Rx{};
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double c = cos(rx), s = sin(rx);
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Rx._arr[0][0] = 1.0;
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Rx._arr[0][0] = 1.0;
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Rx._arr[1][1] = cos(rx);
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Rx._arr[1][1] = c;
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Rx._arr[1][2] = -sin(rx);
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Rx._arr[1][2] = -s;
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Rx._arr[2][1] = sin(rx);
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Rx._arr[2][1] = s;
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Rx._arr[2][2] = cos(rx);
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Rx._arr[2][2] = c;
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Rx._arr[3][3] = 1.0;
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Rx._arr[3][3] = 1.0;
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@ -108,12 +106,14 @@ Matrix4x4 Matrix4x4::RotationX(double rx) {
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Matrix4x4 Matrix4x4::RotationY(double ry) {
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Matrix4x4 Matrix4x4::RotationY(double ry) {
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Matrix4x4 Ry{};
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Matrix4x4 Ry{};
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double c = cos(ry), s = sin(ry);
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Ry._arr[1][1] = 1.0;
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Ry._arr[1][1] = 1.0;
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Ry._arr[0][0] = cos(ry);
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Ry._arr[0][0] = c;
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Ry._arr[0][2] = sin(ry);
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Ry._arr[0][2] = s;
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Ry._arr[2][0] = -sin(ry);
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Ry._arr[2][0] = -s;
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Ry._arr[2][2] = cos(ry);
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Ry._arr[2][2] = c;
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Ry._arr[3][3] = 1.0;
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Ry._arr[3][3] = 1.0;
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@ -123,12 +123,14 @@ Matrix4x4 Matrix4x4::RotationY(double ry) {
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Matrix4x4 Matrix4x4::RotationZ(double rz) {
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Matrix4x4 Matrix4x4::RotationZ(double rz) {
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Matrix4x4 Rz{};
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Matrix4x4 Rz{};
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double c = cos(rz), s = sin(rz);
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Rz._arr[2][2] = 1.0;
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Rz._arr[2][2] = 1.0;
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Rz._arr[0][0] = cos(rz);
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Rz._arr[0][0] = c;
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Rz._arr[0][1] = -sin(rz);
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Rz._arr[0][1] = -s;
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Rz._arr[1][0] = sin(rz);
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Rz._arr[1][0] = s;
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Rz._arr[1][1] = cos(rz);
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Rz._arr[1][1] = c;
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Rz._arr[3][3] = 1.0;
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Rz._arr[3][3] = 1.0;
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@ -143,17 +145,19 @@ Matrix4x4 Matrix4x4::Rotation(const Vec3D &v, double rv) {
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Matrix4x4 Rv{};
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Matrix4x4 Rv{};
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Vec3D nv(v.normalized());
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Vec3D nv(v.normalized());
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Rv._arr[0][0] = cos(rv) + (1.0 - cos(rv)) * nv.x() * nv.x();
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double c = cos(rv), s = sin(rv);
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Rv._arr[0][1] = (1.0 - cos(rv)) * nv.x() * nv.y() - sin(rv) * nv.z();
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Rv._arr[0][2] = (1.0 - cos(rv)) * nv.x() * nv.z() + sin(rv) * nv.y();
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Rv._arr[1][0] = (1.0 - cos(rv)) * nv.x() * nv.y() + sin(rv) * nv.z();
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Rv._arr[0][0] = c + (1.0 - c) * nv.x() * nv.x();
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Rv._arr[1][1] = cos(rv) + (1.0 - cos(rv)) * nv.y() * nv.y();
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Rv._arr[0][1] = (1.0 - c) * nv.x() * nv.y() - s * nv.z();
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Rv._arr[1][2] = (1.0 - cos(rv)) * nv.y() * nv.z() - sin(rv) * nv.x();
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Rv._arr[0][2] = (1.0 - c) * nv.x() * nv.z() + s * nv.y();
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Rv._arr[2][0] = (1.0 - cos(rv)) * nv.z() * nv.x() - sin(rv) * nv.y();
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Rv._arr[1][0] = (1.0 - c) * nv.x() * nv.y() + s * nv.z();
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Rv._arr[2][1] = (1.0 - cos(rv)) * nv.z() * nv.y() + sin(rv) * nv.x();
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Rv._arr[1][1] = c + (1.0 - c) * nv.y() * nv.y();
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Rv._arr[2][2] = cos(rv) + (1.0 - cos(rv)) * nv.z() * nv.z();
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Rv._arr[1][2] = (1.0 - c) * nv.y() * nv.z() - s * nv.x();
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Rv._arr[2][0] = (1.0 - c) * nv.z() * nv.x() - s * nv.y();
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Rv._arr[2][1] = (1.0 - c) * nv.z() * nv.y() + s * nv.x();
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Rv._arr[2][2] = c + (1.0 - c) * nv.z() * nv.z();
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Rv._arr[3][3] = 1.0;
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Rv._arr[3][3] = 1.0;
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@ -39,7 +39,7 @@ Vec2D Vec2D::operator+(const Vec2D &vec) const {
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}
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}
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Vec2D Vec2D::operator-(const Vec2D &vec) const {
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Vec2D Vec2D::operator-(const Vec2D &vec) const {
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return Vec2D(*this) + -vec;
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return *this + -vec;
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}
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}
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Vec2D Vec2D::operator*(double number) const {
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Vec2D Vec2D::operator*(double number) const {
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@ -48,7 +48,7 @@ Vec2D Vec2D::operator*(double number) const {
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Vec2D Vec2D::operator/(double number) const {
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Vec2D Vec2D::operator/(double number) const {
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if (std::abs(number) > Consts::EPS) {
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if (std::abs(number) > Consts::EPS) {
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return Vec2D(*this) * (1.0 / number);
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return *this * (1.0 / number);
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} else {
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} else {
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throw std::domain_error{"Vec2D::operator/(double number): division by zero"};
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throw std::domain_error{"Vec2D::operator/(double number): division by zero"};
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}
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}
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@ -64,9 +64,9 @@ double Vec2D::abs() const {
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}
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}
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Vec2D Vec2D::normalized() const {
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Vec2D Vec2D::normalized() const {
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double vecAbs = abs();
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double vecAbs = sqrAbs();
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if (vecAbs > Consts::EPS) {
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if (vecAbs > Consts::EPS) {
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return Vec2D(*this) / vecAbs;
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return *this / sqrt(vecAbs);
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} else {
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} else {
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return Vec2D(0);
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return Vec2D(0);
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}
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}
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@ -44,7 +44,7 @@ Vec3D Vec3D::operator+(const Vec3D &vec) const {
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}
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}
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Vec3D Vec3D::operator-(const Vec3D &vec) const {
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Vec3D Vec3D::operator-(const Vec3D &vec) const {
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return Vec3D(*this) + -vec;
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return *this + -vec;
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}
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}
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Vec3D Vec3D::operator*(double number) const {
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Vec3D Vec3D::operator*(double number) const {
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@ -53,7 +53,7 @@ Vec3D Vec3D::operator*(double number) const {
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Vec3D Vec3D::operator/(double number) const {
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Vec3D Vec3D::operator/(double number) const {
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if (std::abs(number) > Consts::EPS) {
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if (std::abs(number) > Consts::EPS) {
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return Vec3D(*this) * (1.0 / number);
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return *this * (1.0 / number);
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} else {
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} else {
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throw std::domain_error{"Vec3D::operator/(double number): division by zero"};
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throw std::domain_error{"Vec3D::operator/(double number): division by zero"};
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}
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}
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@ -69,9 +69,9 @@ double Vec3D::abs() const {
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}
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}
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Vec3D Vec3D::normalized() const {
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Vec3D Vec3D::normalized() const {
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double vecAbs = abs();
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double vecAbs = sqrAbs();
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if (vecAbs > Consts::EPS) {
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if (vecAbs > Consts::EPS) {
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return Vec3D(*this) / vecAbs;
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return *this / sqrt(vecAbs);
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} else {
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} else {
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return Vec3D(1);
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return Vec3D(1);
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}
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}
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@ -40,7 +40,7 @@ Vec4D Vec4D::operator+(const Vec4D &point4D) const {
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}
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}
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Vec4D Vec4D::operator-(const Vec4D &point4D) const {
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Vec4D Vec4D::operator-(const Vec4D &point4D) const {
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return Vec4D(*this) + -point4D;
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return *this + -point4D;
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}
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}
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Vec4D Vec4D::operator*(double number) const {
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Vec4D Vec4D::operator*(double number) const {
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@ -49,7 +49,7 @@ Vec4D Vec4D::operator*(double number) const {
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Vec4D Vec4D::operator/(double number) const {
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Vec4D Vec4D::operator/(double number) const {
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if (std::abs(number) > Consts::EPS) {
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if (std::abs(number) > Consts::EPS) {
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return Vec4D(*this) * (1.0 / number);
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return *this * (1.0 / number);
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} else {
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} else {
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throw std::domain_error{"Vec4D::operator/(double number): division by zero"};
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throw std::domain_error{"Vec4D::operator/(double number): division by zero"};
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}
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}
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@ -65,9 +65,9 @@ double Vec4D::abs() const {
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}
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}
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Vec4D Vec4D::normalized() const {
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Vec4D Vec4D::normalized() const {
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double vecAbs = abs();
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double vecAbs = sqrAbs();
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if (vecAbs > Consts::EPS) {
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if (vecAbs > Consts::EPS) {
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return Vec4D(*this) / vecAbs;
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return *this / sqrt(vecAbs);
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} else {
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} else {
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return Vec4D(1);
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return Vec4D(1);
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}
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}
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