// // Created by Иван Ильин on 12.01.2021. // #include "Point4D.h" #include Point4D::Point4D (double x, double y, double z, double w) { _arr_point[0] = x; _arr_point[1] = y; _arr_point[2] = z; _arr_point[3] = w; } Point4D::Point4D(const Point4D &point4D) { _arr_point[0] = point4D.x(); _arr_point[1] = point4D.y(); _arr_point[2] = point4D.z(); _arr_point[3] = point4D.w(); } [[nodiscard]] double Point4D::operator[] (int i) const { return _arr_point[i]; } [[nodiscard]] Point4D Point4D::operator-() const { return Point4D(-x(), -y(), -z(), -w()); } bool Point4D::operator==(const Point4D& point4D) const { return this == &point4D || (*this - point4D).sqrAbs() < 0.0000000001; } bool Point4D::operator!=(const Point4D& point4D) const { return this != &point4D && (*this - point4D).sqrAbs() > 0.0000000001; } // Operations with Point4D Point4D Point4D::operator+(const Point4D& point4D) const { return Point4D(x()+point4D.x(), y()+point4D.y(), z()+point4D.z(), w()+point4D.w()); } Point4D Point4D::operator-(const Point4D& point4D) const { return Point4D(*this) + -point4D; } double Point4D::dot(const Point4D& point4D) const { return point4D.x() * x() + point4D.y() * y() + point4D.z() * z(); } [[nodiscard]] Point4D Point4D::cross3D(const Point4D& point4D) const { return Point4D {y() * point4D.z() - point4D.y() * z(), z() * point4D.x() - point4D.z() * x(), x() * point4D.y() - point4D.x() * y()}; } Point4D Point4D::operator*(double number) const { return Point4D(x()*number, y()*number, z()*number, w()*number); } Point4D Point4D::operator/(double number) const { if(number != 0) return Point4D(*this)*(1.0/number); else return Point4D(); } // Other useful methods double Point4D::sqrAbs() const { return x()*x() + y()*y() + z()*z(); } double Point4D::abs() const { return sqrt(sqrAbs()); } Point4D Point4D::normalized() const { return Point4D(*this)/abs(); }