// // Created by Иван Ильин on 12.01.2021. // #include #include #include "Vec4D.h" #include "Consts.h" Vec4D::Vec4D(double x, double y, double z, double w) { _arr_point[0] = x; _arr_point[1] = y; _arr_point[2] = z; _arr_point[3] = w; } Vec4D::Vec4D(const Vec4D &point4D) { _arr_point[0] = point4D.x(); _arr_point[1] = point4D.y(); _arr_point[2] = point4D.z(); _arr_point[3] = point4D.w(); } [[nodiscard]] Vec4D Vec4D::operator-() const { return Vec4D(-x(), -y(), -z(), -w()); } bool Vec4D::operator==(const Vec4D &point4D) const { return (*this - point4D).sqrAbs() < Consts::EPS; } bool Vec4D::operator!=(const Vec4D &point4D) const { return !(*this == point4D); } // Operations with Vec4D Vec4D Vec4D::operator+(const Vec4D &point4D) const { return Vec4D(x() + point4D.x(), y() + point4D.y(), z() + point4D.z(), w() + point4D.w()); } Vec4D Vec4D::operator-(const Vec4D &point4D) const { return Vec4D(*this) + -point4D; } Vec4D Vec4D::operator*(double number) const { return Vec4D(x() * number, y() * number, z() * number, w() * number); } Vec4D Vec4D::operator/(double number) const { if (std::abs(number) > Consts::EPS) { return Vec4D(*this) * (1.0 / number); } else { throw std::domain_error{"Vec4D::operator/(double number): division by zero"}; } } // Other useful methods double Vec4D::sqrAbs() const { return x() * x() + y() * y() + z() * z(); } double Vec4D::abs() const { return sqrt(sqrAbs()); } Vec4D Vec4D::normalized() const { double vecAbs = abs(); if (vecAbs > Consts::EPS) { return Vec4D(*this) / abs(); } else { return Vec4D(1); } }