#ifndef _3DMANIP_H_
#define _3DMANIP_H_
#include <math.h>
#define QFLOAT float
#define XSQRT sqrtf
#define XVector Vector
#define YVector QVector
#include "xvector.h"
#undef QFLOAT
#undef XVector
#undef YVector
#undef XSQRT
#define QFLOAT double
#define XSQRT sqrt
#define XVector QVector
#define YVector Vector
#include "xvector.h"
#undef XSQRT
#undef QFLOAT
#undef XVector
#undef YVector
inline Vector QVector::operator =(const Vector &a) {
i=a.i;
j=a.j;
k=a.k;
return a;
}
inline QVector::QVector (const Vector &a) {
i=a.i;
j=a.j;
k=a.k;
}
inline QVector Vector::operator = (const QVector &a) {
i=a.i;
j=a.j;
k=a.k;
return a;
}
inline Vector::Vector (const QVector &a) {
i=a.i;
j=a.j;
k=a.k;
}
inline QVector Vector::Cast() const{
return QVector (i,j,k);
}
inline Vector QVector::Cast() const{
return Vector (i,j,k);
}
template <class XVector, class DoItType> inline void for_each_vector (const XVector &first, const XVector &last, DoItType DoIt, XVector increment=XVector(1.0,1.0,1.0)) {
XVector xvec (first.i, first.j, first.k); //Just in case.
for (xvec.k=first.k;xvec.k<=last.k;xvec.k+=increment.k) {
for (xvec.j=first.j;xvec.j<=last.j;xvec.j+=increment.j) {
for (xvec.i=first.i;xvec.i<=last.i;xvec.i+=increment.i) {
DoIt(xvec);
}
}
}
}
#endif