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#ifndef POINT3D_H
#define POINT3D_H
#include "math.h"
struct Point3d
{
float x, y, z;
Point3d()
: x(0)
, y(0)
, z(0)
{
}
Point3d(float x_, float y_, float z_)
: x(x_)
, y(y_)
, z(z_)
{
}
Point3d operator-(const Point3d &p) const
{
return Point3d(x - p.x, y - p.y, z - p.z);
}
Point3d operator+(const Point3d &p) const
{
return Point3d(x + p.x, y + p.y, z + p.z);
}
Point3d normalize() const
{
float r = 1. / sqrt(x * x + y * y + z * z);
return Point3d(x * r, y * r, z * r);
}
Point3d operator*(float f) const
{
return Point3d(x * f, y * f, z * f);
}
};
inline float dot(const Point3d &a, const Point3d &b)
{
return a.x * b.x + a.y * b.y + a.z * b.z;
}
inline Point3d cross(const Point3d &a, const Point3d &b)
{
return Point3d(a.y * b.z - a.z * b.y,
a.z * b.x - a.x * b.z,
a.x * b.y - a.y * b.x);
}
#endif
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