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/* ----------------------------------------------------------------------- *
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 * This file is part of GEL, http://www.imm.dtu.dk/GEL
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 * Copyright (C) the authors and DTU Informatics
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 * For license and list of authors, see ../../doc/intro.pdf
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 * ----------------------------------------------------------------------- */
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#include <algorithm>
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#include "ArithVec3Float.h"
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#include "Vec3f.h"
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#include "Vec3d.h"
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using namespace std;
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namespace CGLA {
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		template<class T, class V>
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		void ArithVec3Float<T,V>::get_spherical(T &theta, T &phi, T &rlen ) const
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		{  
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				rlen = this->length();
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				theta = acos((*this)[2]/rlen);    
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				if ((*this)[0]>0)
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						phi = atan((*this)[1]/(*this)[0]);
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				else 
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						if ((*this)[0]<0)
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								phi = atan((*this)[1]/(*this)[0]) + M_PI;
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						else 
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								phi = ((*this)[1]>0) ? M_PI_2 : -1 * M_PI_2;
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		}
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		template<class T, class V>
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		void ArithVec3Float<T,V>::set_spherical(T theta, T phi, T rlen )
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		{
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				(*this)[0] = rlen * sin(theta) * cos(phi);
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				(*this)[1] = rlen * sin(theta) * sin(phi);
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				(*this)[2] = rlen * cos(theta);
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		}
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		template<class T, class V>
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		void orthogonal(const ArithVec3Float<T,V>& n, 
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										ArithVec3Float<T,V>& b1, 
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										ArithVec3Float<T,V>& b2)
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		{
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			onb(normalize(n), b1, b2);
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		}
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    template<class T, class V>
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    void onb(const ArithVec3Float<T,V>& n, 
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             ArithVec3Float<T,V>& b1, 
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             ArithVec3Float<T,V>& b2)
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    {
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      if(n[2] < -0.9999999f) // Handle the singularity
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      {
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        b1 = V(1.0f,  0.0f, 0.0f);
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        b2 = V(0.0f, -1.0f, 0.0f);
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        return;
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      }
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      const T a = 1.0f/(1.0f + n[2]);
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      const T b = n[0]*n[1]*a;
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      b1 = V(b, n[1]*n[1]*a - 1.0f, n[1]);
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      b2 = V(1.0f - n[0]*n[0]*a, -b, -n[0]);
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    }
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		template class ArithVec3Float<float, Vec3f>;
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		template void orthogonal<float,Vec3f>(const ArithVec3Float<float,Vec3f>& n, 
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																					ArithVec3Float<float,Vec3f>& b1, 
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																					ArithVec3Float<float,Vec3f>& b2);
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    template void onb<float,Vec3f>(const ArithVec3Float<float,Vec3f>& n, 
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                                   ArithVec3Float<float,Vec3f>& b1, 
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                                   ArithVec3Float<float,Vec3f>& b2);
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		template class ArithVec3Float<double, Vec3d>;
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		template void orthogonal<double,Vec3d>(const ArithVec3Float<double,Vec3d>& n,
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																					 ArithVec3Float<double,Vec3d>& b1, 
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																					 ArithVec3Float<double,Vec3d>& b2);
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    template void onb<double,Vec3d>(const ArithVec3Float<double,Vec3d>& n, 
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                                    ArithVec3Float<double,Vec3d>& b1, 
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                                    ArithVec3Float<double,Vec3d>& b2);
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}