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Go2_navigation/Livox_automatic_calibration-master/include/geometry_utils/Vector3.h

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#ifndef GEOMETRY_UTILS_VECTOR3_H
#define GEOMETRY_UTILS_VECTOR3_H
#include "VectorNBase.h"
namespace geometry_utils {
template <typename T>
struct Vector3Base : VectorNBase<T, 3> {
Vector3Base() : VectorNBase<T, 3>() {}
Vector3Base(T val) : VectorNBase<T, 3>(val) {}
Vector3Base(const Vector3Base& in) : VectorNBase<T, 3>(in.data) {}
Vector3Base(const boost::array<T, 3>& in) : VectorNBase<T, 3>(in) {}
Vector3Base(T (&in)[3]) : VectorNBase<T, 3>(in) {}
Vector3Base(const Eigen::Matrix<T, 3, 1>& in) : VectorNBase<T, 3>(in) {}
Vector3Base(const VectorNBase<T, 3>& in) : VectorNBase<T, 3>(in) {}
Vector3Base(T v1, T v2, T v3) {
this->data[0] = v1;
this->data[1] = v2;
this->data[2] = v3;
}
T X() const { return this->data[0]; }
T Y() const { return this->data[1]; }
T Z() const { return this->data[2]; }
inline Vector3Base<T> Cross(const Vector3Base<T>& v) const {
return Vector3Base<T>(-(*this)(2) * v(1) + (*this)(1) * v(2),
(*this)(2) * v(0) - (*this)(0) * v(2),
-(*this)(1) * v(0) + (*this)(0) * v(1));
}
};
inline Vector3Base<float> operator*(const float& lhs,
const Vector3Base<float>& rhs) {
return Vector3Base<float>(rhs * lhs);
}
inline Vector3Base<double> operator*(const double& lhs,
const Vector3Base<double>& rhs) {
return Vector3Base<double>(rhs * lhs);
}
template <typename T>
inline VectorNBase<T, 3> Cross(const VectorNBase<T, 3>& v1,
const VectorNBase<T, 3>& v2) {
return Vector3Base<T>(v1).Cross(v2);
}
typedef Vector3Base<float> Vector3f;
typedef Vector3Base<float> Vec3f;
typedef Vector3Base<double> Vector3d;
typedef Vector3Base<double> Vec3d;
typedef Vector3Base<double> Vector3;
typedef Vector3Base<double> Vec3;
}
#endif