[Positioner] Point3D: delete unused distance()
Delete unused functions distance(x,y,z) and square_distance(x,y,z).
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@ -54,21 +54,6 @@ float Point3D::square_distance(const Point3D &source) const
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}
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/**
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* The distance is not square rooted after the computation, in order
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* to optimise comparisons.
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*/
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float Point3D::square_distance(const float _x,
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const float _y,
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const float _z) const
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{
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return
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(x - _x) * (x - _x) +
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(y - _y) * (y - _y) +
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(z - _z) * (z - _z) ;
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}
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/**
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* A, B and C are three points, A being the current Point3D (*this).
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* If the points are aligned, the angle returned is always 0° (and not
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@ -57,14 +57,6 @@ public:
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float square_distance(const Point3D &p) const ;
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/// Euclidean distance to a Point3D
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float distance(const Point3D &p) const ;
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/// Square euclidean distance to a 3-float defined point
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float square_distance(const float mx,
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const float my,
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const float mz) const ;
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/// Euclidean distance to a 3-float defined point
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float distance(const float mx,
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const float my,
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const float mz) const ;
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/// Euclidean distance to the radius of a sphere
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float distance_to_sphere(const Point3D ¢re,
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const float radius) const ;
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@ -180,18 +172,6 @@ inline float Point3D::distance(const Point3D &source) const
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}
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/**
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* Note: to compare distances, use preferably square_distance(),
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* which is more efficient.
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*/
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inline float Point3D::distance(const float _x,
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const float _y,
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const float _z) const
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{
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return sqrt(square_distance(_x, _y, _z)) ;
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}
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/**
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* @param centre The centre of the sphere.
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* @param radius The radius of the sphere.
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