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/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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#include <basegfx/vector/b3dvector.hxx>
#include <basegfx/matrix/b3dhommatrix.hxx>
//////////////////////////////////////////////////////////////////////////////
namespace basegfx
{
B3DVector& B3DVector::normalize()
{
double fLen(scalar(*this));
if(!::basegfx::fTools::equalZero(fLen))
{
const double fOne(1.0);
if(!::basegfx::fTools::equal(fOne, fLen))
{
fLen = sqrt(fLen);
if(!::basegfx::fTools::equalZero(fLen))
{
mfX /= fLen;
mfY /= fLen;
mfZ /= fLen;
}
}
}
return *this;
}
B3DVector B3DVector::getPerpendicular(const B3DVector& rNormalizedVec) const
{
B3DVector aNew(*this);
aNew = cross(aNew, rNormalizedVec);
aNew.normalize();
return aNew;
}
B3DVector& B3DVector::operator*=( const ::basegfx::B3DHomMatrix& rMat )
{
const double fTempX( rMat.get(0,0)*mfX + rMat.get(0,1)*mfY + rMat.get(0,2)*mfZ );
const double fTempY( rMat.get(1,0)*mfX + rMat.get(1,1)*mfY + rMat.get(1,2)*mfZ );
const double fTempZ( rMat.get(2,0)*mfX + rMat.get(2,1)*mfY + rMat.get(2,2)*mfZ );
mfX = fTempX;
mfY = fTempY;
mfZ = fTempZ;
return *this;
}
B3DVector operator*( const ::basegfx::B3DHomMatrix& rMat, const B3DVector& rVec )
{
B3DVector aRes( rVec );
return aRes*=rMat;
}
bool areParallel( const B3DVector& rVecA, const B3DVector& rVecB )
{
// i think fastest is to compare relations, need no square or division
if(!fTools::equal(rVecA.getX() * rVecB.getY(), rVecA.getY() * rVecB.getX()))
return false;
if(!fTools::equal(rVecA.getX() * rVecB.getZ(), rVecA.getZ() * rVecB.getX()))
return false;
return (fTools::equal(rVecA.getY() * rVecB.getZ(), rVecA.getZ() * rVecB.getY()));
}
} // end of namespace basegfx
//////////////////////////////////////////////////////////////////////////////
// eof
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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