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27*cdf0e10cSrcweir 
28*cdf0e10cSrcweir // MARKER(update_precomp.py): autogen include statement, do not remove
29*cdf0e10cSrcweir #include "precompiled_basegfx.hxx"
30*cdf0e10cSrcweir #include <basegfx/vector/b3dvector.hxx>
31*cdf0e10cSrcweir #include <basegfx/matrix/b3dhommatrix.hxx>
32*cdf0e10cSrcweir 
33*cdf0e10cSrcweir //////////////////////////////////////////////////////////////////////////////
34*cdf0e10cSrcweir 
35*cdf0e10cSrcweir namespace basegfx
36*cdf0e10cSrcweir {
37*cdf0e10cSrcweir 	B3DVector& B3DVector::normalize()
38*cdf0e10cSrcweir 	{
39*cdf0e10cSrcweir 		double fLen(scalar(*this));
40*cdf0e10cSrcweir 
41*cdf0e10cSrcweir 		if(!::basegfx::fTools::equalZero(fLen))
42*cdf0e10cSrcweir 		{
43*cdf0e10cSrcweir 			const double fOne(1.0);
44*cdf0e10cSrcweir 
45*cdf0e10cSrcweir 			if(!::basegfx::fTools::equal(fOne, fLen))
46*cdf0e10cSrcweir 			{
47*cdf0e10cSrcweir 				fLen = sqrt(fLen);
48*cdf0e10cSrcweir 
49*cdf0e10cSrcweir 				if(!::basegfx::fTools::equalZero(fLen))
50*cdf0e10cSrcweir 				{
51*cdf0e10cSrcweir 					mfX /= fLen;
52*cdf0e10cSrcweir 					mfY /= fLen;
53*cdf0e10cSrcweir 					mfZ /= fLen;
54*cdf0e10cSrcweir 				}
55*cdf0e10cSrcweir 			}
56*cdf0e10cSrcweir 		}
57*cdf0e10cSrcweir 
58*cdf0e10cSrcweir 		return *this;
59*cdf0e10cSrcweir 	}
60*cdf0e10cSrcweir 
61*cdf0e10cSrcweir 	B3DVector B3DVector::getPerpendicular(const B3DVector& rNormalizedVec) const
62*cdf0e10cSrcweir 	{
63*cdf0e10cSrcweir 		B3DVector aNew(*this);
64*cdf0e10cSrcweir 		aNew = cross(aNew, rNormalizedVec);
65*cdf0e10cSrcweir 		aNew.normalize();
66*cdf0e10cSrcweir 		return aNew;
67*cdf0e10cSrcweir 	}
68*cdf0e10cSrcweir 
69*cdf0e10cSrcweir 	B3DVector B3DVector::getProjectionOnPlane(const B3DVector& rNormalizedPlane) const
70*cdf0e10cSrcweir 	{
71*cdf0e10cSrcweir 		B3DVector aNew(*this);
72*cdf0e10cSrcweir 		aNew = cross(aNew, rNormalizedPlane);
73*cdf0e10cSrcweir 		aNew = cross(aNew, rNormalizedPlane);
74*cdf0e10cSrcweir 
75*cdf0e10cSrcweir 		aNew.mfX = mfX - aNew.mfX;
76*cdf0e10cSrcweir 		aNew.mfY = mfY - aNew.mfY;
77*cdf0e10cSrcweir 		aNew.mfZ = mfZ - aNew.mfZ;
78*cdf0e10cSrcweir 
79*cdf0e10cSrcweir 		return aNew;
80*cdf0e10cSrcweir 	}
81*cdf0e10cSrcweir 
82*cdf0e10cSrcweir 	B3DVector& B3DVector::operator*=( const ::basegfx::B3DHomMatrix& rMat )
83*cdf0e10cSrcweir 	{
84*cdf0e10cSrcweir 		const double fTempX( rMat.get(0,0)*mfX + rMat.get(0,1)*mfY + rMat.get(0,2)*mfZ );
85*cdf0e10cSrcweir 		const double fTempY( rMat.get(1,0)*mfX + rMat.get(1,1)*mfY + rMat.get(1,2)*mfZ );
86*cdf0e10cSrcweir 		const double fTempZ( rMat.get(2,0)*mfX + rMat.get(2,1)*mfY + rMat.get(2,2)*mfZ );
87*cdf0e10cSrcweir 		mfX = fTempX;
88*cdf0e10cSrcweir 		mfY = fTempY;
89*cdf0e10cSrcweir 		mfZ = fTempZ;
90*cdf0e10cSrcweir 
91*cdf0e10cSrcweir 		return *this;
92*cdf0e10cSrcweir 	}
93*cdf0e10cSrcweir 
94*cdf0e10cSrcweir 	B3DVector operator*( const ::basegfx::B3DHomMatrix& rMat, const B3DVector& rVec )
95*cdf0e10cSrcweir 	{
96*cdf0e10cSrcweir 		B3DVector aRes( rVec );
97*cdf0e10cSrcweir 		return aRes*=rMat;
98*cdf0e10cSrcweir 	}
99*cdf0e10cSrcweir 
100*cdf0e10cSrcweir     bool areParallel( const B3DVector& rVecA, const B3DVector& rVecB )
101*cdf0e10cSrcweir     {
102*cdf0e10cSrcweir         // i think fastest is to compare relations, need no square or division
103*cdf0e10cSrcweir         if(!fTools::equal(rVecA.getX() * rVecB.getY(), rVecA.getY() * rVecB.getX()))
104*cdf0e10cSrcweir             return false;
105*cdf0e10cSrcweir 
106*cdf0e10cSrcweir         if(!fTools::equal(rVecA.getX() * rVecB.getZ(), rVecA.getZ() * rVecB.getX()))
107*cdf0e10cSrcweir 			return false;
108*cdf0e10cSrcweir 
109*cdf0e10cSrcweir 		return (fTools::equal(rVecA.getY() * rVecB.getZ(), rVecA.getZ() * rVecB.getY()));
110*cdf0e10cSrcweir     }
111*cdf0e10cSrcweir 
112*cdf0e10cSrcweir } // end of namespace basegfx
113*cdf0e10cSrcweir 
114*cdf0e10cSrcweir //////////////////////////////////////////////////////////////////////////////
115*cdf0e10cSrcweir // eof
116