109dbbe93SAndrew Rist /************************************************************** 2cdf0e10cSrcweir * 309dbbe93SAndrew Rist * Licensed to the Apache Software Foundation (ASF) under one 409dbbe93SAndrew Rist * or more contributor license agreements. See the NOTICE file 509dbbe93SAndrew Rist * distributed with this work for additional information 609dbbe93SAndrew Rist * regarding copyright ownership. The ASF licenses this file 709dbbe93SAndrew Rist * to you under the Apache License, Version 2.0 (the 809dbbe93SAndrew Rist * "License"); you may not use this file except in compliance 909dbbe93SAndrew Rist * with the License. You may obtain a copy of the License at 10cdf0e10cSrcweir * 1109dbbe93SAndrew Rist * http://www.apache.org/licenses/LICENSE-2.0 12cdf0e10cSrcweir * 1309dbbe93SAndrew Rist * Unless required by applicable law or agreed to in writing, 1409dbbe93SAndrew Rist * software distributed under the License is distributed on an 1509dbbe93SAndrew Rist * "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY 1609dbbe93SAndrew Rist * KIND, either express or implied. See the License for the 1709dbbe93SAndrew Rist * specific language governing permissions and limitations 1809dbbe93SAndrew Rist * under the License. 19cdf0e10cSrcweir * 2009dbbe93SAndrew Rist *************************************************************/ 2109dbbe93SAndrew Rist 22cdf0e10cSrcweir // MARKER(update_precomp.py): autogen include statement, do not remove 23cdf0e10cSrcweir #include "precompiled_basegfx.hxx" 24cdf0e10cSrcweir #include <basegfx/vector/b3dvector.hxx> 25cdf0e10cSrcweir #include <basegfx/matrix/b3dhommatrix.hxx> 26cdf0e10cSrcweir 27cdf0e10cSrcweir namespace basegfx 28cdf0e10cSrcweir { normalize()29cdf0e10cSrcweir B3DVector& B3DVector::normalize() 30cdf0e10cSrcweir { 31cdf0e10cSrcweir double fLen(scalar(*this)); 32cdf0e10cSrcweir 33cdf0e10cSrcweir if(!::basegfx::fTools::equalZero(fLen)) 34cdf0e10cSrcweir { 35cdf0e10cSrcweir const double fOne(1.0); 36cdf0e10cSrcweir 37cdf0e10cSrcweir if(!::basegfx::fTools::equal(fOne, fLen)) 38cdf0e10cSrcweir { 39cdf0e10cSrcweir fLen = sqrt(fLen); 40cdf0e10cSrcweir 41cdf0e10cSrcweir if(!::basegfx::fTools::equalZero(fLen)) 42cdf0e10cSrcweir { 43cdf0e10cSrcweir mfX /= fLen; 44cdf0e10cSrcweir mfY /= fLen; 45cdf0e10cSrcweir mfZ /= fLen; 46cdf0e10cSrcweir } 47cdf0e10cSrcweir } 48cdf0e10cSrcweir } 49cdf0e10cSrcweir 50cdf0e10cSrcweir return *this; 51cdf0e10cSrcweir } 52cdf0e10cSrcweir getPerpendicular(const B3DVector & rNormalizedVec) const53cdf0e10cSrcweir B3DVector B3DVector::getPerpendicular(const B3DVector& rNormalizedVec) const 54cdf0e10cSrcweir { 55cdf0e10cSrcweir B3DVector aNew(*this); 56cdf0e10cSrcweir aNew = cross(aNew, rNormalizedVec); 57cdf0e10cSrcweir aNew.normalize(); 58cdf0e10cSrcweir return aNew; 59cdf0e10cSrcweir } 60cdf0e10cSrcweir getProjectionOnPlane(const B3DVector & rNormalizedPlane) const61cdf0e10cSrcweir B3DVector B3DVector::getProjectionOnPlane(const B3DVector& rNormalizedPlane) const 62cdf0e10cSrcweir { 63cdf0e10cSrcweir B3DVector aNew(*this); 64cdf0e10cSrcweir aNew = cross(aNew, rNormalizedPlane); 65cdf0e10cSrcweir aNew = cross(aNew, rNormalizedPlane); 66cdf0e10cSrcweir 67cdf0e10cSrcweir aNew.mfX = mfX - aNew.mfX; 68cdf0e10cSrcweir aNew.mfY = mfY - aNew.mfY; 69cdf0e10cSrcweir aNew.mfZ = mfZ - aNew.mfZ; 70cdf0e10cSrcweir 71cdf0e10cSrcweir return aNew; 72cdf0e10cSrcweir } 73cdf0e10cSrcweir operator *=(const::basegfx::B3DHomMatrix & rMat)74cdf0e10cSrcweir B3DVector& B3DVector::operator*=( const ::basegfx::B3DHomMatrix& rMat ) 75cdf0e10cSrcweir { 76cdf0e10cSrcweir const double fTempX( rMat.get(0,0)*mfX + rMat.get(0,1)*mfY + rMat.get(0,2)*mfZ ); 77cdf0e10cSrcweir const double fTempY( rMat.get(1,0)*mfX + rMat.get(1,1)*mfY + rMat.get(1,2)*mfZ ); 78cdf0e10cSrcweir const double fTempZ( rMat.get(2,0)*mfX + rMat.get(2,1)*mfY + rMat.get(2,2)*mfZ ); 79cdf0e10cSrcweir mfX = fTempX; 80cdf0e10cSrcweir mfY = fTempY; 81cdf0e10cSrcweir mfZ = fTempZ; 82cdf0e10cSrcweir 83cdf0e10cSrcweir return *this; 84cdf0e10cSrcweir } 85cdf0e10cSrcweir operator *(const::basegfx::B3DHomMatrix & rMat,const B3DVector & rVec)86cdf0e10cSrcweir B3DVector operator*( const ::basegfx::B3DHomMatrix& rMat, const B3DVector& rVec ) 87cdf0e10cSrcweir { 88cdf0e10cSrcweir B3DVector aRes( rVec ); 89cdf0e10cSrcweir return aRes*=rMat; 90cdf0e10cSrcweir } 91cdf0e10cSrcweir areParallel(const B3DVector & rVecA,const B3DVector & rVecB)92cdf0e10cSrcweir bool areParallel( const B3DVector& rVecA, const B3DVector& rVecB ) 93cdf0e10cSrcweir { 94*18e39f1bSmseidel // I think fastest is to compare relations, need no square or division 95cdf0e10cSrcweir if(!fTools::equal(rVecA.getX() * rVecB.getY(), rVecA.getY() * rVecB.getX())) 96cdf0e10cSrcweir return false; 97cdf0e10cSrcweir 98cdf0e10cSrcweir if(!fTools::equal(rVecA.getX() * rVecB.getZ(), rVecA.getZ() * rVecB.getX())) 99cdf0e10cSrcweir return false; 100cdf0e10cSrcweir 101cdf0e10cSrcweir return (fTools::equal(rVecA.getY() * rVecB.getZ(), rVecA.getZ() * rVecB.getY())); 102cdf0e10cSrcweir } 103cdf0e10cSrcweir 104cdf0e10cSrcweir } // end of namespace basegfx 105cdf0e10cSrcweir 106*18e39f1bSmseidel /* vim: set noet sw=4 ts=4: */ 107