/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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*
* This file incorporates work covered by the following license notice:
*
* Licensed to the Apache Software Foundation (ASF) under one or more
* contributor license agreements. See the NOTICE file distributed
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* ownership. The ASF licenses this file to you under the Apache
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*/
#include <basegfx/vector/b3dvector.hxx>
#include <basegfx/matrix/b3dhommatrix.hxx>
namespace basegfx
{
B3DVector& B3DVector::normalize()
{
double fLen(std::hypot(mnX, mnY, mnZ));
if(!::basegfx::fTools::equalZero(fLen))
{
const double fOne(1.0);
if(!::basegfx::fTools::equal(fOne, fLen))
{
mnX /= fLen;
mnY /= fLen;
mnZ /= fLen;
}
}
else
{
mnX = 0.0;
mnY = 0.0;
mnZ = 0.0;
}
return *this;
}
B3DVector B3DVector::getPerpendicular(const B3DVector& rNormalizedVec) const
{
B3DVector aNew = cross(*this, rNormalizedVec);
aNew.normalize();
return aNew;
}
B3DVector& B3DVector::operator*=( const ::basegfx::B3DHomMatrix& rMat )
{
const double fTempX( rMat.get(0,0)*mnX + rMat.get(0,1)*mnY + rMat.get(0,2)*mnZ );
const double fTempY( rMat.get(1,0)*mnX + rMat.get(1,1)*mnY + rMat.get(1,2)*mnZ );
const double fTempZ( rMat.get(2,0)*mnX + rMat.get(2,1)*mnY + rMat.get(2,2)*mnZ );
mnX = fTempX;
mnY = fTempY;
mnZ = fTempZ;
return *this;
}
B3DVector operator*( const ::basegfx::B3DHomMatrix& rMat, const B3DVector& rVec )
{
B3DVector aRes( rVec );
aRes *= rMat;
return aRes;
}
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
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
↑ V530 The return value of function 'normalize' is required to be utilized.