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+/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
+/*
+ * This file is part of the LibreOffice project.
+ *
+ * This Source Code Form is subject to the terms of the Mozilla Public
+ * License, v. 2.0. If a copy of the MPL was not distributed with this
+ * file, You can obtain one at http://mozilla.org/MPL/2.0/.
+ *
+ * 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
+ * with this work for additional information regarding copyright
+ * ownership. The ASF licenses this file to you under the Apache
+ * License, Version 2.0 (the "License"); you may not use this file
+ * except in compliance with the License. You may obtain a copy of
+ * the License at http://www.apache.org/licenses/LICENSE-2.0 .
+ */
+
+#pragma once
+
+#include <basegfx/tuple/b3dtuple.hxx>
+#include <basegfx/basegfxdllapi.h>
+
+namespace basegfx
+{
+ class B3DHomMatrix;
+
+ /** Base Point class with three double values
+
+ This class derives all operators and common handling for
+ a 3D data class from B3DTuple. All necessary extensions
+ which are special for 3D Vectors are added here.
+
+ @see B3DTuple
+ */
+ class SAL_WARN_UNUSED BASEGFX_DLLPUBLIC B3DVector : public ::basegfx::B3DTuple
+ {
+ public:
+ /** Create a 3D Vector
+
+ The vector is initialized to (0.0, 0.0, 0.0)
+ */
+ B3DVector()
+ : B3DTuple()
+ {}
+
+ /** Create a 3D Vector
+
+ @param fX
+ This parameter is used to initialize the X-coordinate
+ of the 3D Vector.
+
+ @param fY
+ This parameter is used to initialize the Y-coordinate
+ of the 3D Vector.
+
+ @param fZ
+ This parameter is used to initialize the Z-coordinate
+ of the 3D Vector.
+ */
+ B3DVector(double fX, double fY, double fZ)
+ : B3DTuple(fX, fY, fZ)
+ {}
+
+ /** constructor with tuple to allow copy-constructing
+ from B3DTuple-based classes
+ */
+ B3DVector(const ::basegfx::B3DTuple& rTuple)
+ : B3DTuple(rTuple)
+ {}
+
+ /** *=operator to allow usage from B3DVector, too
+ */
+ B3DVector& operator*=( const B3DVector& rPnt )
+ {
+ mfX *= rPnt.mfX;
+ mfY *= rPnt.mfY;
+ mfZ *= rPnt.mfZ;
+ return *this;
+ }
+
+ /** *=operator to allow usage from B3DVector, too
+ */
+ B3DVector& operator*=(double t)
+ {
+ mfX *= t;
+ mfY *= t;
+ mfZ *= t;
+ return *this;
+ }
+
+ /** assignment operator to allow assigning the results
+ of B3DTuple calculations
+ */
+ B3DVector& operator=( const ::basegfx::B3DTuple& rVec )
+ {
+ mfX = rVec.getX();
+ mfY = rVec.getY();
+ mfZ = rVec.getZ();
+ return *this;
+ }
+
+ /** Calculate the length of this 3D Vector
+
+ @return The Length of the 3D Vector
+ */
+ double getLength() const
+ {
+ double fLen(scalar(*this));
+ if((0.0 == fLen) || (1.0 == fLen))
+ return fLen;
+ return sqrt(fLen);
+ }
+
+ /** Calculate the length in the XZ-Plane for this 3D Vector
+
+ @return The XZ-Plane Length of the 3D Vector
+ */
+ double getXZLength() const
+ {
+ double fLen((mfX * mfX) + (mfZ * mfZ)); // #i73040#
+ if((0.0 == fLen) || (1.0 == fLen))
+ return fLen;
+ return sqrt(fLen);
+ }
+
+ /** Calculate the length in the YZ-Plane for this 3D Vector
+
+ @return The YZ-Plane Length of the 3D Vector
+ */
+ double getYZLength() const
+ {
+ double fLen((mfY * mfY) + (mfZ * mfZ));
+ if((0.0 == fLen) || (1.0 == fLen))
+ return fLen;
+ return sqrt(fLen);
+ }
+
+ /** Set the length of this 3D Vector
+
+ @param fLen
+ The to be achieved length of the 3D Vector
+ */
+ B3DVector& setLength(double fLen)
+ {
+ double fLenNow(scalar(*this));
+
+ if(!::basegfx::fTools::equalZero(fLenNow))
+ {
+ const double fOne(1.0);
+
+ if(!::basegfx::fTools::equal(fOne, fLenNow))
+ {
+ fLen /= sqrt(fLenNow);
+ }
+
+ mfX *= fLen;
+ mfY *= fLen;
+ mfZ *= fLen;
+ }
+
+ return *this;
+ }
+
+ /** Normalize this 3D Vector
+
+ The length of the 3D Vector is set to 1.0
+ */
+ B3DVector& normalize();
+
+ /** get a 3D Vector which is perpendicular to this and a given 3D Vector
+
+ @attention This only works if this and the given 3D Vector are
+ both normalized.
+
+ @param rNormalizedVec
+ A normalized 3D Vector.
+
+ @return
+ A 3D Vector perpendicular to this and the given one
+ */
+ B3DVector getPerpendicular(const B3DVector& rNormalizedVec) const;
+
+ /** Calculate the Scalar product
+
+ This method calculates the Scalar product between this
+ and the given 3D Vector.
+
+ @param rVec
+ A second 3D Vector.
+
+ @return
+ The Scalar Product of two 3D Vectors
+ */
+ double scalar(const B3DVector& rVec) const
+ {
+ return ((mfX * rVec.mfX) + (mfY * rVec.mfY) + (mfZ * rVec.mfZ));
+ }
+
+ /** Transform vector by given transformation matrix.
+
+ Since this is a vector, translational components of the
+ matrix are disregarded.
+ */
+ B3DVector& operator*=( const B3DHomMatrix& rMat );
+
+ static const B3DVector& getEmptyVector()
+ {
+ return static_cast<const B3DVector&>( ::basegfx::B3DTuple::getEmptyTuple() );
+ }
+ };
+
+ // external operators
+
+
+ /** Test two vectors which need not to be normalized for parallelism
+
+ @param rVecA
+ The first 3D Vector
+
+ @param rVecB
+ The second 3D Vector
+
+ @return
+ bool if the two values are parallel. Also true if
+ one of the vectors is empty.
+ */
+ BASEGFX_DLLPUBLIC bool areParallel( const B3DVector& rVecA, const B3DVector& rVecB );
+
+ /** Transform vector by given transformation matrix.
+
+ Since this is a vector, translational components of the
+ matrix are disregarded.
+ */
+ BASEGFX_DLLPUBLIC B3DVector operator*( const B3DHomMatrix& rMat, const B3DVector& rVec );
+
+ /** Calculate the Cross Product of two 3D Vectors
+
+ @param rVecA
+ A first 3D Vector.
+
+ @param rVecB
+ A second 3D Vector.
+
+ @return
+ The Cross Product of both 3D Vectors
+ */
+ inline B3DVector cross(const B3DVector& rVecA, const B3DVector& rVecB)
+ {
+ B3DVector aVec(
+ rVecA.getY() * rVecB.getZ() - rVecA.getZ() * rVecB.getY(),
+ rVecA.getZ() * rVecB.getX() - rVecA.getX() * rVecB.getZ(),
+ rVecA.getX() * rVecB.getY() - rVecA.getY() * rVecB.getX());
+ return aVec;
+ }
+} // end of namespace basegfx
+
+/* vim:set shiftwidth=4 softtabstop=4 expandtab: */