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-rw-r--r--basegfx/source/vector/b3dvector.cxx86
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diff --git a/basegfx/source/vector/b3dvector.cxx b/basegfx/source/vector/b3dvector.cxx
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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 .
+ */
+
+#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);
+
+ mnX /= fLen;
+ mnY /= fLen;
+ mnZ /= fLen;
+ }
+ }
+
+ 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: */