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#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);

                if(!::basegfx::fTools::equalZero(fLen))
                {
                    mfX /= fLen;
                    mfY /= fLen;
                    mfZ /= fLen;
                }
            }
        }

        return *this;
    }

    B3DVector B3DVector::getPerpendicular(const B3DVector& rNormalizedVec) const
    {
        B3DVector aNew(*this);
        aNew = cross(aNew, rNormalizedVec);
        aNew.normalize();
        return aNew;
    }

    B3DVector& B3DVector::operator*=( const ::basegfx::B3DHomMatrix& rMat )
    {
        const double fTempX( rMat.get(0,0)*mfX + rMat.get(0,1)*mfY + rMat.get(0,2)*mfZ );
        const double fTempY( rMat.get(1,0)*mfX + rMat.get(1,1)*mfY + rMat.get(1,2)*mfZ );
        const double fTempZ( rMat.get(2,0)*mfX + rMat.get(2,1)*mfY + rMat.get(2,2)*mfZ );
        mfX = fTempX;
        mfY = fTempY;
        mfZ = fTempZ;

        return *this;
    }

    B3DVector operator*( const ::basegfx::B3DHomMatrix& rMat, const B3DVector& rVec )
    {
        B3DVector aRes( rVec );
        return aRes*=rMat;
    }

    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

//////////////////////////////////////////////////////////////////////////////
// eof

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