/* 
 * PPOGL - PlanetPenguin Open Game Library
 * Copyright (C) 2004-2005 Volker Stroebel <volker@planetpenguin.de>
 * 
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Lesser General Public License
 * as published by the Free Software Foundation; either version 2.1
 * of the License, or (at your option) any later version.
 * 
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 * 
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 */

#include "vec3d.h"

#include <math.h>

namespace ppogl{

Vec3d::Vec3d()
{
	values[0]=0.0;
	values[1]=0.0;
	values[2]=0.0;
}
	
Vec3d::Vec3d(const double x, const double y, const double z)
{
	values[0]=x;
	values[1]=y;
	values[2]=z;	
}

Vec3d::Vec3d(const double *v)
{
	values[0]=v[0];
	values[1]=v[1];
	values[2]=v[2];	
}

double 
Vec3d::normalize()
{
    double len = length();
	if (len>0.0)
	{
		x() /= len;
		y() /= len;
		z() /= len;
	}                
	return(len);
}

double
Vec3d::length() const
{
	return sqrt(x()*x()+y()*y()+z()*z());
}

double
Vec3d::length2() const
{
	return x()*x()+y()*y()+z()*z();
}

Vec3d
operator+(const Vec3d& vec1,const Vec3d& vec2)
{
	return Vec3d(vec1.x()+vec2.x(),vec1.y()+vec2.y(),vec1.z()+vec2.z());
}

Vec3d
operator-(const Vec3d& vec1,const Vec3d& vec2)
{
	return Vec3d(vec1.x()-vec2.x(),vec1.y()-vec2.y(),vec1.z()-vec2.z());
}

Vec3d
operator*(const Vec3d& vec, const double scalar)
{
	return Vec3d(vec.x()*scalar,vec.y()*scalar,vec.z()*scalar);
}

Vec3d
operator*(const double scalar, const Vec3d& vec)
{
	return Vec3d(vec.x()*scalar,vec.y()*scalar,vec.z()*scalar);
}

double
operator*(const Vec3d& vec1,const Vec3d& vec2)
{
	return vec1.x()*vec2.x()+vec1.y()*vec2.y()+vec1.z()*vec2.z();
}

Vec3d 
operator^(const Vec3d& vec1,const Vec3d& vec2)
{
	return Vec3d(
		vec1.y() * vec2.z() - vec1.z() * vec2.y(),
		vec1.z() * vec2.x() - vec1.x() * vec2.z(),
		vec1.x() * vec2.y() - vec1.y() * vec2.x()
	);
}

} //namespace ppogl
