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#include "StdAfx.h"
#include "Vector4D.h"
#include "cmath"

Vector4D::Vector4D(void)
{
}

Vector4D::~Vector4D(void)
{
}
Vector4D::Vector4D(const AcGePoint3d& p)
{
	AcGeVector3d v = p.asVector();
	x = v.x;
	y = v.y;
	z = v.z;
	w = 1;
}
Vector4D::Vector4D(const AcGeVector3d& v)
{
	x = v.x;
	y = v.y;
	z = v.z;
	w = 1;
}


Vector4D::Vector4D(const Vector4D & v) {
	x = v.x;
	y = v.y;
	z = v.z;
	w = v.w;
}
Vector4D::Vector4D(const double& nx,const double& ny,const double& nz,const double& nw)
{
	this->x=nx;
	this->y=ny;
	this->z=nz;
	this->w=nw;
}
Vector4D Vector4D::normalize()
{
	double len = length();
	Vector4D h;
	h.x = x/len;
	h.y = y/len;
	h.z = z/len;
	h.w = w/len;
	return h;
}
long double Vector4D::length()
{
	return std::sqrt(x*x+y*y+z*z);
}
Vector4D Vector4D::homogenize()
{
	Vector4D h;
	h.x = x/w;
	h.y = y/w;
	h.z = z/w;
	h.w = 1;
	return h;
}
long double Vector4D::dotProduct(const Vector4D& other)
{
	long double res = ( (x*(other.x)) + (y*(other.y)) + (z*(other.z)) + (w*(other.w)) );
	return res;
}
Vector4D Vector4D::operator -(const Vector4D & other)
{
	Vector4D h;
	h.x = x - other.x;
	h.y = y - other.y;
	h.z = z - other.z;
	h.w = w - other.w;
	return h;
}

Vector4D Vector4D::operator +(const Vector4D & other)
{
	Vector4D h;
	h.x = x + other.x;
	h.y = y + other.y;
	h.z = z + other.z;
	h.w = w + other.w;
	return h;
}

Vector4D& Vector4D::operator =(const Vector4D & other)
{
	x = other.x;
	y = other.y;
	z = other.z;
	w = other.w;
	return *this;
}

Vector4D Vector4D::operator *(const long double& d)
{
	Vector4D res;
	res.x = x * d;
	res.y = y * d;
	res.z = z * d;
	res.w = w * d;
	return res;
}

bool Vector4D::isDirectionVector()
{
	return z == 0;
}

AcGePoint3d Vector4D::asPoint3d()
{
	AcGePoint3d p;
	p.x = x;
	p.y = y;
	p.z = z;
	return p;
}