#include "i_threejetvec.h" ThreeJetVec operator+(ThreeJetVec v, ThreeJetVec w) { ThreeJetVec result; result.x = v.x + w.x; result.y = v.y + w.y; result.z = v.z + w.z; return result; } ThreeJetVec operator*(ThreeJetVec v, ThreeJet a) { ThreeJetVec result; result.x = v.x*a; result.y = v.y*a; result.z = v.z*a; return result; } ThreeJetVec operator*(ThreeJetVec v, double a) { ThreeJetVec result; result.x = v.x*a; result.y = v.y*a; result.z = v.z*a; return result; } ThreeJetVec AnnihilateVec(ThreeJetVec v, int index) { ThreeJetVec result; result.x = Annihilate(v.x, index); result.y = Annihilate(v.y, index); result.z = Annihilate(v.z, index); return result; } TwoJetVec D(ThreeJetVec x, int index) { TwoJetVec result; result.x = D(x.x, index); result.y = D(x.y, index); result.z = D(x.z, index); return result; } ThreeJetVec Cross(ThreeJetVec v, ThreeJetVec w) { ThreeJetVec result; result.x = v.y*w.z + v.z*w.y*-1; result.y = v.z*w.x + v.x*w.z*-1; result.z = v.x*w.y + v.y*w.x*-1; return result; } ThreeJet Dot(ThreeJetVec v, ThreeJetVec w) { return v.x*w.x + v.y*w.y + v.z*w.z; } ThreeJetVec Normalize(ThreeJetVec v) { ThreeJet a; a = Dot(v,v); if (a > 0) a = a^-0.5; else a = ThreeJet(0, 0, 0); return v*a; } ThreeJetVec RotateZ(ThreeJetVec v, ThreeJet angle) { ThreeJetVec result; ThreeJet s,c; s = Sin (angle); c = Cos (angle); result.x = v.x*c + v.y*s; result.y = v.x*s*-1 + v.y*c; result.z = v.z; return result; } ThreeJetVec RotateY(ThreeJetVec v, ThreeJet angle) { ThreeJetVec result; ThreeJet s, c; s = Sin (angle); c = Cos (angle); result.x = v.x*c + v.z*s*-1; result.y = v.y; result.z = v.x*s + v.z*c ; return result; } ThreeJetVec RotateX(ThreeJetVec v, ThreeJet angle) { ThreeJetVec result; ThreeJet s,c; s = Sin (angle); c = Cos (angle); result.x = v.x; result.y = v.y*c + v.z*s; result.z = v.y*s*-1 + v.z*c; return result; } ThreeJetVec InterpolateVec(ThreeJetVec v1, ThreeJetVec v2, ThreeJet weight) { return (v1) * (weight*-1 + 1) + v2*weight; } ThreeJet Length(ThreeJetVec v) { return (v.x^2 + v.y^2) ^ (.5); }