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/************************************************************************

  3x3 Matrix class

  $Id: mat3.cxx 427 2004-09-27 04:45:31Z garland $

 ************************************************************************/

#include <gfx/gfx.h>
#include <gfx/mat3.h>

namespace gfx
{

Mat3 Mat3::I() { return Mat3(Vec3(1,0,0), Vec3(0,1,0), Vec3(0,0,1)); }

Mat3 &Mat3::diag(double d)
{
    *this = 0.0;
    row[0][0] = row[1][1] = row[2][2] = d;
    return *this;
}

Mat3 diag(const Vec3& v)
{
    return Mat3(Vec3(v[0],0,0),  Vec3(0,v[1],0),  Vec3(0,0,v[2]));
}

Mat3 Mat3::outer_product(const Vec3& v)
{
    Mat3 A;
    double x=v[0], y=v[1], z=v[2];

    A(0,0) = x*x;  A(0,1) = x*y;  A(0,2) = x*z;
    A(1,0)=A(0,1); A(1,1) = y*y;  A(1,2) = y*z;
    A(2,0)=A(0,2); A(2,1)=A(1,2); A(2,2) = z*z;

    return A;
}

Mat3 Mat3::outer_product(const Vec3& u, const Vec3& v)
{
    Mat3 A;

    for(int i=0; i<3; i++)
	for(int j=0; j<3; j++)
	    A(i, j) = u[i]*v[j];

    return A;
}

Mat3 operator*(const Mat3& n, const Mat3& m)
{
    Mat3 A;

    for(int i=0;i<3;i++)
	for(int j=0;j<3;j++)
	    A(i,j) = n[i]*m.col(j);

    return A;
}

Mat3 adjoint(const Mat3& m)
{
    return Mat3(m[1]^m[2],
		m[2]^m[0],
		m[0]^m[1]);
}

double invert(Mat3& inv, const Mat3& m)
{
    Mat3 A = adjoint(m);
    double d = A[0] * m[0];

    if( d==0.0 )
	return 0.0;

    inv = transpose(A) / d;
    return d;
}

} // namespace gfx