예제 #1
0
void dPlaneSpace (const dVector3 n, dVector3 p, dVector3 q)
{
    dAASSERT (n && p && q);
    if (dFabs(n[2]) > M_SQRT1_2) {
        // choose p in y-z plane
        dReal a = n[1]*n[1] + n[2]*n[2];
        dReal k = dRecipSqrt (a);
        p[0] = 0;
        p[1] = -n[2]*k;
        p[2] = n[1]*k;
        // set q = n x p
        q[0] = a*k;
        q[1] = -n[0]*p[2];
        q[2] = n[0]*p[1];
    }
    else {
        // choose p in x-y plane
        dReal a = n[0]*n[0] + n[1]*n[1];
        dReal k = dRecipSqrt (a);
        p[0] = -n[1]*k;
        p[1] = n[0]*k;
        p[2] = 0;
        // set q = n x p
        q[0] = -n[2]*p[1];
        q[1] = n[2]*p[0];
        q[2] = a*k;
    }
}
예제 #2
0
파일: odemath.cpp 프로젝트: Ricku34/ODE.js
void dNormalize3 (dVector3 a)
{
  dReal a0,a1,a2,aa0,aa1,aa2,l;
  dAASSERT (a);
  a0 = a[0];
  a1 = a[1];
  a2 = a[2];
  aa0 = dFabs(a0);
  aa1 = dFabs(a1);
  aa2 = dFabs(a2);
  if (aa1 > aa0) {
    if (aa2 > aa1) {
      goto aa2_largest;
    }
    else {		// aa1 is largest
      a0 /= aa1;
      a2 /= aa1;
      l = dRecipSqrt (a0*a0 + a2*a2 + 1);
      a[0] = a0*l;
      a[1] = dCopySign(l,a1);
      a[2] = a2*l;
    }
  }
  else {
    if (aa2 > aa0) {
      aa2_largest:	// aa2 is largest
      a0 /= aa2;
      a1 /= aa2;
      l = dRecipSqrt (a0*a0 + a1*a1 + 1);
      a[0] = a0*l;
      a[1] = a1*l;
      a[2] = dCopySign(l,a2);
    }
    else {		// aa0 is largest
      if (aa0 <= 0) {
	// dDEBUGMSG ("vector has zero size"); ... this messace is annoying
	a[0] = 1;	// if all a's are zero, this is where we'll end up.
	a[1] = 0;	// return a default unit length vector.
	a[2] = 0;
	return;
      }
      a1 /= aa0;
      a2 /= aa0;
      l = dRecipSqrt (a1*a1 + a2*a2 + 1);
      a[0] = dCopySign(l,a0);
      a[1] = a1*l;
      a[2] = a2*l;
    }
  }
}
예제 #3
0
int _dSafeNormalize3 (dVector3 a)
{
    dIASSERT(a);

    dReal l = dCalcVectorLengthSquare3(a);
    if (l > dEpsilon)
    {
        dScaleVector3r4(a, dRecipSqrt(l));
        return 1;
    }

    a[0] = 1;	// if all a's are zero, this is where we'll end up.
    a[1] = 0;	// return a default unit length vector.
    a[2] = 0;
    return 0;
}
예제 #4
0
int _dSafeNormalize4 (dVector4 a)
{
    dAASSERT (a);
    dReal l = dCalcVectorLengthSquare4(a);
    if (l > 0) {
        l = dRecipSqrt(l);
        dScaleVector4(a, l);
        return 1;
    }
    else {
        a[0] = 1;
        a[1] = 0;
        a[2] = 0;
        a[3] = 0;
        return 0;
    }
}
예제 #5
0
static void make_sure_plane_normal_has_unit_length (dxPlane *g)
{
    dReal l = g->p[0]*g->p[0] + g->p[1]*g->p[1] + g->p[2]*g->p[2];
    if (l > 0) {
        l = dRecipSqrt(l);
        g->p[0] *= l;
        g->p[1] *= l;
        g->p[2] *= l;
        g->p[3] *= l;
    }
    else {
        g->p[0] = 1;
        g->p[1] = 0;
        g->p[2] = 0;
        g->p[3] = 0;
    }
}
예제 #6
0
int _dSafeNormalize3 (dVector3 a)
{
  dAASSERT (a);

  int idx;
  dReal aa[3], l;

  aa[0] = dFabs(a[0]);
  aa[1] = dFabs(a[1]);
  aa[2] = dFabs(a[2]);
  if (aa[1] > aa[0]) {
    if (aa[2] > aa[1]) { // aa[2] is largest
      idx = 2;
    }
    else {              // aa[1] is largest
      idx = 1;
    }
  }
  else {
    if (aa[2] > aa[0]) {// aa[2] is largest
      idx = 2;
    }
    else {              // aa[0] might be the largest
      if (aa[0] <= 0) { // aa[0] might is largest
	a[0] = 1;	// if all a's are zero, this is where we'll end up.
	a[1] = 0;	// return a default unit length vector.
	a[2] = 0;
	return 0;
      }
      else {
        idx = 0;
      }
    }
  }

  a[0] /= aa[idx];
  a[1] /= aa[idx];
  a[2] /= aa[idx];
  l = dRecipSqrt (a[0]*a[0] + a[1]*a[1] + a[2]*a[2]);
  a[0] *= l;
  a[1] *= l;
  a[2] *= l;
  
  return 1;
}
예제 #7
0
파일: odemath.cpp 프로젝트: Ricku34/ODE.js
void dNormalize4 (dVector4 a)
{
  dAASSERT (a);
  dReal l = dDOT(a,a)+a[3]*a[3];
  if (l > 0) {
    l = dRecipSqrt(l);
    a[0] *= l;
    a[1] *= l;
    a[2] *= l;
    a[3] *= l;
  }
  else {
    dDEBUGMSG ("vector has zero size");
    a[0] = 1;
    a[1] = 0;
    a[2] = 0;
    a[3] = 0;
  }
}
예제 #8
0
EXPORT_C void dQFromAxisAndAngle (dQuaternion q, dReal ax, dReal ay, dReal az,
			 dReal angle)
{
  dReal l = dMUL(ax,ax) + dMUL(ay,ay) + dMUL(az,az);
  if (l > REAL(0.0)) {
    angle = dMUL(angle,REAL(0.5));
    q[0] = dCos (angle);
    l = dMUL(dReal(dSin(angle)),dRecipSqrt(l));
    q[1] = dMUL(ax,l);
    q[2] = dMUL(ay,l);
    q[3] = dMUL(az,l);
  }
  else {
    q[0] = REAL(1.0);
    q[1] = 0;
    q[2] = 0;
    q[3] = 0;
  }
}
예제 #9
0
int _dSafeNormalize4 (dVector4 a)
{
  dAASSERT (a);
  dReal l = dDOT(a,a)+a[3]*a[3];
  if (l > 0) {
    l = dRecipSqrt(l);
    a[0] *= l;
    a[1] *= l;
    a[2] *= l;
    a[3] *= l;
	return 1;
  }
  else {
    a[0] = 1;
    a[1] = 0;
    a[2] = 0;
    a[3] = 0;
    return 0;
  }
}
예제 #10
0
void dQFromAxisAndAngle (dQuaternion q, dReal ax, dReal ay, dReal az,
       dReal angle)
{
  dAASSERT (q);
  dReal l = ax*ax + ay*ay + az*az;
  if (l > REAL(0.0)) {
    angle *= REAL(0.5);
    q[0] = dCos (angle);
    l = dSin(angle) * dRecipSqrt(l);
    q[1] = ax*l;
    q[2] = ay*l;
    q[3] = az*l;
  }
  else {
    q[0] = 1;
    q[1] = 0;
    q[2] = 0;
    q[3] = 0;
  }
}
예제 #11
0
int _dSafeNormalize4 (dVector4 a)
{
  dAASSERT (a);
  dReal l = dDOT(a,a)+a[3]*a[3];
  if (l > 0) {
    l = dRecipSqrt(l);
    a[0] *= l;
    a[1] *= l;
    a[2] *= l;
    a[3] *= l;
	return 1;
  }
  else {
    dIASSERT(false);	// high_festiva was here!
    a[0] = 1;
    a[1] = 0;
    a[2] = 0;
    a[3] = 0;
    return 0;
  }
}