Various "inline" code optimizations contributed by Norman Vine.
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@@ -34,6 +34,7 @@
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#include "mat3.h"
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#if !defined( USE_XTRA_MAT3_INLINES )
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/* Map a vector onto the plane specified by normal */
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void map_vec_onto_cur_surface_plane(MAT3vec normal, MAT3vec v0, MAT3vec vec,
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MAT3vec result)
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@@ -78,6 +79,34 @@ void map_vec_onto_cur_surface_plane(MAT3vec normal, MAT3vec v0, MAT3vec vec,
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/* printf(" result = %.2f, %.2f, %.2f\n",
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result[0], result[1], result[2]); */
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}
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#endif // !defined( USE_XTRA_MAT3_INLINES )
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// Given a point p, and a line through p0 with direction vector d,
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// find the shortest distance from the point to the line
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double fgPointLine(MAT3vec p, MAT3vec p0, MAT3vec d) {
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MAT3vec u, u1, v;
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double ud, dd, tmp, dist;
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// u = p - p0
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MAT3_SUB_VEC(u, p, p0);
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// calculate the projection, u1, of u along d.
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// u1 = ( dot_prod(u, d) / dot_prod(d, d) ) * d;
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ud = MAT3_DOT_PRODUCT(u, d);
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dd = MAT3_DOT_PRODUCT(d, d);
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tmp = ud / dd;
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MAT3_SCALE_VEC(u1, d, tmp);;
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// v = u - u1 = vector from closest point on line, p1, to the
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// original point, p.
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MAT3_SUB_VEC(v, u, u1);
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dist = sqrt(MAT3_DOT_PRODUCT(v, v));
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return( dist );
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}
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// Given a point p, and a line through p0 with direction vector d,
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@@ -106,10 +135,13 @@ double fgPointLineSquared(MAT3vec p, MAT3vec p0, MAT3vec d) {
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/* $Log$
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/* Revision 1.2 1998/07/24 21:34:38 curt
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/* fgPointLine() rewritten into fgPointLineSquared() ... this ultimately saves
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/* us from doing a sqrt().
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/* Revision 1.3 1998/08/24 20:04:12 curt
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/* Various "inline" code optimizations contributed by Norman Vine.
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/*
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* Revision 1.2 1998/07/24 21:34:38 curt
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* fgPointLine() rewritten into fgPointLineSquared() ... this ultimately saves
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* us from doing a sqrt().
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*
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* Revision 1.1 1998/07/08 14:40:10 curt
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* polar3d.[ch] renamed to polar3d.[ch]xx, vector.[ch] renamed to vector.[ch]xx
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* Updated fg_geodesy comments to reflect that routines expect and produce
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