Various "inline" code optimizations contributed by Norman Vine.
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@@ -33,12 +33,28 @@
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#endif
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#include <Math/mat3.h>
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#include "mat3.h"
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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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#if defined( USE_XTRA_MAT3_INLINES )
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# define map_vec_onto_cur_surface_plane(normal, v0, vec, result) { \
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double scale = ((normal[0]*vec[0]+normal[1]*vec[1]+normal[2]*vec[2]) / \
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(normal[0]*normal[0]+normal[1]*normal[1]+normal[2]*normal[2])); \
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result[0] = vec[0]-normal[0]*scale; \
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result[1] = vec[1]-normal[1]*scale; \
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result[2] = vec[2]-normal[2]*scale; \
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}
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#else
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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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#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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// Given a point p, and a line through p0 with direction vector d,
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// find the shortest distance (squared) from the point to the line
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@@ -49,10 +65,13 @@ 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 20:04:13 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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