/************************************************************************* * * * Open Dynamics Engine, Copyright (C) 2001,2002 Russell L. Smith. * * All rights reserved. Email: russ@q12.org Web: www.q12.org * * * * This library is free software; you can redistribute it and/or * * modify it under the terms of EITHER: * * (1) The GNU Lesser General Public License as published by the Free * * Software Foundation; either version 2.1 of the License, or (at * * your option) any later version. The text of the GNU Lesser * * General Public License is included with this library in the * * file LICENSE.TXT. * * (2) The BSD-style license that is included with this library in * * the file LICENSE-BSD.TXT. * * * * This library is distributed in the hope that it will be useful, * * but WITHOUT ANY WARRANTY; without even the implied warranty of * * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files * * LICENSE.TXT and LICENSE-BSD.TXT for more details. * * * *************************************************************************/ #include #include // get some math functions under windows #ifdef WIN32 #include #ifndef CYGWIN // added by andy for cygwin #undef copysign #define copysign(a,b) ((dReal)_copysign(a,b)) #endif // added by andy for cygwin #endif #undef dNormalize3 #undef dNormalize4 // this may be called for vectors `a' with extremely small magnitude, for // example the result of a cross product on two nearly perpendicular vectors. // we must be robust to these small vectors. to prevent numerical error, // first find the component a[i] with the largest magnitude and then scale // all the components by 1/a[i]. then we can compute the length of `a' and // scale the components by 1/l. this has been verified to work with vectors // containing the smallest representable numbers. int dSafeNormalize3 (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) { 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; } a1 /= aa0; a2 /= aa0; l = dRecipSqrt (a1*a1 + a2*a2 + 1); a[0] = dCopySign(l,a0); a[1] = a1*l; a[2] = a2*l; } } return 1; } /* OLD VERSION */ /* void dNormalize3 (dVector3 a) { dIASSERT (a); dReal l = dDOT(a,a); if (l > 0) { l = dRecipSqrt(l); a[0] *= l; a[1] *= l; a[2] *= l; } else { a[0] = 1; a[1] = 0; a[2] = 0; } } */ void dNormalize3(dVector3 a) { _dNormalize3(a); } 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; } } void dNormalize4(dVector4 a) { _dNormalize4(a); } 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; } }