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-rwxr-xr-xindra/llmath/v3math.h43
1 files changed, 30 insertions, 13 deletions
diff --git a/indra/llmath/v3math.h b/indra/llmath/v3math.h
index 0432aeba4c..f3fbce4843 100755
--- a/indra/llmath/v3math.h
+++ b/indra/llmath/v3math.h
@@ -1,4 +1,4 @@
-/**
+/**
* @file v3math.h
* @brief LLVector3 class header file.
*
@@ -159,6 +159,7 @@ F32 dist_vec(const LLVector3 &a, const LLVector3 &b); // Returns distance betwe
F32 dist_vec_squared(const LLVector3 &a, const LLVector3 &b);// Returns distance squared between a and b
F32 dist_vec_squared2D(const LLVector3 &a, const LLVector3 &b);// Returns distance squared between a and b ignoring Z component
LLVector3 projected_vec(const LLVector3 &a, const LLVector3 &b); // Returns vector a projected on vector b
+LLVector3 inverse_projected_vec(const LLVector3 &a, const LLVector3 &b); // Returns vector a scaled such that projected_vec(inverse_projected_vec(a, b), b) == b;
LLVector3 parallel_component(const LLVector3 &a, const LLVector3 &b); // Returns vector a projected on vector b (same as projected_vec)
LLVector3 orthogonal_component(const LLVector3 &a, const LLVector3 &b); // Returns component of vector a not parallel to vector b (same as projected_vec)
LLVector3 lerp(const LLVector3 &a, const LLVector3 &b, F32 u); // Returns a vector that is a linear interpolation between a and b
@@ -490,9 +491,27 @@ inline F32 dist_vec_squared2D(const LLVector3 &a, const LLVector3 &b)
inline LLVector3 projected_vec(const LLVector3 &a, const LLVector3 &b)
{
- LLVector3 project_axis = b;
- project_axis.normalize();
- return project_axis * (a * project_axis);
+ F32 bb = b * b;
+ if (bb > FP_MAG_THRESHOLD * FP_MAG_THRESHOLD)
+ {
+ return ((a * b) / bb) * b;
+ }
+ else
+ {
+ return b.zero;
+ }
+}
+
+inline LLVector3 inverse_projected_vec(const LLVector3& a, const LLVector3& b)
+{
+ LLVector3 normalized_a = a;
+ normalized_a.normalize();
+ LLVector3 normalized_b = b;
+ F32 b_length = normalized_b.normalize();
+
+ F32 dot_product = normalized_a * normalized_b;
+ //NB: if a _|_ b, then returns an infinite vector
+ return normalized_a * (b_length / dot_product);
}
inline LLVector3 parallel_component(const LLVector3 &a, const LLVector3 &b)
@@ -556,15 +575,13 @@ inline void update_min_max(LLVector3& min, LLVector3& max, const F32* pos)
inline F32 angle_between(const LLVector3& a, const LLVector3& b)
{
- LLVector3 an = a;
- LLVector3 bn = b;
- an.normalize();
- bn.normalize();
- F32 cosine = an * bn;
- F32 angle = (cosine >= 1.0f) ? 0.0f :
- (cosine <= -1.0f) ? F_PI :
- (F32)acos(cosine);
- return angle;
+ F32 ab = a * b; // dotproduct
+ if (ab == -0.0f)
+ {
+ ab = 0.0f; // get rid of negative zero
+ }
+ LLVector3 c = a % b; // crossproduct
+ return atan2f(sqrtf(c * c), ab); // return the angle
}
inline BOOL are_parallel(const LLVector3 &a, const LLVector3 &b, F32 epsilon)