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JennaHuntsman
XDG Integration
Commits
4f19ecbe
Commit
4f19ecbe
authored
4 years ago
by
Rye Mutt
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Attempt to please the floating point gods
parent
ce33f6bc
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1 changed file
indra/llmath/llquaternion.cpp
+19
-19
19 additions, 19 deletions
indra/llmath/llquaternion.cpp
with
19 additions
and
19 deletions
indra/llmath/llquaternion.cpp
+
19
−
19
View file @
4f19ecbe
...
...
@@ -61,7 +61,7 @@ LLQuaternion::LLQuaternion(F32 angle, const LLVector4 &vec)
F32
mag
=
sqrtf
(
vec
.
mV
[
VX
]
*
vec
.
mV
[
VX
]
+
vec
.
mV
[
VY
]
*
vec
.
mV
[
VY
]
+
vec
.
mV
[
VZ
]
*
vec
.
mV
[
VZ
]);
if
(
mag
>
FP_MAG_THRESHOLD
)
{
angle
*=
0.5
;
angle
*=
0.5
f
;
F32
c
=
cosf
(
angle
);
F32
s
=
sinf
(
angle
)
/
mag
;
mQ
[
VX
]
=
vec
.
mV
[
VX
]
*
s
;
...
...
@@ -80,7 +80,7 @@ LLQuaternion::LLQuaternion(F32 angle, const LLVector3 &vec)
F32
mag
=
sqrtf
(
vec
.
mV
[
VX
]
*
vec
.
mV
[
VX
]
+
vec
.
mV
[
VY
]
*
vec
.
mV
[
VY
]
+
vec
.
mV
[
VZ
]
*
vec
.
mV
[
VZ
]);
if
(
mag
>
FP_MAG_THRESHOLD
)
{
angle
*=
0.5
;
angle
*=
0.5
f
;
F32
c
=
cosf
(
angle
);
F32
s
=
sinf
(
angle
)
/
mag
;
mQ
[
VX
]
=
vec
.
mV
[
VX
]
*
s
;
...
...
@@ -150,7 +150,7 @@ const LLQuaternion& LLQuaternion::setAngleAxis(F32 angle, F32 x, F32 y, F32 z)
F32
mag
=
sqrtf
(
x
*
x
+
y
*
y
+
z
*
z
);
if
(
mag
>
FP_MAG_THRESHOLD
)
{
angle
*=
0.5
;
angle
*=
0.5
f
;
F32
c
=
cosf
(
angle
);
F32
s
=
sinf
(
angle
)
/
mag
;
mQ
[
VX
]
=
x
*
s
;
...
...
@@ -170,7 +170,7 @@ const LLQuaternion& LLQuaternion::setAngleAxis(F32 angle, const LLVector3 &vec)
F32
mag
=
sqrtf
(
vec
.
mV
[
VX
]
*
vec
.
mV
[
VX
]
+
vec
.
mV
[
VY
]
*
vec
.
mV
[
VY
]
+
vec
.
mV
[
VZ
]
*
vec
.
mV
[
VZ
]);
if
(
mag
>
FP_MAG_THRESHOLD
)
{
angle
*=
0.5
;
angle
*=
0.5
f
;
F32
c
=
cosf
(
angle
);
F32
s
=
sinf
(
angle
)
/
mag
;
mQ
[
VX
]
=
vec
.
mV
[
VX
]
*
s
;
...
...
@@ -190,7 +190,7 @@ const LLQuaternion& LLQuaternion::setAngleAxis(F32 angle, const LLVector4 &vec)
F32
mag
=
sqrtf
(
vec
.
mV
[
VX
]
*
vec
.
mV
[
VX
]
+
vec
.
mV
[
VY
]
*
vec
.
mV
[
VY
]
+
vec
.
mV
[
VZ
]
*
vec
.
mV
[
VZ
]);
if
(
mag
>
FP_MAG_THRESHOLD
)
{
angle
*=
0.5
;
angle
*=
0.5
f
;
F32
c
=
cosf
(
angle
);
F32
s
=
sinf
(
angle
)
/
mag
;
mQ
[
VX
]
=
vec
.
mV
[
VX
]
*
s
;
...
...
@@ -237,7 +237,7 @@ const LLQuaternion& LLQuaternion::setQuat(F32 angle, F32 x, F32 y, F32 z)
F32
mag
=
sqrtf
(
x
*
x
+
y
*
y
+
z
*
z
);
if
(
mag
>
FP_MAG_THRESHOLD
)
{
angle
*=
0.5
;
angle
*=
0.5
f
;
F32
c
=
cosf
(
angle
);
F32
s
=
sinf
(
angle
)
/
mag
;
mQ
[
VX
]
=
x
*
s
;
...
...
@@ -258,7 +258,7 @@ const LLQuaternion& LLQuaternion::setQuat(F32 angle, const LLVector3 &vec)
F32
mag
=
sqrtf
(
vec
.
mV
[
VX
]
*
vec
.
mV
[
VX
]
+
vec
.
mV
[
VY
]
*
vec
.
mV
[
VY
]
+
vec
.
mV
[
VZ
]
*
vec
.
mV
[
VZ
]);
if
(
mag
>
FP_MAG_THRESHOLD
)
{
angle
*=
0.5
;
angle
*=
0.5
f
;
F32
c
=
cosf
(
angle
);
F32
s
=
sinf
(
angle
)
/
mag
;
mQ
[
VX
]
=
vec
.
mV
[
VX
]
*
s
;
...
...
@@ -278,7 +278,7 @@ const LLQuaternion& LLQuaternion::setQuat(F32 angle, const LLVector4 &vec)
F32
mag
=
sqrtf
(
vec
.
mV
[
VX
]
*
vec
.
mV
[
VX
]
+
vec
.
mV
[
VY
]
*
vec
.
mV
[
VY
]
+
vec
.
mV
[
VZ
]
*
vec
.
mV
[
VZ
]);
if
(
mag
>
FP_MAG_THRESHOLD
)
{
angle
*=
0.5
;
angle
*=
0.5
f
;
F32
c
=
cosf
(
angle
);
F32
s
=
sinf
(
angle
)
/
mag
;
mQ
[
VX
]
=
vec
.
mV
[
VX
]
*
s
;
...
...
@@ -498,7 +498,7 @@ const LLQuaternion &LLQuaternion::constrain(F32 radians)
const
F32
cos_angle_lim
=
cosf
(
radians
/
2
);
// mQ[VW] limit
const
F32
sin_angle_lim
=
sinf
(
radians
/
2
);
// rotation axis length limit
if
(
mQ
[
VW
]
<
0.
f
)
if
(
mQ
[
VW
]
<
0.
0
f
)
{
mQ
[
VX
]
*=
-
1.
f
;
mQ
[
VY
]
*=
-
1.
f
;
...
...
@@ -888,8 +888,8 @@ void LLQuaternion::getAzimuthAndAltitude(F32 &azimuthRadians, F32 &altitudeRadia
// quaternion does not need to be normalized
void
LLQuaternion
::
getEulerAngles
(
F32
*
roll
,
F32
*
pitch
,
F32
*
yaw
)
const
{
F32
sx
=
2
*
(
mQ
[
VX
]
*
mQ
[
VW
]
-
mQ
[
VY
]
*
mQ
[
VZ
]);
// sine of the roll
F32
sy
=
2
*
(
mQ
[
VY
]
*
mQ
[
VW
]
+
mQ
[
VX
]
*
mQ
[
VZ
]);
// sine of the pitch
F32
sx
=
2
.
f
*
(
mQ
[
VX
]
*
mQ
[
VW
]
-
mQ
[
VY
]
*
mQ
[
VZ
]);
// sine of the roll
F32
sy
=
2
.
f
*
(
mQ
[
VY
]
*
mQ
[
VW
]
+
mQ
[
VX
]
*
mQ
[
VZ
]);
// sine of the pitch
F32
ys
=
mQ
[
VW
]
*
mQ
[
VW
]
-
mQ
[
VY
]
*
mQ
[
VY
];
// intermediate cosine 1
F32
xz
=
mQ
[
VX
]
*
mQ
[
VX
]
-
mQ
[
VZ
]
*
mQ
[
VZ
];
// intermediate cosine 2
F32
cx
=
ys
-
xz
;
// cosine of the roll
...
...
@@ -902,17 +902,17 @@ void LLQuaternion::getEulerAngles(F32 *roll, F32 *pitch, F32 *yaw) const
}
else
// gimbal lock
{
if
(
sy
>
0
)
if
(
sy
>
0
.0
f
)
{
*
pitch
=
F_PI_BY_TWO
;
*
yaw
=
2
*
atan2f
(
mQ
[
VZ
]
+
mQ
[
VX
],
mQ
[
VW
]
+
mQ
[
VY
]);
*
yaw
=
2
.
f
*
atan2f
(
mQ
[
VZ
]
+
mQ
[
VX
],
mQ
[
VW
]
+
mQ
[
VY
]);
}
else
{
*
pitch
=
-
F_PI_BY_TWO
;
*
yaw
=
2
*
atan2f
(
mQ
[
VZ
]
-
mQ
[
VX
],
mQ
[
VW
]
-
mQ
[
VY
]);
*
yaw
=
2
.
f
*
atan2f
(
mQ
[
VZ
]
-
mQ
[
VX
],
mQ
[
VW
]
-
mQ
[
VY
]);
}
*
roll
=
0
;
*
roll
=
0
.0
f
;
}
}
...
...
@@ -930,7 +930,7 @@ LLVector3 LLQuaternion::packToVector3() const
y
/=
mag
;
z
/=
mag
;
// no need to normalize w, it's not used
}
if
(
mQ
[
VW
]
>=
0
)
if
(
mQ
[
VW
]
>=
0
.0
f
)
{
return
LLVector3
(
x
,
y
,
z
);
}
...
...
@@ -946,8 +946,8 @@ void LLQuaternion::unpackFromVector3( const LLVector3& vec )
mQ
[
VX
]
=
vec
.
mV
[
VX
];
mQ
[
VY
]
=
vec
.
mV
[
VY
];
mQ
[
VZ
]
=
vec
.
mV
[
VZ
];
F32
t
=
1.
f
-
vec
.
magVecSquared
();
if
(
t
>
0
)
F32
t
=
1.
0
f
-
vec
.
magVecSquared
();
if
(
t
>
0
.0
f
)
{
mQ
[
VW
]
=
sqrt
(
t
);
}
...
...
@@ -955,7 +955,7 @@ void LLQuaternion::unpackFromVector3( const LLVector3& vec )
{
// Need this to avoid trying to find the square root of a negative number due
// to floating point error.
mQ
[
VW
]
=
0
;
mQ
[
VW
]
=
0
.0
f
;
}
}
...
...
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