#endif
-#include <Math/mat3.h>
+#include "mat3.h"
/* Map a vector onto the plane specified by normal */
-void map_vec_onto_cur_surface_plane(MAT3vec normal, MAT3vec v0, MAT3vec vec,
+#if defined( USE_XTRA_MAT3_INLINES )
+# define map_vec_onto_cur_surface_plane(normal, v0, vec, result) { \
+ double scale = ((normal[0]*vec[0]+normal[1]*vec[1]+normal[2]*vec[2]) / \
+ (normal[0]*normal[0]+normal[1]*normal[1]+normal[2]*normal[2])); \
+ result[0] = vec[0]-normal[0]*scale; \
+ result[1] = vec[1]-normal[1]*scale; \
+ result[2] = vec[2]-normal[2]*scale; \
+ }
+#else
+ void map_vec_onto_cur_surface_plane(MAT3vec normal, MAT3vec v0, MAT3vec vec,
MAT3vec result);
+#endif //defined( USE_XTRA_MAT3_INLINES )
+
+
+// Given a point p, and a line through p0 with direction vector d,
+// find the shortest distance from the point to the line
+double fgPointLine(MAT3vec p, MAT3vec p0, MAT3vec d);
+
// Given a point p, and a line through p0 with direction vector d,
// find the shortest distance (squared) from the point to the line
/* $Log$
-/* Revision 1.2 1998/07/24 21:34:38 curt
-/* fgPointLine() rewritten into fgPointLineSquared() ... this ultimately saves
-/* us from doing a sqrt().
+/* Revision 1.3 1998/08/24 20:04:13 curt
+/* Various "inline" code optimizations contributed by Norman Vine.
/*
+ * Revision 1.2 1998/07/24 21:34:38 curt
+ * fgPointLine() rewritten into fgPointLineSquared() ... this ultimately saves
+ * us from doing a sqrt().
+ *
* Revision 1.1 1998/07/08 14:40:10 curt
* polar3d.[ch] renamed to polar3d.[ch]xx, vector.[ch] renamed to vector.[ch]xx
* Updated fg_geodesy comments to reflect that routines expect and produce