inline
SGVec3<T>
normalize(const SGVec3<T>& v)
-{ T normv = norm(v);
- if (normv > 0.0) return (1/norm(v))*v;
- else return v;
+{
+ T normv = norm(v);
+ if (normv <= SGLimits<T>::min())
+ return SGVec3<T>::zeros();
+ return (1/normv)*v;
}
/// Return true if exactly the same
distSqr(const SGVec3<T>& v1, const SGVec3<T>& v2)
{ SGVec3<T> tmp = v1 - v2; return dot(tmp, tmp); }
+// calculate the projection of u along the direction of d.
+template<typename T>
+inline
+SGVec3<T>
+projection(const SGVec3<T>& u, const SGVec3<T>& d)
+{
+ T denom = dot(d, d);
+ T ud = dot(u, d);
+ if (SGLimits<T>::min() < denom) return u;
+ else return d * (dot(u, d) / denom);
+}
+
#ifndef NDEBUG
template<typename T>
inline
toVec3d(const SGVec3f& v)
{ return SGVec3d(v(0), v(1), v(2)); }
-// calculate the projection of u along the direction of d.
-template<typename T>
-inline SGVec3<T> SGProjection(const SGVec3<T>& u, const SGVec3<T>& d)
-{
- T denom = dot(d, d);
- if (denom == 0.) return u;
- else return d * (dot(u,d) / denom);
-}
-
#ifndef NO_OPENSCENEGRAPH_INTERFACE
inline
SGVec3d