YASim clarification. Add const to method parameters in Math.hpp
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1 changed files with 14 additions and 14 deletions
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@ -44,17 +44,17 @@ public:
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// Some 3D vector stuff. In all cases, it is permissible for the
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// "out" vector to be the same as one of the inputs.
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static inline void set3(float* v, float* out) {
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static inline void set3(const float* v, float* out) {
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out[0] = v[0];
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out[1] = v[1];
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out[2] = v[2];
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}
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static inline float dot3(float* a, float* b) {
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static inline float dot3(const float* a, const float* b) {
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return a[0]*b[0] + a[1]*b[1] + a[2]*b[2];
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}
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static inline void cross3(float* a, float* b, float* out) {
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static inline void cross3(const float* a, const float* b, float* out) {
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float ax=a[0], ay=a[1], az=a[2];
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float bx=b[0], by=b[1], bz=b[2];
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out[0] = ay*bz - by*az;
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@ -62,30 +62,30 @@ public:
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out[2] = ax*by - bx*ay;
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}
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static inline void mul3(float scalar, float* v, float* out)
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static inline void mul3(const float scalar, const float* v, float* out)
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{
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out[0] = scalar * v[0];
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out[1] = scalar * v[1];
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out[2] = scalar * v[2];
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}
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static inline void add3(float* a, float* b, float* out){
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static inline void add3(const float* a, const float* b, float* out){
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out[0] = a[0] + b[0];
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out[1] = a[1] + b[1];
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out[2] = a[2] + b[2];
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}
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static inline void sub3(float* a, float* b, float* out) {
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static inline void sub3(const float* a, const float* b, float* out) {
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out[0] = a[0] - b[0];
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out[1] = a[1] - b[1];
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out[2] = a[2] - b[2];
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}
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static inline float mag3(float* v) {
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static inline float mag3(const float* v) {
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return sqrt(dot3(v, v));
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}
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static inline void unit3(float* v, float* out) {
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static inline void unit3(const float* v, float* out) {
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float imag = 1/mag3(v);
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mul3(imag, v, out);
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}
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@ -95,7 +95,7 @@ public:
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// 6 7 8
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// Multiply two matrices
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static void mmul33(float* a, float* b, float* out) {
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static void mmul33(const float* a, const float* b, float* out) {
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float tmp[9];
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tmp[0] = a[0]*b[0] + a[1]*b[3] + a[2]*b[6];
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tmp[3] = a[3]*b[0] + a[4]*b[3] + a[5]*b[6];
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@ -114,7 +114,7 @@ public:
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}
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// Multiply by vector
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static inline void vmul33(float* m, float* v, float* out) {
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static inline void vmul33(const float* m, const float* v, float* out) {
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float x = v[0], y = v[1], z = v[2];
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out[0] = x*m[0] + y*m[1] + z*m[2];
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out[1] = x*m[3] + y*m[4] + z*m[5];
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@ -123,7 +123,7 @@ public:
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// Multiply the vector by the matrix transpose. Or pre-multiply the
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// matrix by v as a row vector. Same thing.
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static inline void tmul33(float* m, float* v, float* out) {
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static inline void tmul33(const float* m, const float* v, float* out) {
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float x = v[0], y = v[1], z = v[2];
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out[0] = x*m[0] + y*m[3] + z*m[6];
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out[1] = x*m[1] + y*m[4] + z*m[7];
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@ -131,7 +131,7 @@ public:
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}
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/// Invert symmetric matrix; ~1/3 less calculations due to symmetry
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static void invert33_sym(float* m, float* out) {
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static void invert33_sym(const float* m, float* out) {
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// Compute the inverse as the adjoint matrix times 1/(det M).
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// A, B ... I are the cofactors of a b c
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// d e f
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@ -157,7 +157,7 @@ public:
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// Transpose matrix (for an orthonormal orientation matrix, this
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// is the same as the inverse).
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static inline void trans33(float* m, float* out) {
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static inline void trans33(const float* m, float* out) {
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// 0 1 2 Elements 0, 4, and 8 are the same
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// 3 4 5 Swap elements 1/3, 2/6, and 5/7
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// 6 7 8
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@ -182,7 +182,7 @@ public:
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// xOut becomes the unit vector in the direction of x
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// yOut is perpendicular to xOut in the x/y plane
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// zOut becomes the unit vector: (xOut cross yOut)
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static void ortho33(float* x, float* y,
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static void ortho33(const float* x, const float* y,
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float* xOut, float* yOut, float* zOut) {
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float x0[3], y0[3];
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set3(x, x0);
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