/*---------------------------------------------------------------------------* Project: Horizon File: math_Vector3.ipp Copyright (C)2009-2010 Nintendo Co., Ltd. All rights reserved. These coded instructions, statements, and computer programs contain proprietary information of Nintendo of America Inc. and/or Nintendo Company Ltd., and are protected by Federal copyright law. They may not be disclosed to third parties or copied or duplicated in any form, in whole or in part, without the prior written consent of Nintendo. $Revision: 13623 $ *---------------------------------------------------------------------------*/ #include namespace nn { namespace math { namespace ARMv6 { /* ------------------------------------------------------------------------ VEC3 ------------------------------------------------------------------------ */ /*! @name ベクトル @{ */ /*!--------------------------------------------------------------------------* @brief ベクトルを正規化します。 @param[out] pOut 計算結果を受け取るバッファへのポインタ。p と同じベクトルを指していても構いません。 @param[in] p 対象のベクトルへのポインタ @return pOut を返します。 *---------------------------------------------------------------------------*/ NN_MATH_INLINE VEC3* VEC3NormalizeC(VEC3* pOut, const VEC3* p) { NN_NULL_ASSERT(pOut); NN_NULL_ASSERT(p); f32 mag = (p->x * p->x) + (p->y * p->y) + (p->z * p->z); NN_ASSERTMSG(mag != 0, "MATHNormalize3(): zero magnitude vector"); mag = 1.0f / ::std::sqrtf(mag); pOut->x = p->x * mag; pOut->y = p->y * mag; pOut->z = p->z * mag; return pOut; } NN_MATH_INLINE VEC3* VEC3NormalizeC_FAST(VEC3* pOut, const VEC3* p) { NN_NULL_ASSERT(pOut); NN_NULL_ASSERT(p); register f32 x, y, z, mag; x = p->x; y = p->y; z = p->z; mag = (x * x) + (y * y) + (z * z); NN_ASSERTMSG(mag != 0, "MATHNormalize3(): zero magnitude vector"); mag = 1.0f / ::std::sqrtf(mag); x *= mag; y *= mag; z *= mag; pOut->x = x; pOut->y = y; pOut->z = z; return pOut; } /*! @} */ } // namespcae ARMv6 } // namespace math } // namespace nn