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https://github.com/TorqueGameEngines/Torque3D.git
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Fixed possible divide by zero issues.
Fixed several areas in the point class that could have a divide by zero issue.
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parent
105c2b68f7
commit
c7e0d83587
1 changed files with 28 additions and 1 deletions
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@ -233,11 +233,13 @@ class Point3D
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bool isZero() const;
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bool isZero() const;
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F64 len() const;
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F64 len() const;
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F64 lenSquared() const;
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F64 lenSquared() const;
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F64 magnitudeSafe() const;
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//-------------------------------------- Mathematical mutators
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//-------------------------------------- Mathematical mutators
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public:
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public:
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void neg();
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void neg();
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void normalize();
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void normalize();
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void normalizeSafe();
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void normalize(F64 val);
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void normalize(F64 val);
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void convolve(const Point3D&);
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void convolve(const Point3D&);
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void convolveInverse(const Point3D&);
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void convolveInverse(const Point3D&);
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@ -728,11 +730,13 @@ inline Point3F& Point3F::operator*=(const Point3F &_vec)
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inline Point3F Point3F::operator/(const Point3F &_vec) const
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inline Point3F Point3F::operator/(const Point3F &_vec) const
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{
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{
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AssertFatal(_vec.x != 0.0f && _vec.y != 0.0f && _vec.z != 0.0f, "Error, div by zero attempted");
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return Point3F(x / _vec.x, y / _vec.y, z / _vec.z);
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return Point3F(x / _vec.x, y / _vec.y, z / _vec.z);
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}
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}
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inline Point3F& Point3F::operator/=(const Point3F &_vec)
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inline Point3F& Point3F::operator/=(const Point3F &_vec)
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{
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{
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AssertFatal(_vec.x != 0.0f && _vec.y != 0.0f && _vec.z != 0.0f, "Error, div by zero attempted");
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x /= _vec.x;
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x /= _vec.x;
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y /= _vec.y;
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y /= _vec.y;
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z /= _vec.z;
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z /= _vec.z;
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@ -855,7 +859,8 @@ inline F64 Point3D::lenSquared() const
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inline F64 Point3D::len() const
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inline F64 Point3D::len() const
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{
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{
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return mSqrtD(x*x + y*y + z*z);
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F64 temp = x*x + y*y + z*z;
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return (temp > 0.0) ? mSqrtD(x*x + y*y + z*z) : 0.0;
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}
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}
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inline void Point3D::normalize()
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inline void Point3D::normalize()
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@ -863,6 +868,28 @@ inline void Point3D::normalize()
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m_point3D_normalize(*this);
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m_point3D_normalize(*this);
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}
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}
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inline F64 Point3D::magnitudeSafe() const
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{
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if( isZero() )
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{
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return 0.0;
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}
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else
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{
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return len();
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}
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}
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inline void Point3D::normalizeSafe()
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{
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F64 vmag = magnitudeSafe();
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if( vmag > POINT_EPSILON )
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{
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*this *= F64(1.0 / vmag);
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}
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}
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inline void Point3D::normalize(F64 val)
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inline void Point3D::normalize(F64 val)
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{
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{
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m_point3D_normalize_f(*this, val);
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m_point3D_normalize_f(*this, val);
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