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authorAnsariel <ansariel.hiller@phoenixviewer.com>2024-05-22 21:25:21 +0200
committerAndrey Lihatskiy <alihatskiy@productengine.com>2024-05-22 22:40:26 +0300
commite2e37cced861b98de8c1a7c9c0d3a50d2d90e433 (patch)
tree1bb897489ce524986f6196201c10ac0d8861aa5f /indra/llmath/v3dmath.h
parent069ea06848f766466f1a281144c82a0f2bd79f3a (diff)
Fix line endlings
Diffstat (limited to 'indra/llmath/v3dmath.h')
-rw-r--r--indra/llmath/v3dmath.h1060
1 files changed, 530 insertions, 530 deletions
diff --git a/indra/llmath/v3dmath.h b/indra/llmath/v3dmath.h
index 2968bcd511..ece8c54ea4 100644
--- a/indra/llmath/v3dmath.h
+++ b/indra/llmath/v3dmath.h
@@ -1,530 +1,530 @@
-/**
- * @file v3dmath.h
- * @brief High precision 3 dimensional vector.
- *
- * $LicenseInfo:firstyear=2000&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2010, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-#ifndef LL_V3DMATH_H
-#define LL_V3DMATH_H
-
-#include "llerror.h"
-#include "v3math.h"
-
-class LLVector3d
-{
- public:
- F64 mdV[3];
-
- const static LLVector3d zero;
- const static LLVector3d x_axis;
- const static LLVector3d y_axis;
- const static LLVector3d z_axis;
- const static LLVector3d x_axis_neg;
- const static LLVector3d y_axis_neg;
- const static LLVector3d z_axis_neg;
-
- inline LLVector3d(); // Initializes LLVector3d to (0, 0, 0)
- inline LLVector3d(const F64 x, const F64 y, const F64 z); // Initializes LLVector3d to (x. y, z)
- inline explicit LLVector3d(const F64 *vec); // Initializes LLVector3d to (vec[0]. vec[1], vec[2])
- inline explicit LLVector3d(const LLVector3 &vec);
- explicit LLVector3d(const LLSD& sd)
- {
- setValue(sd);
- }
-
- void setValue(const LLSD& sd)
- {
- mdV[0] = sd[0].asReal();
- mdV[1] = sd[1].asReal();
- mdV[2] = sd[2].asReal();
- }
-
- LLSD getValue() const
- {
- LLSD ret;
- ret[0] = mdV[0];
- ret[1] = mdV[1];
- ret[2] = mdV[2];
- return ret;
- }
-
- inline bool isFinite() const; // checks to see if all values of LLVector3d are finite
- bool clamp(const F64 min, const F64 max); // Clamps all values to (min,max), returns true if data changed
- bool abs(); // sets all values to absolute value of original value (first octant), returns true if changed
-
- inline const LLVector3d& clear(); // Clears LLVector3d to (0, 0, 0, 1)
- inline const LLVector3d& clearVec(); // deprecated
- inline const LLVector3d& setZero(); // Zero LLVector3d to (0, 0, 0, 0)
- inline const LLVector3d& zeroVec(); // deprecated
- inline const LLVector3d& set(const F64 x, const F64 y, const F64 z); // Sets LLVector3d to (x, y, z, 1)
- inline const LLVector3d& set(const LLVector3d &vec); // Sets LLVector3d to vec
- inline const LLVector3d& set(const F64 *vec); // Sets LLVector3d to vec
- inline const LLVector3d& set(const LLVector3 &vec);
- inline const LLVector3d& setVec(const F64 x, const F64 y, const F64 z); // deprecated
- inline const LLVector3d& setVec(const LLVector3d &vec); // deprecated
- inline const LLVector3d& setVec(const F64 *vec); // deprecated
- inline const LLVector3d& setVec(const LLVector3 &vec); // deprecated
-
- F64 magVec() const; // deprecated
- F64 magVecSquared() const; // deprecated
- inline F64 normVec(); // deprecated
-
- F64 length() const; // Returns magnitude of LLVector3d
- F64 lengthSquared() const; // Returns magnitude squared of LLVector3d
- inline F64 normalize(); // Normalizes and returns the magnitude of LLVector3d
-
- const LLVector3d& rotVec(const F64 angle, const LLVector3d &vec); // Rotates about vec by angle radians
- const LLVector3d& rotVec(const F64 angle, const F64 x, const F64 y, const F64 z); // Rotates about x,y,z by angle radians
- const LLVector3d& rotVec(const LLMatrix3 &mat); // Rotates by LLMatrix4 mat
- const LLVector3d& rotVec(const LLQuaternion &q); // Rotates by LLQuaternion q
-
- bool isNull() const; // Returns true if vector has a _very_small_ length
- bool isExactlyZero() const { return !mdV[VX] && !mdV[VY] && !mdV[VZ]; }
-
- const LLVector3d& operator=(const LLVector4 &a);
-
- F64 operator[](int idx) const { return mdV[idx]; }
- F64 &operator[](int idx) { return mdV[idx]; }
-
- friend LLVector3d operator+(const LLVector3d& a, const LLVector3d& b); // Return vector a + b
- friend LLVector3d operator-(const LLVector3d& a, const LLVector3d& b); // Return vector a minus b
- friend F64 operator*(const LLVector3d& a, const LLVector3d& b); // Return a dot b
- friend LLVector3d operator%(const LLVector3d& a, const LLVector3d& b); // Return a cross b
- friend LLVector3d operator*(const LLVector3d& a, const F64 k); // Return a times scaler k
- friend LLVector3d operator/(const LLVector3d& a, const F64 k); // Return a divided by scaler k
- friend LLVector3d operator*(const F64 k, const LLVector3d& a); // Return a times scaler k
- friend bool operator==(const LLVector3d& a, const LLVector3d& b); // Return a == b
- friend bool operator!=(const LLVector3d& a, const LLVector3d& b); // Return a != b
-
- friend const LLVector3d& operator+=(LLVector3d& a, const LLVector3d& b); // Return vector a + b
- friend const LLVector3d& operator-=(LLVector3d& a, const LLVector3d& b); // Return vector a minus b
- friend const LLVector3d& operator%=(LLVector3d& a, const LLVector3d& b); // Return a cross b
- friend const LLVector3d& operator*=(LLVector3d& a, const F64 k); // Return a times scaler k
- friend const LLVector3d& operator/=(LLVector3d& a, const F64 k); // Return a divided by scaler k
-
- friend LLVector3d operator-(const LLVector3d& a); // Return vector -a
-
- friend std::ostream& operator<<(std::ostream& s, const LLVector3d& a); // Stream a
-
- static bool parseVector3d(const std::string& buf, LLVector3d* value);
-
-};
-
-typedef LLVector3d LLGlobalVec;
-
-inline const LLVector3d &LLVector3d::set(const LLVector3 &vec)
-{
- mdV[0] = vec.mV[0];
- mdV[1] = vec.mV[1];
- mdV[2] = vec.mV[2];
- return *this;
-}
-
-inline const LLVector3d &LLVector3d::setVec(const LLVector3 &vec)
-{
- mdV[0] = vec.mV[0];
- mdV[1] = vec.mV[1];
- mdV[2] = vec.mV[2];
- return *this;
-}
-
-
-inline LLVector3d::LLVector3d(void)
-{
- mdV[0] = 0.f;
- mdV[1] = 0.f;
- mdV[2] = 0.f;
-}
-
-inline LLVector3d::LLVector3d(const F64 x, const F64 y, const F64 z)
-{
- mdV[VX] = x;
- mdV[VY] = y;
- mdV[VZ] = z;
-}
-
-inline LLVector3d::LLVector3d(const F64 *vec)
-{
- mdV[VX] = vec[VX];
- mdV[VY] = vec[VY];
- mdV[VZ] = vec[VZ];
-}
-
-inline LLVector3d::LLVector3d(const LLVector3 &vec)
-{
- mdV[VX] = vec.mV[VX];
- mdV[VY] = vec.mV[VY];
- mdV[VZ] = vec.mV[VZ];
-}
-
-/*
-inline LLVector3d::LLVector3d(const LLVector3d &copy)
-{
- mdV[VX] = copy.mdV[VX];
- mdV[VY] = copy.mdV[VY];
- mdV[VZ] = copy.mdV[VZ];
-}
-*/
-
-// Destructors
-
-// checker
-inline bool LLVector3d::isFinite() const
-{
- return (llfinite(mdV[VX]) && llfinite(mdV[VY]) && llfinite(mdV[VZ]));
-}
-
-
-// Clear and Assignment Functions
-
-inline const LLVector3d& LLVector3d::clear(void)
-{
- mdV[0] = 0.f;
- mdV[1] = 0.f;
- mdV[2]= 0.f;
- return (*this);
-}
-
-inline const LLVector3d& LLVector3d::clearVec(void)
-{
- mdV[0] = 0.f;
- mdV[1] = 0.f;
- mdV[2]= 0.f;
- return (*this);
-}
-
-inline const LLVector3d& LLVector3d::setZero(void)
-{
- mdV[0] = 0.f;
- mdV[1] = 0.f;
- mdV[2] = 0.f;
- return (*this);
-}
-
-inline const LLVector3d& LLVector3d::zeroVec(void)
-{
- mdV[0] = 0.f;
- mdV[1] = 0.f;
- mdV[2] = 0.f;
- return (*this);
-}
-
-inline const LLVector3d& LLVector3d::set(const F64 x, const F64 y, const F64 z)
-{
- mdV[VX] = x;
- mdV[VY] = y;
- mdV[VZ] = z;
- return (*this);
-}
-
-inline const LLVector3d& LLVector3d::set(const LLVector3d &vec)
-{
- mdV[0] = vec.mdV[0];
- mdV[1] = vec.mdV[1];
- mdV[2] = vec.mdV[2];
- return (*this);
-}
-
-inline const LLVector3d& LLVector3d::set(const F64 *vec)
-{
- mdV[0] = vec[0];
- mdV[1] = vec[1];
- mdV[2] = vec[2];
- return (*this);
-}
-
-inline const LLVector3d& LLVector3d::setVec(const F64 x, const F64 y, const F64 z)
-{
- mdV[VX] = x;
- mdV[VY] = y;
- mdV[VZ] = z;
- return (*this);
-}
-
-inline const LLVector3d& LLVector3d::setVec(const LLVector3d &vec)
-{
- mdV[0] = vec.mdV[0];
- mdV[1] = vec.mdV[1];
- mdV[2] = vec.mdV[2];
- return (*this);
-}
-
-inline const LLVector3d& LLVector3d::setVec(const F64 *vec)
-{
- mdV[0] = vec[0];
- mdV[1] = vec[1];
- mdV[2] = vec[2];
- return (*this);
-}
-
-inline F64 LLVector3d::normVec(void)
-{
- F64 mag = (F32) sqrt(mdV[0]*mdV[0] + mdV[1]*mdV[1] + mdV[2]*mdV[2]);
- F64 oomag;
-
- if (mag > FP_MAG_THRESHOLD)
- {
- oomag = 1.f/mag;
- mdV[0] *= oomag;
- mdV[1] *= oomag;
- mdV[2] *= oomag;
- }
- else
- {
- mdV[0] = 0.f;
- mdV[1] = 0.f;
- mdV[2] = 0.f;
- mag = 0;
- }
- return (mag);
-}
-
-inline F64 LLVector3d::normalize(void)
-{
- F64 mag = (F32) sqrt(mdV[0]*mdV[0] + mdV[1]*mdV[1] + mdV[2]*mdV[2]);
- F64 oomag;
-
- if (mag > FP_MAG_THRESHOLD)
- {
- oomag = 1.f/mag;
- mdV[0] *= oomag;
- mdV[1] *= oomag;
- mdV[2] *= oomag;
- }
- else
- {
- mdV[0] = 0.f;
- mdV[1] = 0.f;
- mdV[2] = 0.f;
- mag = 0;
- }
- return (mag);
-}
-
-// LLVector3d Magnitude and Normalization Functions
-
-inline F64 LLVector3d::magVec(void) const
-{
- return (F32) sqrt(mdV[0]*mdV[0] + mdV[1]*mdV[1] + mdV[2]*mdV[2]);
-}
-
-inline F64 LLVector3d::magVecSquared(void) const
-{
- return mdV[0]*mdV[0] + mdV[1]*mdV[1] + mdV[2]*mdV[2];
-}
-
-inline F64 LLVector3d::length(void) const
-{
- return (F32) sqrt(mdV[0]*mdV[0] + mdV[1]*mdV[1] + mdV[2]*mdV[2]);
-}
-
-inline F64 LLVector3d::lengthSquared(void) const
-{
- return mdV[0]*mdV[0] + mdV[1]*mdV[1] + mdV[2]*mdV[2];
-}
-
-inline LLVector3d operator+(const LLVector3d& a, const LLVector3d& b)
-{
- LLVector3d c(a);
- return c += b;
-}
-
-inline LLVector3d operator-(const LLVector3d& a, const LLVector3d& b)
-{
- LLVector3d c(a);
- return c -= b;
-}
-
-inline F64 operator*(const LLVector3d& a, const LLVector3d& b)
-{
- return (a.mdV[0]*b.mdV[0] + a.mdV[1]*b.mdV[1] + a.mdV[2]*b.mdV[2]);
-}
-
-inline LLVector3d operator%(const LLVector3d& a, const LLVector3d& b)
-{
- return LLVector3d( a.mdV[1]*b.mdV[2] - b.mdV[1]*a.mdV[2], a.mdV[2]*b.mdV[0] - b.mdV[2]*a.mdV[0], a.mdV[0]*b.mdV[1] - b.mdV[0]*a.mdV[1] );
-}
-
-inline LLVector3d operator/(const LLVector3d& a, const F64 k)
-{
- F64 t = 1.f / k;
- return LLVector3d( a.mdV[0] * t, a.mdV[1] * t, a.mdV[2] * t );
-}
-
-inline LLVector3d operator*(const LLVector3d& a, const F64 k)
-{
- return LLVector3d( a.mdV[0] * k, a.mdV[1] * k, a.mdV[2] * k );
-}
-
-inline LLVector3d operator*(F64 k, const LLVector3d& a)
-{
- return LLVector3d( a.mdV[0] * k, a.mdV[1] * k, a.mdV[2] * k );
-}
-
-inline bool operator==(const LLVector3d& a, const LLVector3d& b)
-{
- return ( (a.mdV[0] == b.mdV[0])
- &&(a.mdV[1] == b.mdV[1])
- &&(a.mdV[2] == b.mdV[2]));
-}
-
-inline bool operator!=(const LLVector3d& a, const LLVector3d& b)
-{
- return ( (a.mdV[0] != b.mdV[0])
- ||(a.mdV[1] != b.mdV[1])
- ||(a.mdV[2] != b.mdV[2]));
-}
-
-inline const LLVector3d& operator+=(LLVector3d& a, const LLVector3d& b)
-{
- a.mdV[0] += b.mdV[0];
- a.mdV[1] += b.mdV[1];
- a.mdV[2] += b.mdV[2];
- return a;
-}
-
-inline const LLVector3d& operator-=(LLVector3d& a, const LLVector3d& b)
-{
- a.mdV[0] -= b.mdV[0];
- a.mdV[1] -= b.mdV[1];
- a.mdV[2] -= b.mdV[2];
- return a;
-}
-
-inline const LLVector3d& operator%=(LLVector3d& a, const LLVector3d& b)
-{
- LLVector3d ret( a.mdV[1]*b.mdV[2] - b.mdV[1]*a.mdV[2], a.mdV[2]*b.mdV[0] - b.mdV[2]*a.mdV[0], a.mdV[0]*b.mdV[1] - b.mdV[0]*a.mdV[1]);
- a = ret;
- return a;
-}
-
-inline const LLVector3d& operator*=(LLVector3d& a, const F64 k)
-{
- a.mdV[0] *= k;
- a.mdV[1] *= k;
- a.mdV[2] *= k;
- return a;
-}
-
-inline const LLVector3d& operator/=(LLVector3d& a, const F64 k)
-{
- F64 t = 1.f / k;
- a.mdV[0] *= t;
- a.mdV[1] *= t;
- a.mdV[2] *= t;
- return a;
-}
-
-inline LLVector3d operator-(const LLVector3d& a)
-{
- return LLVector3d( -a.mdV[0], -a.mdV[1], -a.mdV[2] );
-}
-
-inline F64 dist_vec(const LLVector3d& a, const LLVector3d& b)
-{
- F64 x = a.mdV[0] - b.mdV[0];
- F64 y = a.mdV[1] - b.mdV[1];
- F64 z = a.mdV[2] - b.mdV[2];
- return (F32) sqrt( x*x + y*y + z*z );
-}
-
-inline F64 dist_vec_squared(const LLVector3d& a, const LLVector3d& b)
-{
- F64 x = a.mdV[0] - b.mdV[0];
- F64 y = a.mdV[1] - b.mdV[1];
- F64 z = a.mdV[2] - b.mdV[2];
- return x*x + y*y + z*z;
-}
-
-inline F64 dist_vec_squared2D(const LLVector3d& a, const LLVector3d& b)
-{
- F64 x = a.mdV[0] - b.mdV[0];
- F64 y = a.mdV[1] - b.mdV[1];
- return x*x + y*y;
-}
-
-inline LLVector3d lerp(const LLVector3d& a, const LLVector3d& b, const F64 u)
-{
- return LLVector3d(
- a.mdV[VX] + (b.mdV[VX] - a.mdV[VX]) * u,
- a.mdV[VY] + (b.mdV[VY] - a.mdV[VY]) * u,
- a.mdV[VZ] + (b.mdV[VZ] - a.mdV[VZ]) * u);
-}
-
-
-inline bool LLVector3d::isNull() const
-{
- if ( F_APPROXIMATELY_ZERO > mdV[VX]*mdV[VX] + mdV[VY]*mdV[VY] + mdV[VZ]*mdV[VZ] )
- {
- return true;
- }
- return false;
-}
-
-
-inline F64 angle_between(const LLVector3d& a, const LLVector3d& b)
-{
- LLVector3d an = a;
- LLVector3d bn = b;
- an.normalize();
- bn.normalize();
- F64 cosine = an * bn;
- F64 angle = (cosine >= 1.0f) ? 0.0f :
- (cosine <= -1.0f) ? F_PI :
- acos(cosine);
- return angle;
-}
-
-inline bool are_parallel(const LLVector3d& a, const LLVector3d& b, const F64 epsilon)
-{
- LLVector3d an = a;
- LLVector3d bn = b;
- an.normalize();
- bn.normalize();
- F64 dot = an * bn;
- if ( (1.0f - fabs(dot)) < epsilon)
- {
- return true;
- }
- return false;
-}
-
-inline LLVector3d projected_vec(const LLVector3d& a, const LLVector3d& b)
-{
- LLVector3d project_axis = b;
- project_axis.normalize();
- return project_axis * (a * project_axis);
-}
-
-inline LLVector3d inverse_projected_vec(const LLVector3d& a, const LLVector3d& b)
-{
- LLVector3d normalized_a = a;
- normalized_a.normalize();
- LLVector3d normalized_b = b;
- F64 b_length = normalized_b.normalize();
-
- F64 dot_product = normalized_a * normalized_b;
- return normalized_a * (b_length / dot_product);
-}
-
-#endif // LL_V3DMATH_H
+/**
+ * @file v3dmath.h
+ * @brief High precision 3 dimensional vector.
+ *
+ * $LicenseInfo:firstyear=2000&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2010, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#ifndef LL_V3DMATH_H
+#define LL_V3DMATH_H
+
+#include "llerror.h"
+#include "v3math.h"
+
+class LLVector3d
+{
+ public:
+ F64 mdV[3];
+
+ const static LLVector3d zero;
+ const static LLVector3d x_axis;
+ const static LLVector3d y_axis;
+ const static LLVector3d z_axis;
+ const static LLVector3d x_axis_neg;
+ const static LLVector3d y_axis_neg;
+ const static LLVector3d z_axis_neg;
+
+ inline LLVector3d(); // Initializes LLVector3d to (0, 0, 0)
+ inline LLVector3d(const F64 x, const F64 y, const F64 z); // Initializes LLVector3d to (x. y, z)
+ inline explicit LLVector3d(const F64 *vec); // Initializes LLVector3d to (vec[0]. vec[1], vec[2])
+ inline explicit LLVector3d(const LLVector3 &vec);
+ explicit LLVector3d(const LLSD& sd)
+ {
+ setValue(sd);
+ }
+
+ void setValue(const LLSD& sd)
+ {
+ mdV[0] = sd[0].asReal();
+ mdV[1] = sd[1].asReal();
+ mdV[2] = sd[2].asReal();
+ }
+
+ LLSD getValue() const
+ {
+ LLSD ret;
+ ret[0] = mdV[0];
+ ret[1] = mdV[1];
+ ret[2] = mdV[2];
+ return ret;
+ }
+
+ inline bool isFinite() const; // checks to see if all values of LLVector3d are finite
+ bool clamp(const F64 min, const F64 max); // Clamps all values to (min,max), returns true if data changed
+ bool abs(); // sets all values to absolute value of original value (first octant), returns true if changed
+
+ inline const LLVector3d& clear(); // Clears LLVector3d to (0, 0, 0, 1)
+ inline const LLVector3d& clearVec(); // deprecated
+ inline const LLVector3d& setZero(); // Zero LLVector3d to (0, 0, 0, 0)
+ inline const LLVector3d& zeroVec(); // deprecated
+ inline const LLVector3d& set(const F64 x, const F64 y, const F64 z); // Sets LLVector3d to (x, y, z, 1)
+ inline const LLVector3d& set(const LLVector3d &vec); // Sets LLVector3d to vec
+ inline const LLVector3d& set(const F64 *vec); // Sets LLVector3d to vec
+ inline const LLVector3d& set(const LLVector3 &vec);
+ inline const LLVector3d& setVec(const F64 x, const F64 y, const F64 z); // deprecated
+ inline const LLVector3d& setVec(const LLVector3d &vec); // deprecated
+ inline const LLVector3d& setVec(const F64 *vec); // deprecated
+ inline const LLVector3d& setVec(const LLVector3 &vec); // deprecated
+
+ F64 magVec() const; // deprecated
+ F64 magVecSquared() const; // deprecated
+ inline F64 normVec(); // deprecated
+
+ F64 length() const; // Returns magnitude of LLVector3d
+ F64 lengthSquared() const; // Returns magnitude squared of LLVector3d
+ inline F64 normalize(); // Normalizes and returns the magnitude of LLVector3d
+
+ const LLVector3d& rotVec(const F64 angle, const LLVector3d &vec); // Rotates about vec by angle radians
+ const LLVector3d& rotVec(const F64 angle, const F64 x, const F64 y, const F64 z); // Rotates about x,y,z by angle radians
+ const LLVector3d& rotVec(const LLMatrix3 &mat); // Rotates by LLMatrix4 mat
+ const LLVector3d& rotVec(const LLQuaternion &q); // Rotates by LLQuaternion q
+
+ bool isNull() const; // Returns true if vector has a _very_small_ length
+ bool isExactlyZero() const { return !mdV[VX] && !mdV[VY] && !mdV[VZ]; }
+
+ const LLVector3d& operator=(const LLVector4 &a);
+
+ F64 operator[](int idx) const { return mdV[idx]; }
+ F64 &operator[](int idx) { return mdV[idx]; }
+
+ friend LLVector3d operator+(const LLVector3d& a, const LLVector3d& b); // Return vector a + b
+ friend LLVector3d operator-(const LLVector3d& a, const LLVector3d& b); // Return vector a minus b
+ friend F64 operator*(const LLVector3d& a, const LLVector3d& b); // Return a dot b
+ friend LLVector3d operator%(const LLVector3d& a, const LLVector3d& b); // Return a cross b
+ friend LLVector3d operator*(const LLVector3d& a, const F64 k); // Return a times scaler k
+ friend LLVector3d operator/(const LLVector3d& a, const F64 k); // Return a divided by scaler k
+ friend LLVector3d operator*(const F64 k, const LLVector3d& a); // Return a times scaler k
+ friend bool operator==(const LLVector3d& a, const LLVector3d& b); // Return a == b
+ friend bool operator!=(const LLVector3d& a, const LLVector3d& b); // Return a != b
+
+ friend const LLVector3d& operator+=(LLVector3d& a, const LLVector3d& b); // Return vector a + b
+ friend const LLVector3d& operator-=(LLVector3d& a, const LLVector3d& b); // Return vector a minus b
+ friend const LLVector3d& operator%=(LLVector3d& a, const LLVector3d& b); // Return a cross b
+ friend const LLVector3d& operator*=(LLVector3d& a, const F64 k); // Return a times scaler k
+ friend const LLVector3d& operator/=(LLVector3d& a, const F64 k); // Return a divided by scaler k
+
+ friend LLVector3d operator-(const LLVector3d& a); // Return vector -a
+
+ friend std::ostream& operator<<(std::ostream& s, const LLVector3d& a); // Stream a
+
+ static bool parseVector3d(const std::string& buf, LLVector3d* value);
+
+};
+
+typedef LLVector3d LLGlobalVec;
+
+inline const LLVector3d &LLVector3d::set(const LLVector3 &vec)
+{
+ mdV[0] = vec.mV[0];
+ mdV[1] = vec.mV[1];
+ mdV[2] = vec.mV[2];
+ return *this;
+}
+
+inline const LLVector3d &LLVector3d::setVec(const LLVector3 &vec)
+{
+ mdV[0] = vec.mV[0];
+ mdV[1] = vec.mV[1];
+ mdV[2] = vec.mV[2];
+ return *this;
+}
+
+
+inline LLVector3d::LLVector3d(void)
+{
+ mdV[0] = 0.f;
+ mdV[1] = 0.f;
+ mdV[2] = 0.f;
+}
+
+inline LLVector3d::LLVector3d(const F64 x, const F64 y, const F64 z)
+{
+ mdV[VX] = x;
+ mdV[VY] = y;
+ mdV[VZ] = z;
+}
+
+inline LLVector3d::LLVector3d(const F64 *vec)
+{
+ mdV[VX] = vec[VX];
+ mdV[VY] = vec[VY];
+ mdV[VZ] = vec[VZ];
+}
+
+inline LLVector3d::LLVector3d(const LLVector3 &vec)
+{
+ mdV[VX] = vec.mV[VX];
+ mdV[VY] = vec.mV[VY];
+ mdV[VZ] = vec.mV[VZ];
+}
+
+/*
+inline LLVector3d::LLVector3d(const LLVector3d &copy)
+{
+ mdV[VX] = copy.mdV[VX];
+ mdV[VY] = copy.mdV[VY];
+ mdV[VZ] = copy.mdV[VZ];
+}
+*/
+
+// Destructors
+
+// checker
+inline bool LLVector3d::isFinite() const
+{
+ return (llfinite(mdV[VX]) && llfinite(mdV[VY]) && llfinite(mdV[VZ]));
+}
+
+
+// Clear and Assignment Functions
+
+inline const LLVector3d& LLVector3d::clear(void)
+{
+ mdV[0] = 0.f;
+ mdV[1] = 0.f;
+ mdV[2]= 0.f;
+ return (*this);
+}
+
+inline const LLVector3d& LLVector3d::clearVec(void)
+{
+ mdV[0] = 0.f;
+ mdV[1] = 0.f;
+ mdV[2]= 0.f;
+ return (*this);
+}
+
+inline const LLVector3d& LLVector3d::setZero(void)
+{
+ mdV[0] = 0.f;
+ mdV[1] = 0.f;
+ mdV[2] = 0.f;
+ return (*this);
+}
+
+inline const LLVector3d& LLVector3d::zeroVec(void)
+{
+ mdV[0] = 0.f;
+ mdV[1] = 0.f;
+ mdV[2] = 0.f;
+ return (*this);
+}
+
+inline const LLVector3d& LLVector3d::set(const F64 x, const F64 y, const F64 z)
+{
+ mdV[VX] = x;
+ mdV[VY] = y;
+ mdV[VZ] = z;
+ return (*this);
+}
+
+inline const LLVector3d& LLVector3d::set(const LLVector3d &vec)
+{
+ mdV[0] = vec.mdV[0];
+ mdV[1] = vec.mdV[1];
+ mdV[2] = vec.mdV[2];
+ return (*this);
+}
+
+inline const LLVector3d& LLVector3d::set(const F64 *vec)
+{
+ mdV[0] = vec[0];
+ mdV[1] = vec[1];
+ mdV[2] = vec[2];
+ return (*this);
+}
+
+inline const LLVector3d& LLVector3d::setVec(const F64 x, const F64 y, const F64 z)
+{
+ mdV[VX] = x;
+ mdV[VY] = y;
+ mdV[VZ] = z;
+ return (*this);
+}
+
+inline const LLVector3d& LLVector3d::setVec(const LLVector3d &vec)
+{
+ mdV[0] = vec.mdV[0];
+ mdV[1] = vec.mdV[1];
+ mdV[2] = vec.mdV[2];
+ return (*this);
+}
+
+inline const LLVector3d& LLVector3d::setVec(const F64 *vec)
+{
+ mdV[0] = vec[0];
+ mdV[1] = vec[1];
+ mdV[2] = vec[2];
+ return (*this);
+}
+
+inline F64 LLVector3d::normVec(void)
+{
+ F64 mag = (F32) sqrt(mdV[0]*mdV[0] + mdV[1]*mdV[1] + mdV[2]*mdV[2]);
+ F64 oomag;
+
+ if (mag > FP_MAG_THRESHOLD)
+ {
+ oomag = 1.f/mag;
+ mdV[0] *= oomag;
+ mdV[1] *= oomag;
+ mdV[2] *= oomag;
+ }
+ else
+ {
+ mdV[0] = 0.f;
+ mdV[1] = 0.f;
+ mdV[2] = 0.f;
+ mag = 0;
+ }
+ return (mag);
+}
+
+inline F64 LLVector3d::normalize(void)
+{
+ F64 mag = (F32) sqrt(mdV[0]*mdV[0] + mdV[1]*mdV[1] + mdV[2]*mdV[2]);
+ F64 oomag;
+
+ if (mag > FP_MAG_THRESHOLD)
+ {
+ oomag = 1.f/mag;
+ mdV[0] *= oomag;
+ mdV[1] *= oomag;
+ mdV[2] *= oomag;
+ }
+ else
+ {
+ mdV[0] = 0.f;
+ mdV[1] = 0.f;
+ mdV[2] = 0.f;
+ mag = 0;
+ }
+ return (mag);
+}
+
+// LLVector3d Magnitude and Normalization Functions
+
+inline F64 LLVector3d::magVec(void) const
+{
+ return (F32) sqrt(mdV[0]*mdV[0] + mdV[1]*mdV[1] + mdV[2]*mdV[2]);
+}
+
+inline F64 LLVector3d::magVecSquared(void) const
+{
+ return mdV[0]*mdV[0] + mdV[1]*mdV[1] + mdV[2]*mdV[2];
+}
+
+inline F64 LLVector3d::length(void) const
+{
+ return (F32) sqrt(mdV[0]*mdV[0] + mdV[1]*mdV[1] + mdV[2]*mdV[2]);
+}
+
+inline F64 LLVector3d::lengthSquared(void) const
+{
+ return mdV[0]*mdV[0] + mdV[1]*mdV[1] + mdV[2]*mdV[2];
+}
+
+inline LLVector3d operator+(const LLVector3d& a, const LLVector3d& b)
+{
+ LLVector3d c(a);
+ return c += b;
+}
+
+inline LLVector3d operator-(const LLVector3d& a, const LLVector3d& b)
+{
+ LLVector3d c(a);
+ return c -= b;
+}
+
+inline F64 operator*(const LLVector3d& a, const LLVector3d& b)
+{
+ return (a.mdV[0]*b.mdV[0] + a.mdV[1]*b.mdV[1] + a.mdV[2]*b.mdV[2]);
+}
+
+inline LLVector3d operator%(const LLVector3d& a, const LLVector3d& b)
+{
+ return LLVector3d( a.mdV[1]*b.mdV[2] - b.mdV[1]*a.mdV[2], a.mdV[2]*b.mdV[0] - b.mdV[2]*a.mdV[0], a.mdV[0]*b.mdV[1] - b.mdV[0]*a.mdV[1] );
+}
+
+inline LLVector3d operator/(const LLVector3d& a, const F64 k)
+{
+ F64 t = 1.f / k;
+ return LLVector3d( a.mdV[0] * t, a.mdV[1] * t, a.mdV[2] * t );
+}
+
+inline LLVector3d operator*(const LLVector3d& a, const F64 k)
+{
+ return LLVector3d( a.mdV[0] * k, a.mdV[1] * k, a.mdV[2] * k );
+}
+
+inline LLVector3d operator*(F64 k, const LLVector3d& a)
+{
+ return LLVector3d( a.mdV[0] * k, a.mdV[1] * k, a.mdV[2] * k );
+}
+
+inline bool operator==(const LLVector3d& a, const LLVector3d& b)
+{
+ return ( (a.mdV[0] == b.mdV[0])
+ &&(a.mdV[1] == b.mdV[1])
+ &&(a.mdV[2] == b.mdV[2]));
+}
+
+inline bool operator!=(const LLVector3d& a, const LLVector3d& b)
+{
+ return ( (a.mdV[0] != b.mdV[0])
+ ||(a.mdV[1] != b.mdV[1])
+ ||(a.mdV[2] != b.mdV[2]));
+}
+
+inline const LLVector3d& operator+=(LLVector3d& a, const LLVector3d& b)
+{
+ a.mdV[0] += b.mdV[0];
+ a.mdV[1] += b.mdV[1];
+ a.mdV[2] += b.mdV[2];
+ return a;
+}
+
+inline const LLVector3d& operator-=(LLVector3d& a, const LLVector3d& b)
+{
+ a.mdV[0] -= b.mdV[0];
+ a.mdV[1] -= b.mdV[1];
+ a.mdV[2] -= b.mdV[2];
+ return a;
+}
+
+inline const LLVector3d& operator%=(LLVector3d& a, const LLVector3d& b)
+{
+ LLVector3d ret( a.mdV[1]*b.mdV[2] - b.mdV[1]*a.mdV[2], a.mdV[2]*b.mdV[0] - b.mdV[2]*a.mdV[0], a.mdV[0]*b.mdV[1] - b.mdV[0]*a.mdV[1]);
+ a = ret;
+ return a;
+}
+
+inline const LLVector3d& operator*=(LLVector3d& a, const F64 k)
+{
+ a.mdV[0] *= k;
+ a.mdV[1] *= k;
+ a.mdV[2] *= k;
+ return a;
+}
+
+inline const LLVector3d& operator/=(LLVector3d& a, const F64 k)
+{
+ F64 t = 1.f / k;
+ a.mdV[0] *= t;
+ a.mdV[1] *= t;
+ a.mdV[2] *= t;
+ return a;
+}
+
+inline LLVector3d operator-(const LLVector3d& a)
+{
+ return LLVector3d( -a.mdV[0], -a.mdV[1], -a.mdV[2] );
+}
+
+inline F64 dist_vec(const LLVector3d& a, const LLVector3d& b)
+{
+ F64 x = a.mdV[0] - b.mdV[0];
+ F64 y = a.mdV[1] - b.mdV[1];
+ F64 z = a.mdV[2] - b.mdV[2];
+ return (F32) sqrt( x*x + y*y + z*z );
+}
+
+inline F64 dist_vec_squared(const LLVector3d& a, const LLVector3d& b)
+{
+ F64 x = a.mdV[0] - b.mdV[0];
+ F64 y = a.mdV[1] - b.mdV[1];
+ F64 z = a.mdV[2] - b.mdV[2];
+ return x*x + y*y + z*z;
+}
+
+inline F64 dist_vec_squared2D(const LLVector3d& a, const LLVector3d& b)
+{
+ F64 x = a.mdV[0] - b.mdV[0];
+ F64 y = a.mdV[1] - b.mdV[1];
+ return x*x + y*y;
+}
+
+inline LLVector3d lerp(const LLVector3d& a, const LLVector3d& b, const F64 u)
+{
+ return LLVector3d(
+ a.mdV[VX] + (b.mdV[VX] - a.mdV[VX]) * u,
+ a.mdV[VY] + (b.mdV[VY] - a.mdV[VY]) * u,
+ a.mdV[VZ] + (b.mdV[VZ] - a.mdV[VZ]) * u);
+}
+
+
+inline bool LLVector3d::isNull() const
+{
+ if ( F_APPROXIMATELY_ZERO > mdV[VX]*mdV[VX] + mdV[VY]*mdV[VY] + mdV[VZ]*mdV[VZ] )
+ {
+ return true;
+ }
+ return false;
+}
+
+
+inline F64 angle_between(const LLVector3d& a, const LLVector3d& b)
+{
+ LLVector3d an = a;
+ LLVector3d bn = b;
+ an.normalize();
+ bn.normalize();
+ F64 cosine = an * bn;
+ F64 angle = (cosine >= 1.0f) ? 0.0f :
+ (cosine <= -1.0f) ? F_PI :
+ acos(cosine);
+ return angle;
+}
+
+inline bool are_parallel(const LLVector3d& a, const LLVector3d& b, const F64 epsilon)
+{
+ LLVector3d an = a;
+ LLVector3d bn = b;
+ an.normalize();
+ bn.normalize();
+ F64 dot = an * bn;
+ if ( (1.0f - fabs(dot)) < epsilon)
+ {
+ return true;
+ }
+ return false;
+}
+
+inline LLVector3d projected_vec(const LLVector3d& a, const LLVector3d& b)
+{
+ LLVector3d project_axis = b;
+ project_axis.normalize();
+ return project_axis * (a * project_axis);
+}
+
+inline LLVector3d inverse_projected_vec(const LLVector3d& a, const LLVector3d& b)
+{
+ LLVector3d normalized_a = a;
+ normalized_a.normalize();
+ LLVector3d normalized_b = b;
+ F64 b_length = normalized_b.normalize();
+
+ F64 dot_product = normalized_a * normalized_b;
+ return normalized_a * (b_length / dot_product);
+}
+
+#endif // LL_V3DMATH_H