diff options
author | Ansariel <ansariel.hiller@phoenixviewer.com> | 2024-05-22 21:25:21 +0200 |
---|---|---|
committer | Andrey Lihatskiy <alihatskiy@productengine.com> | 2024-05-22 22:40:26 +0300 |
commit | e2e37cced861b98de8c1a7c9c0d3a50d2d90e433 (patch) | |
tree | 1bb897489ce524986f6196201c10ac0d8861aa5f /indra/llmath/v3math.cpp | |
parent | 069ea06848f766466f1a281144c82a0f2bd79f3a (diff) |
Fix line endlings
Diffstat (limited to 'indra/llmath/v3math.cpp')
-rw-r--r-- | indra/llmath/v3math.cpp | 826 |
1 files changed, 413 insertions, 413 deletions
diff --git a/indra/llmath/v3math.cpp b/indra/llmath/v3math.cpp index 089d4ce6db..73ad2a4ed6 100644 --- a/indra/llmath/v3math.cpp +++ b/indra/llmath/v3math.cpp @@ -1,413 +1,413 @@ -/**
- * @file v3math.cpp
- * @brief LLVector3 class implementation.
- *
- * $LicenseInfo:firstyear=2000&license=viewerlgpl$
- * 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
- * $/LicenseInfo$
- */
-
-#include "linden_common.h"
-
-#include "v3math.h"
-
-//#include "vmath.h"
-#include "v2math.h"
-#include "v4math.h"
-#include "m4math.h"
-#include "m3math.h"
-#include "llquaternion.h"
-#include "llquantize.h"
-#include "v3dmath.h"
-
-// LLVector3
-// WARNING: Don't use these for global const definitions!
-// For example:
-// const LLQuaternion(0.5f * F_PI, LLVector3::zero);
-// at the top of a *.cpp file might not give you what you think.
-const LLVector3 LLVector3::zero(0,0,0);
-const LLVector3 LLVector3::x_axis(1.f, 0, 0);
-const LLVector3 LLVector3::y_axis(0, 1.f, 0);
-const LLVector3 LLVector3::z_axis(0, 0, 1.f);
-const LLVector3 LLVector3::x_axis_neg(-1.f, 0, 0);
-const LLVector3 LLVector3::y_axis_neg(0, -1.f, 0);
-const LLVector3 LLVector3::z_axis_neg(0, 0, -1.f);
-const LLVector3 LLVector3::all_one(1.f,1.f,1.f);
-
-
-// Clamps each values to range (min,max).
-// Returns true if data changed.
-bool LLVector3::clamp(F32 min, F32 max)
-{
- bool ret{ false };
-
- if (mV[0] < min) { mV[0] = min; ret = true; }
- if (mV[1] < min) { mV[1] = min; ret = true; }
- if (mV[2] < min) { mV[2] = min; ret = true; }
-
- if (mV[0] > max) { mV[0] = max; ret = true; }
- if (mV[1] > max) { mV[1] = max; ret = true; }
- if (mV[2] > max) { mV[2] = max; ret = true; }
-
- return ret;
-}
-
-// Clamps length to an upper limit.
-// Returns true if the data changed
-bool LLVector3::clampLength( F32 length_limit )
-{
- bool changed{ false };
-
- F32 len = length();
- if (llfinite(len))
- {
- if ( len > length_limit)
- {
- normalize();
- if (length_limit < 0.f)
- {
- length_limit = 0.f;
- }
- mV[0] *= length_limit;
- mV[1] *= length_limit;
- mV[2] *= length_limit;
- changed = true;
- }
- }
- else
- { // this vector may still be salvagable
- F32 max_abs_component = 0.f;
- for (S32 i = 0; i < 3; ++i)
- {
- F32 abs_component = fabs(mV[i]);
- if (llfinite(abs_component))
- {
- if (abs_component > max_abs_component)
- {
- max_abs_component = abs_component;
- }
- }
- else
- {
- // no it can't be salvaged --> clear it
- clear();
- changed = true;
- break;
- }
- }
- if (!changed)
- {
- // yes it can be salvaged -->
- // bring the components down before we normalize
- mV[0] /= max_abs_component;
- mV[1] /= max_abs_component;
- mV[2] /= max_abs_component;
- normalize();
-
- if (length_limit < 0.f)
- {
- length_limit = 0.f;
- }
- mV[0] *= length_limit;
- mV[1] *= length_limit;
- mV[2] *= length_limit;
- }
- }
-
- return changed;
-}
-
-bool LLVector3::clamp(const LLVector3 &min_vec, const LLVector3 &max_vec)
-{
- bool ret{ false };
-
- if (mV[0] < min_vec[0]) { mV[0] = min_vec[0]; ret = true; }
- if (mV[1] < min_vec[1]) { mV[1] = min_vec[1]; ret = true; }
- if (mV[2] < min_vec[2]) { mV[2] = min_vec[2]; ret = true; }
-
- if (mV[0] > max_vec[0]) { mV[0] = max_vec[0]; ret = true; }
- if (mV[1] > max_vec[1]) { mV[1] = max_vec[1]; ret = true; }
- if (mV[2] > max_vec[2]) { mV[2] = max_vec[2]; ret = true; }
-
- return ret;
-}
-
-
-// Sets all values to absolute value of their original values
-// Returns true if data changed
-bool LLVector3::abs()
-{
- bool ret{ false };
-
- if (mV[0] < 0.f) { mV[0] = -mV[0]; ret = true; }
- if (mV[1] < 0.f) { mV[1] = -mV[1]; ret = true; }
- if (mV[2] < 0.f) { mV[2] = -mV[2]; ret = true; }
-
- return ret;
-}
-
-// Quatizations
-void LLVector3::quantize16(F32 lowerxy, F32 upperxy, F32 lowerz, F32 upperz)
-{
- F32 x = mV[VX];
- F32 y = mV[VY];
- F32 z = mV[VZ];
-
- x = U16_to_F32(F32_to_U16(x, lowerxy, upperxy), lowerxy, upperxy);
- y = U16_to_F32(F32_to_U16(y, lowerxy, upperxy), lowerxy, upperxy);
- z = U16_to_F32(F32_to_U16(z, lowerz, upperz), lowerz, upperz);
-
- mV[VX] = x;
- mV[VY] = y;
- mV[VZ] = z;
-}
-
-void LLVector3::quantize8(F32 lowerxy, F32 upperxy, F32 lowerz, F32 upperz)
-{
- mV[VX] = U8_to_F32(F32_to_U8(mV[VX], lowerxy, upperxy), lowerxy, upperxy);;
- mV[VY] = U8_to_F32(F32_to_U8(mV[VY], lowerxy, upperxy), lowerxy, upperxy);
- mV[VZ] = U8_to_F32(F32_to_U8(mV[VZ], lowerz, upperz), lowerz, upperz);
-}
-
-
-void LLVector3::snap(S32 sig_digits)
-{
- mV[VX] = snap_to_sig_figs(mV[VX], sig_digits);
- mV[VY] = snap_to_sig_figs(mV[VY], sig_digits);
- mV[VZ] = snap_to_sig_figs(mV[VZ], sig_digits);
-}
-
-const LLVector3& LLVector3::rotVec(const LLMatrix3 &mat)
-{
- *this = *this * mat;
- return *this;
-}
-
-const LLVector3& LLVector3::rotVec(const LLQuaternion &q)
-{
- *this = *this * q;
- return *this;
-}
-
-const LLVector3& LLVector3::transVec(const LLMatrix4& mat)
-{
- setVec(
- mV[VX] * mat.mMatrix[VX][VX] +
- mV[VY] * mat.mMatrix[VX][VY] +
- mV[VZ] * mat.mMatrix[VX][VZ] +
- mat.mMatrix[VX][VW],
-
- mV[VX] * mat.mMatrix[VY][VX] +
- mV[VY] * mat.mMatrix[VY][VY] +
- mV[VZ] * mat.mMatrix[VY][VZ] +
- mat.mMatrix[VY][VW],
-
- mV[VX] * mat.mMatrix[VZ][VX] +
- mV[VY] * mat.mMatrix[VZ][VY] +
- mV[VZ] * mat.mMatrix[VZ][VZ] +
- mat.mMatrix[VZ][VW]);
-
- return *this;
-}
-
-
-const LLVector3& LLVector3::rotVec(F32 angle, const LLVector3 &vec)
-{
- if ( !vec.isExactlyZero() && angle )
- {
- *this = *this * LLQuaternion(angle, vec);
- }
- return *this;
-}
-
-const LLVector3& LLVector3::rotVec(F32 angle, F32 x, F32 y, F32 z)
-{
- LLVector3 vec(x, y, z);
- if ( !vec.isExactlyZero() && angle )
- {
- *this = *this * LLQuaternion(angle, vec);
- }
- return *this;
-}
-
-const LLVector3& LLVector3::scaleVec(const LLVector3& vec)
-{
- mV[VX] *= vec.mV[VX];
- mV[VY] *= vec.mV[VY];
- mV[VZ] *= vec.mV[VZ];
-
- return *this;
-}
-
-LLVector3 LLVector3::scaledVec(const LLVector3& vec) const
-{
- LLVector3 ret = LLVector3(*this);
- ret.scaleVec(vec);
- return ret;
-}
-
-const LLVector3& LLVector3::set(const LLVector3d &vec)
-{
- mV[0] = (F32)vec.mdV[0];
- mV[1] = (F32)vec.mdV[1];
- mV[2] = (F32)vec.mdV[2];
- return (*this);
-}
-
-const LLVector3& LLVector3::set(const LLVector4 &vec)
-{
- mV[0] = vec.mV[0];
- mV[1] = vec.mV[1];
- mV[2] = vec.mV[2];
- return (*this);
-}
-
-const LLVector3& LLVector3::setVec(const LLVector3d &vec)
-{
- mV[0] = (F32)vec.mdV[0];
- mV[1] = (F32)vec.mdV[1];
- mV[2] = (F32)vec.mdV[2];
- return (*this);
-}
-
-const LLVector3& LLVector3::setVec(const LLVector4 &vec)
-{
- mV[0] = vec.mV[0];
- mV[1] = vec.mV[1];
- mV[2] = vec.mV[2];
- return (*this);
-}
-
-LLVector3::LLVector3(const LLVector2 &vec)
-{
- mV[VX] = (F32)vec.mV[VX];
- mV[VY] = (F32)vec.mV[VY];
- mV[VZ] = 0;
-}
-
-LLVector3::LLVector3(const LLVector3d &vec)
-{
- mV[VX] = (F32)vec.mdV[VX];
- mV[VY] = (F32)vec.mdV[VY];
- mV[VZ] = (F32)vec.mdV[VZ];
-}
-
-LLVector3::LLVector3(const LLVector4 &vec)
-{
- mV[VX] = (F32)vec.mV[VX];
- mV[VY] = (F32)vec.mV[VY];
- mV[VZ] = (F32)vec.mV[VZ];
-}
-
-LLVector3::LLVector3(const LLVector4a& vec)
- : LLVector3(vec.getF32ptr())
-{
-
-}
-
-LLVector3::LLVector3(const LLSD& sd)
-{
- setValue(sd);
-}
-
-LLSD LLVector3::getValue() const
-{
- LLSD ret;
- ret[0] = mV[0];
- ret[1] = mV[1];
- ret[2] = mV[2];
- return ret;
-}
-
-void LLVector3::setValue(const LLSD& sd)
-{
- mV[0] = (F32) sd[0].asReal();
- mV[1] = (F32) sd[1].asReal();
- mV[2] = (F32) sd[2].asReal();
-}
-
-const LLVector3& operator*=(LLVector3 &a, const LLQuaternion &rot)
-{
- const F32 rw = - rot.mQ[VX] * a.mV[VX] - rot.mQ[VY] * a.mV[VY] - rot.mQ[VZ] * a.mV[VZ];
- const F32 rx = rot.mQ[VW] * a.mV[VX] + rot.mQ[VY] * a.mV[VZ] - rot.mQ[VZ] * a.mV[VY];
- const F32 ry = rot.mQ[VW] * a.mV[VY] + rot.mQ[VZ] * a.mV[VX] - rot.mQ[VX] * a.mV[VZ];
- const F32 rz = rot.mQ[VW] * a.mV[VZ] + rot.mQ[VX] * a.mV[VY] - rot.mQ[VY] * a.mV[VX];
-
- a.mV[VX] = - rw * rot.mQ[VX] + rx * rot.mQ[VW] - ry * rot.mQ[VZ] + rz * rot.mQ[VY];
- a.mV[VY] = - rw * rot.mQ[VY] + ry * rot.mQ[VW] - rz * rot.mQ[VX] + rx * rot.mQ[VZ];
- a.mV[VZ] = - rw * rot.mQ[VZ] + rz * rot.mQ[VW] - rx * rot.mQ[VY] + ry * rot.mQ[VX];
-
- return a;
-}
-
-// static
-bool LLVector3::parseVector3(const std::string& buf, LLVector3* value)
-{
- if( buf.empty() || value == nullptr)
- {
- return false;
- }
-
- LLVector3 v;
- S32 count = sscanf( buf.c_str(), "%f %f %f", v.mV + 0, v.mV + 1, v.mV + 2 );
- if( 3 == count )
- {
- value->setVec( v );
- return true;
- }
-
- return false;
-}
-
-// Displacement from query point to nearest neighbor point on bounding box.
-// Returns zero vector for points within or on the box.
-LLVector3 point_to_box_offset(LLVector3& pos, const LLVector3* box)
-{
- LLVector3 offset;
- for (S32 k=0; k<3; k++)
- {
- offset[k] = 0;
- if (pos[k] < box[0][k])
- {
- offset[k] = pos[k] - box[0][k];
- }
- else if (pos[k] > box[1][k])
- {
- offset[k] = pos[k] - box[1][k];
- }
- }
- return offset;
-}
-
-bool box_valid_and_non_zero(const LLVector3* box)
-{
- if (!box[0].isFinite() || !box[1].isFinite())
- {
- return false;
- }
- LLVector3 zero_vec;
- zero_vec.clear();
- if ((box[0] != zero_vec) || (box[1] != zero_vec))
- {
- return true;
- }
- return false;
-}
-
+/** + * @file v3math.cpp + * @brief LLVector3 class implementation. + * + * $LicenseInfo:firstyear=2000&license=viewerlgpl$ + * 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 + * $/LicenseInfo$ + */ + +#include "linden_common.h" + +#include "v3math.h" + +//#include "vmath.h" +#include "v2math.h" +#include "v4math.h" +#include "m4math.h" +#include "m3math.h" +#include "llquaternion.h" +#include "llquantize.h" +#include "v3dmath.h" + +// LLVector3 +// WARNING: Don't use these for global const definitions! +// For example: +// const LLQuaternion(0.5f * F_PI, LLVector3::zero); +// at the top of a *.cpp file might not give you what you think. +const LLVector3 LLVector3::zero(0,0,0); +const LLVector3 LLVector3::x_axis(1.f, 0, 0); +const LLVector3 LLVector3::y_axis(0, 1.f, 0); +const LLVector3 LLVector3::z_axis(0, 0, 1.f); +const LLVector3 LLVector3::x_axis_neg(-1.f, 0, 0); +const LLVector3 LLVector3::y_axis_neg(0, -1.f, 0); +const LLVector3 LLVector3::z_axis_neg(0, 0, -1.f); +const LLVector3 LLVector3::all_one(1.f,1.f,1.f); + + +// Clamps each values to range (min,max). +// Returns true if data changed. +bool LLVector3::clamp(F32 min, F32 max) +{ + bool ret{ false }; + + if (mV[0] < min) { mV[0] = min; ret = true; } + if (mV[1] < min) { mV[1] = min; ret = true; } + if (mV[2] < min) { mV[2] = min; ret = true; } + + if (mV[0] > max) { mV[0] = max; ret = true; } + if (mV[1] > max) { mV[1] = max; ret = true; } + if (mV[2] > max) { mV[2] = max; ret = true; } + + return ret; +} + +// Clamps length to an upper limit. +// Returns true if the data changed +bool LLVector3::clampLength( F32 length_limit ) +{ + bool changed{ false }; + + F32 len = length(); + if (llfinite(len)) + { + if ( len > length_limit) + { + normalize(); + if (length_limit < 0.f) + { + length_limit = 0.f; + } + mV[0] *= length_limit; + mV[1] *= length_limit; + mV[2] *= length_limit; + changed = true; + } + } + else + { // this vector may still be salvagable + F32 max_abs_component = 0.f; + for (S32 i = 0; i < 3; ++i) + { + F32 abs_component = fabs(mV[i]); + if (llfinite(abs_component)) + { + if (abs_component > max_abs_component) + { + max_abs_component = abs_component; + } + } + else + { + // no it can't be salvaged --> clear it + clear(); + changed = true; + break; + } + } + if (!changed) + { + // yes it can be salvaged --> + // bring the components down before we normalize + mV[0] /= max_abs_component; + mV[1] /= max_abs_component; + mV[2] /= max_abs_component; + normalize(); + + if (length_limit < 0.f) + { + length_limit = 0.f; + } + mV[0] *= length_limit; + mV[1] *= length_limit; + mV[2] *= length_limit; + } + } + + return changed; +} + +bool LLVector3::clamp(const LLVector3 &min_vec, const LLVector3 &max_vec) +{ + bool ret{ false }; + + if (mV[0] < min_vec[0]) { mV[0] = min_vec[0]; ret = true; } + if (mV[1] < min_vec[1]) { mV[1] = min_vec[1]; ret = true; } + if (mV[2] < min_vec[2]) { mV[2] = min_vec[2]; ret = true; } + + if (mV[0] > max_vec[0]) { mV[0] = max_vec[0]; ret = true; } + if (mV[1] > max_vec[1]) { mV[1] = max_vec[1]; ret = true; } + if (mV[2] > max_vec[2]) { mV[2] = max_vec[2]; ret = true; } + + return ret; +} + + +// Sets all values to absolute value of their original values +// Returns true if data changed +bool LLVector3::abs() +{ + bool ret{ false }; + + if (mV[0] < 0.f) { mV[0] = -mV[0]; ret = true; } + if (mV[1] < 0.f) { mV[1] = -mV[1]; ret = true; } + if (mV[2] < 0.f) { mV[2] = -mV[2]; ret = true; } + + return ret; +} + +// Quatizations +void LLVector3::quantize16(F32 lowerxy, F32 upperxy, F32 lowerz, F32 upperz) +{ + F32 x = mV[VX]; + F32 y = mV[VY]; + F32 z = mV[VZ]; + + x = U16_to_F32(F32_to_U16(x, lowerxy, upperxy), lowerxy, upperxy); + y = U16_to_F32(F32_to_U16(y, lowerxy, upperxy), lowerxy, upperxy); + z = U16_to_F32(F32_to_U16(z, lowerz, upperz), lowerz, upperz); + + mV[VX] = x; + mV[VY] = y; + mV[VZ] = z; +} + +void LLVector3::quantize8(F32 lowerxy, F32 upperxy, F32 lowerz, F32 upperz) +{ + mV[VX] = U8_to_F32(F32_to_U8(mV[VX], lowerxy, upperxy), lowerxy, upperxy);; + mV[VY] = U8_to_F32(F32_to_U8(mV[VY], lowerxy, upperxy), lowerxy, upperxy); + mV[VZ] = U8_to_F32(F32_to_U8(mV[VZ], lowerz, upperz), lowerz, upperz); +} + + +void LLVector3::snap(S32 sig_digits) +{ + mV[VX] = snap_to_sig_figs(mV[VX], sig_digits); + mV[VY] = snap_to_sig_figs(mV[VY], sig_digits); + mV[VZ] = snap_to_sig_figs(mV[VZ], sig_digits); +} + +const LLVector3& LLVector3::rotVec(const LLMatrix3 &mat) +{ + *this = *this * mat; + return *this; +} + +const LLVector3& LLVector3::rotVec(const LLQuaternion &q) +{ + *this = *this * q; + return *this; +} + +const LLVector3& LLVector3::transVec(const LLMatrix4& mat) +{ + setVec( + mV[VX] * mat.mMatrix[VX][VX] + + mV[VY] * mat.mMatrix[VX][VY] + + mV[VZ] * mat.mMatrix[VX][VZ] + + mat.mMatrix[VX][VW], + + mV[VX] * mat.mMatrix[VY][VX] + + mV[VY] * mat.mMatrix[VY][VY] + + mV[VZ] * mat.mMatrix[VY][VZ] + + mat.mMatrix[VY][VW], + + mV[VX] * mat.mMatrix[VZ][VX] + + mV[VY] * mat.mMatrix[VZ][VY] + + mV[VZ] * mat.mMatrix[VZ][VZ] + + mat.mMatrix[VZ][VW]); + + return *this; +} + + +const LLVector3& LLVector3::rotVec(F32 angle, const LLVector3 &vec) +{ + if ( !vec.isExactlyZero() && angle ) + { + *this = *this * LLQuaternion(angle, vec); + } + return *this; +} + +const LLVector3& LLVector3::rotVec(F32 angle, F32 x, F32 y, F32 z) +{ + LLVector3 vec(x, y, z); + if ( !vec.isExactlyZero() && angle ) + { + *this = *this * LLQuaternion(angle, vec); + } + return *this; +} + +const LLVector3& LLVector3::scaleVec(const LLVector3& vec) +{ + mV[VX] *= vec.mV[VX]; + mV[VY] *= vec.mV[VY]; + mV[VZ] *= vec.mV[VZ]; + + return *this; +} + +LLVector3 LLVector3::scaledVec(const LLVector3& vec) const +{ + LLVector3 ret = LLVector3(*this); + ret.scaleVec(vec); + return ret; +} + +const LLVector3& LLVector3::set(const LLVector3d &vec) +{ + mV[0] = (F32)vec.mdV[0]; + mV[1] = (F32)vec.mdV[1]; + mV[2] = (F32)vec.mdV[2]; + return (*this); +} + +const LLVector3& LLVector3::set(const LLVector4 &vec) +{ + mV[0] = vec.mV[0]; + mV[1] = vec.mV[1]; + mV[2] = vec.mV[2]; + return (*this); +} + +const LLVector3& LLVector3::setVec(const LLVector3d &vec) +{ + mV[0] = (F32)vec.mdV[0]; + mV[1] = (F32)vec.mdV[1]; + mV[2] = (F32)vec.mdV[2]; + return (*this); +} + +const LLVector3& LLVector3::setVec(const LLVector4 &vec) +{ + mV[0] = vec.mV[0]; + mV[1] = vec.mV[1]; + mV[2] = vec.mV[2]; + return (*this); +} + +LLVector3::LLVector3(const LLVector2 &vec) +{ + mV[VX] = (F32)vec.mV[VX]; + mV[VY] = (F32)vec.mV[VY]; + mV[VZ] = 0; +} + +LLVector3::LLVector3(const LLVector3d &vec) +{ + mV[VX] = (F32)vec.mdV[VX]; + mV[VY] = (F32)vec.mdV[VY]; + mV[VZ] = (F32)vec.mdV[VZ]; +} + +LLVector3::LLVector3(const LLVector4 &vec) +{ + mV[VX] = (F32)vec.mV[VX]; + mV[VY] = (F32)vec.mV[VY]; + mV[VZ] = (F32)vec.mV[VZ]; +} + +LLVector3::LLVector3(const LLVector4a& vec) + : LLVector3(vec.getF32ptr()) +{ + +} + +LLVector3::LLVector3(const LLSD& sd) +{ + setValue(sd); +} + +LLSD LLVector3::getValue() const +{ + LLSD ret; + ret[0] = mV[0]; + ret[1] = mV[1]; + ret[2] = mV[2]; + return ret; +} + +void LLVector3::setValue(const LLSD& sd) +{ + mV[0] = (F32) sd[0].asReal(); + mV[1] = (F32) sd[1].asReal(); + mV[2] = (F32) sd[2].asReal(); +} + +const LLVector3& operator*=(LLVector3 &a, const LLQuaternion &rot) +{ + const F32 rw = - rot.mQ[VX] * a.mV[VX] - rot.mQ[VY] * a.mV[VY] - rot.mQ[VZ] * a.mV[VZ]; + const F32 rx = rot.mQ[VW] * a.mV[VX] + rot.mQ[VY] * a.mV[VZ] - rot.mQ[VZ] * a.mV[VY]; + const F32 ry = rot.mQ[VW] * a.mV[VY] + rot.mQ[VZ] * a.mV[VX] - rot.mQ[VX] * a.mV[VZ]; + const F32 rz = rot.mQ[VW] * a.mV[VZ] + rot.mQ[VX] * a.mV[VY] - rot.mQ[VY] * a.mV[VX]; + + a.mV[VX] = - rw * rot.mQ[VX] + rx * rot.mQ[VW] - ry * rot.mQ[VZ] + rz * rot.mQ[VY]; + a.mV[VY] = - rw * rot.mQ[VY] + ry * rot.mQ[VW] - rz * rot.mQ[VX] + rx * rot.mQ[VZ]; + a.mV[VZ] = - rw * rot.mQ[VZ] + rz * rot.mQ[VW] - rx * rot.mQ[VY] + ry * rot.mQ[VX]; + + return a; +} + +// static +bool LLVector3::parseVector3(const std::string& buf, LLVector3* value) +{ + if( buf.empty() || value == nullptr) + { + return false; + } + + LLVector3 v; + S32 count = sscanf( buf.c_str(), "%f %f %f", v.mV + 0, v.mV + 1, v.mV + 2 ); + if( 3 == count ) + { + value->setVec( v ); + return true; + } + + return false; +} + +// Displacement from query point to nearest neighbor point on bounding box. +// Returns zero vector for points within or on the box. +LLVector3 point_to_box_offset(LLVector3& pos, const LLVector3* box) +{ + LLVector3 offset; + for (S32 k=0; k<3; k++) + { + offset[k] = 0; + if (pos[k] < box[0][k]) + { + offset[k] = pos[k] - box[0][k]; + } + else if (pos[k] > box[1][k]) + { + offset[k] = pos[k] - box[1][k]; + } + } + return offset; +} + +bool box_valid_and_non_zero(const LLVector3* box) +{ + if (!box[0].isFinite() || !box[1].isFinite()) + { + return false; + } + LLVector3 zero_vec; + zero_vec.clear(); + if ((box[0] != zero_vec) || (box[1] != zero_vec)) + { + return true; + } + return false; +} + |