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authorAndrey Lihatskiy <alihatskiy@productengine.com>2024-04-29 07:43:28 +0300
committerAndrey Lihatskiy <alihatskiy@productengine.com>2024-04-29 07:56:09 +0300
commit1b68f71348ecf3983b76b40d7940da8377f049b7 (patch)
tree2974eddaef130a067c26033d60a59fc790365b3d /indra/llmath/v3math.cpp
parentaf4ea94efc1999f3b19fd8d643d0331f0b77e265 (diff)
#824 Process source files in bulk: replace tabs with spaces, convert CRLF to LF, and trim trailing whitespaces as needed
Diffstat (limited to 'indra/llmath/v3math.cpp')
-rw-r--r--indra/llmath/v3math.cpp412
1 files changed, 206 insertions, 206 deletions
diff --git a/indra/llmath/v3math.cpp b/indra/llmath/v3math.cpp
index 93010d2250..a867b9f578 100644
--- a/indra/llmath/v3math.cpp
+++ b/indra/llmath/v3math.cpp
@@ -1,25 +1,25 @@
-/**
+/**
* @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
* $/LicenseInfo$
*/
@@ -39,8 +39,8 @@
// LLVector3
// WARNING: Don't use these for global const definitions!
-// For example:
-// const LLQuaternion(0.5f * F_PI, LLVector3::zero);
+// 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);
@@ -56,97 +56,97 @@ const LLVector3 LLVector3::all_one(1.f,1.f,1.f);
// Returns TRUE if data changed.
BOOL LLVector3::clamp(F32 min, F32 max)
{
- BOOL ret = FALSE;
+ 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] < 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; }
+ 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;
+ return ret;
}
-// Clamps length to an upper limit.
+// 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 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;
+ 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] < 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; }
+ 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;
+ return ret;
}
@@ -154,166 +154,166 @@ BOOL LLVector3::clamp(const LLVector3 &min_vec, const LLVector3 &max_vec)
// Returns TRUE if data changed
BOOL LLVector3::abs()
{
- BOOL ret = FALSE;
+ 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; }
+ 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;
+ return ret;
}
// Quatizations
-void LLVector3::quantize16(F32 lowerxy, F32 upperxy, F32 lowerz, F32 upperz)
+void LLVector3::quantize16(F32 lowerxy, F32 upperxy, F32 lowerz, F32 upperz)
{
- F32 x = mV[VX];
- F32 y = mV[VY];
- F32 z = mV[VZ];
+ 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);
+ 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;
+ mV[VX] = x;
+ mV[VY] = y;
+ mV[VZ] = z;
}
-void LLVector3::quantize8(F32 lowerxy, F32 upperxy, F32 lowerz, F32 upperz)
+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);
+ 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)
+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);
+ 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)
+const LLVector3& LLVector3::rotVec(const LLMatrix3 &mat)
{
- *this = *this * mat;
- return *this;
+ *this = *this * mat;
+ return *this;
}
-const LLVector3& LLVector3::rotVec(const LLQuaternion &q)
+const LLVector3& LLVector3::rotVec(const LLQuaternion &q)
{
- *this = *this * q;
- return *this;
+ *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;
+ 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)
+const LLVector3& LLVector3::rotVec(F32 angle, const LLVector3 &vec)
{
- if ( !vec.isExactlyZero() && angle )
- {
- *this = *this * LLQuaternion(angle, vec);
- }
- return *this;
+ if ( !vec.isExactlyZero() && angle )
+ {
+ *this = *this * LLQuaternion(angle, vec);
+ }
+ return *this;
}
-const LLVector3& LLVector3::rotVec(F32 angle, F32 x, F32 y, F32 z)
+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;
+ LLVector3 vec(x, y, z);
+ if ( !vec.isExactlyZero() && angle )
+ {
+ *this = *this * LLQuaternion(angle, vec);
+ }
+ return *this;
}
-const LLVector3& LLVector3::scaleVec(const LLVector3& vec)
+const LLVector3& LLVector3::scaleVec(const LLVector3& vec)
{
- mV[VX] *= vec.mV[VX];
- mV[VY] *= vec.mV[VY];
- mV[VZ] *= vec.mV[VZ];
+ mV[VX] *= vec.mV[VX];
+ mV[VY] *= vec.mV[VY];
+ mV[VZ] *= vec.mV[VZ];
- return *this;
+ return *this;
}
-LLVector3 LLVector3::scaledVec(const LLVector3& vec) const
+LLVector3 LLVector3::scaledVec(const LLVector3& vec) const
{
- LLVector3 ret = LLVector3(*this);
- ret.scaleVec(vec);
- return ret;
+ LLVector3 ret = LLVector3(*this);
+ ret.scaleVec(vec);
+ return ret;
}
-const LLVector3& LLVector3::set(const LLVector3d &vec)
+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);
+ 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)
+const LLVector3& LLVector3::set(const LLVector4 &vec)
{
- mV[0] = vec.mV[0];
- mV[1] = vec.mV[1];
- mV[2] = vec.mV[2];
- return (*this);
+ mV[0] = vec.mV[0];
+ mV[1] = vec.mV[1];
+ mV[2] = vec.mV[2];
+ return (*this);
}
-const LLVector3& LLVector3::setVec(const LLVector3d &vec)
+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);
+ 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)
+const LLVector3& LLVector3::setVec(const LLVector4 &vec)
{
- mV[0] = vec.mV[0];
- mV[1] = vec.mV[1];
- mV[2] = vec.mV[2];
- return (*this);
+ 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;
+ 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];
+ 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];
+ mV[VX] = (F32)vec.mV[VX];
+ mV[VY] = (F32)vec.mV[VY];
+ mV[VZ] = (F32)vec.mV[VZ];
}
LLVector3::LLVector3(const LLVector4a& vec)
@@ -324,23 +324,23 @@ LLVector3::LLVector3(const LLVector4a& vec)
LLVector3::LLVector3(const LLSD& sd)
{
- setValue(sd);
+ setValue(sd);
}
LLSD LLVector3::getValue() const
{
- LLSD ret;
- ret[0] = mV[0];
- ret[1] = mV[1];
- ret[2] = mV[2];
- return ret;
+ 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();
+ 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)
@@ -349,31 +349,31 @@ const LLVector3& operator*=(LLVector3 &a, const LLQuaternion &rot)
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;
+ return a;
}
-// static
+// static
BOOL LLVector3::parseVector3(const std::string& buf, LLVector3* value)
{
- if( buf.empty() || value == NULL)
- {
- 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;
+ if( buf.empty() || value == NULL)
+ {
+ 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.