diff options
author | Ansariel <ansariel.hiller@phoenixviewer.com> | 2024-05-22 19:04:52 +0200 |
---|---|---|
committer | Ansariel <ansariel.hiller@phoenixviewer.com> | 2024-05-22 19:04:52 +0200 |
commit | 1b67dd855c41f5a0cda7ec2a68d98071986ca703 (patch) | |
tree | ab243607f74f78200787bba5b9b88f07ef1b966f /indra/llmath/v3math.h | |
parent | 6d6eabca44d08d5b97bfe3e941d2b9687c2246ea (diff) | |
parent | e1623bb276f83a43ce7a197e388720c05bdefe61 (diff) |
Merge remote-tracking branch 'origin/main' into DRTVWR-600-maint-A
# Conflicts:
# autobuild.xml
# indra/cmake/CMakeLists.txt
# indra/cmake/GoogleMock.cmake
# indra/llaudio/llaudioengine_fmodstudio.cpp
# indra/llaudio/llaudioengine_fmodstudio.h
# indra/llaudio/lllistener_fmodstudio.cpp
# indra/llaudio/lllistener_fmodstudio.h
# indra/llaudio/llstreamingaudio_fmodstudio.cpp
# indra/llaudio/llstreamingaudio_fmodstudio.h
# indra/llcharacter/llmultigesture.cpp
# indra/llcharacter/llmultigesture.h
# indra/llimage/llimage.cpp
# indra/llimage/llimagepng.cpp
# indra/llimage/llimageworker.cpp
# indra/llimage/tests/llimageworker_test.cpp
# indra/llmessage/tests/llmockhttpclient.h
# indra/llprimitive/llgltfmaterial.h
# indra/llrender/llfontfreetype.cpp
# indra/llui/llcombobox.cpp
# indra/llui/llfolderview.cpp
# indra/llui/llfolderviewmodel.h
# indra/llui/lllineeditor.cpp
# indra/llui/lllineeditor.h
# indra/llui/lltextbase.cpp
# indra/llui/lltextbase.h
# indra/llui/lltexteditor.cpp
# indra/llui/lltextvalidate.cpp
# indra/llui/lltextvalidate.h
# indra/llui/lluictrl.h
# indra/llui/llview.cpp
# indra/llwindow/llwindowmacosx.cpp
# indra/newview/app_settings/settings.xml
# indra/newview/llappearancemgr.cpp
# indra/newview/llappearancemgr.h
# indra/newview/llavatarpropertiesprocessor.cpp
# indra/newview/llavatarpropertiesprocessor.h
# indra/newview/llbreadcrumbview.cpp
# indra/newview/llbreadcrumbview.h
# indra/newview/llbreastmotion.cpp
# indra/newview/llbreastmotion.h
# indra/newview/llconversationmodel.h
# indra/newview/lldensityctrl.cpp
# indra/newview/lldensityctrl.h
# indra/newview/llface.inl
# indra/newview/llfloatereditsky.cpp
# indra/newview/llfloatereditwater.cpp
# indra/newview/llfloateremojipicker.h
# indra/newview/llfloaterimsessiontab.cpp
# indra/newview/llfloaterprofiletexture.cpp
# indra/newview/llfloaterprofiletexture.h
# indra/newview/llgesturemgr.cpp
# indra/newview/llgesturemgr.h
# indra/newview/llimpanel.cpp
# indra/newview/llimpanel.h
# indra/newview/llinventorybridge.cpp
# indra/newview/llinventorybridge.h
# indra/newview/llinventoryclipboard.cpp
# indra/newview/llinventoryclipboard.h
# indra/newview/llinventoryfunctions.cpp
# indra/newview/llinventoryfunctions.h
# indra/newview/llinventorygallery.cpp
# indra/newview/lllistbrowser.cpp
# indra/newview/lllistbrowser.h
# indra/newview/llpanelobjectinventory.cpp
# indra/newview/llpanelprofile.cpp
# indra/newview/llpanelprofile.h
# indra/newview/llpreviewgesture.cpp
# indra/newview/llsavedsettingsglue.cpp
# indra/newview/llsavedsettingsglue.h
# indra/newview/lltooldraganddrop.cpp
# indra/newview/llurllineeditorctrl.cpp
# indra/newview/llvectorperfoptions.cpp
# indra/newview/llvectorperfoptions.h
# indra/newview/llviewerparceloverlay.cpp
# indra/newview/llviewertexlayer.cpp
# indra/newview/llviewertexturelist.cpp
# indra/newview/macmain.h
# indra/test/test.cpp
Diffstat (limited to 'indra/llmath/v3math.h')
-rw-r--r-- | indra/llmath/v3math.h | 1224 |
1 files changed, 612 insertions, 612 deletions
diff --git a/indra/llmath/v3math.h b/indra/llmath/v3math.h index fa6ad06008..e43c756fe7 100644 --- a/indra/llmath/v3math.h +++ b/indra/llmath/v3math.h @@ -1,612 +1,612 @@ -/** - * @file v3math.h - * @brief LLVector3 class header file. - * - * $LicenseInfo:firstyear=2000&license=viewerlgpl$ - * 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_V3MATH_H -#define LL_V3MATH_H - -#include "llerror.h" -#include "llmath.h" - -#include "llsd.h" -class LLVector2; -class LLVector4; -class LLVector4a; -class LLMatrix3; -class LLMatrix4; -class LLVector3d; -class LLQuaternion; - -// LLvector3 = |x y z w| - -static const U32 LENGTHOFVECTOR3 = 3; - -class LLVector3 -{ - public: - F32 mV[LENGTHOFVECTOR3]; - - static const LLVector3 zero; - static const LLVector3 x_axis; - static const LLVector3 y_axis; - static const LLVector3 z_axis; - static const LLVector3 x_axis_neg; - static const LLVector3 y_axis_neg; - static const LLVector3 z_axis_neg; - static const LLVector3 all_one; - - inline LLVector3(); // Initializes LLVector3 to (0, 0, 0) - inline LLVector3(const F32 x, const F32 y, const F32 z); // Initializes LLVector3 to (x. y, z) - inline explicit LLVector3(const F32 *vec); // Initializes LLVector3 to (vec[0]. vec[1], vec[2]) - explicit LLVector3(const LLVector2 &vec); // Initializes LLVector3 to (vec[0]. vec[1], 0) - explicit LLVector3(const LLVector3d &vec); // Initializes LLVector3 to (vec[0]. vec[1], vec[2]) - explicit LLVector3(const LLVector4 &vec); // Initializes LLVector4 to (vec[0]. vec[1], vec[2]) - explicit LLVector3(const LLVector4a& vec); // Initializes LLVector4 to (vec[0]. vec[1], vec[2]) - explicit LLVector3(const LLSD& sd); - - - LLSD getValue() const; - - void setValue(const LLSD& sd); - - inline bool isFinite() const; // checks to see if all values of LLVector3 are finite - bool clamp(F32 min, F32 max); // Clamps all values to (min,max), returns true if data changed - bool clamp(const LLVector3 &min_vec, const LLVector3 &max_vec); // Scales vector by another vector - bool clampLength( F32 length_limit ); // Scales vector to limit length to a value - - void quantize16(F32 lowerxy, F32 upperxy, F32 lowerz, F32 upperz); // changes the vector to reflect quatization - void quantize8(F32 lowerxy, F32 upperxy, F32 lowerz, F32 upperz); // changes the vector to reflect quatization - void snap(S32 sig_digits); // snaps x,y,z to sig_digits decimal places - - bool abs(); // sets all values to absolute value of original value (first octant), returns true if changed - - inline void clear(); // Clears LLVector3 to (0, 0, 0) - inline void setZero(); // Clears LLVector3 to (0, 0, 0) - inline void clearVec(); // deprecated - inline void zeroVec(); // deprecated - - inline void set(F32 x, F32 y, F32 z); // Sets LLVector3 to (x, y, z, 1) - inline void set(const LLVector3 &vec); // Sets LLVector3 to vec - inline void set(const F32 *vec); // Sets LLVector3 to vec - const LLVector3& set(const LLVector4 &vec); - const LLVector3& set(const LLVector3d &vec);// Sets LLVector3 to vec - - inline void setVec(F32 x, F32 y, F32 z); // deprecated - inline void setVec(const LLVector3 &vec); // deprecated - inline void setVec(const F32 *vec); // deprecated - - const LLVector3& setVec(const LLVector4 &vec); // deprecated - const LLVector3& setVec(const LLVector3d &vec); // deprecated - - F32 length() const; // Returns magnitude of LLVector3 - F32 lengthSquared() const; // Returns magnitude squared of LLVector3 - F32 magVec() const; // deprecated - F32 magVecSquared() const; // deprecated - - inline F32 normalize(); // Normalizes and returns the magnitude of LLVector3 - inline F32 normVec(); // deprecated - - inline bool inRange( F32 min, F32 max ) const; // Returns true if all values of the vector are between min and max - - const LLVector3& rotVec(F32 angle, const LLVector3 &vec); // Rotates about vec by angle radians - const LLVector3& rotVec(F32 angle, F32 x, F32 y, F32 z); // Rotates about x,y,z by angle radians - const LLVector3& rotVec(const LLMatrix3 &mat); // Rotates by LLMatrix4 mat - const LLVector3& rotVec(const LLQuaternion &q); // Rotates by LLQuaternion q - const LLVector3& transVec(const LLMatrix4& mat); // Transforms by LLMatrix4 mat (mat * v) - - const LLVector3& scaleVec(const LLVector3& vec); // scales per component by vec - LLVector3 scaledVec(const LLVector3& vec) const; // get a copy of this vector scaled by vec - - bool isNull() const; // Returns true if vector has a _very_small_ length - bool isExactlyZero() const { return !mV[VX] && !mV[VY] && !mV[VZ]; } - - F32 operator[](int idx) const { return mV[idx]; } - F32 &operator[](int idx) { return mV[idx]; } - - friend LLVector3 operator+(const LLVector3 &a, const LLVector3 &b); // Return vector a + b - friend LLVector3 operator-(const LLVector3 &a, const LLVector3 &b); // Return vector a minus b - friend F32 operator*(const LLVector3 &a, const LLVector3 &b); // Return a dot b - friend LLVector3 operator%(const LLVector3 &a, const LLVector3 &b); // Return a cross b - friend LLVector3 operator*(const LLVector3 &a, F32 k); // Return a times scaler k - friend LLVector3 operator/(const LLVector3 &a, F32 k); // Return a divided by scaler k - friend LLVector3 operator*(F32 k, const LLVector3 &a); // Return a times scaler k - friend bool operator==(const LLVector3 &a, const LLVector3 &b); // Return a == b - friend bool operator!=(const LLVector3 &a, const LLVector3 &b); // Return a != b - // less than operator useful for using vectors as std::map keys - friend bool operator<(const LLVector3 &a, const LLVector3 &b); // Return a < b - - friend const LLVector3& operator+=(LLVector3 &a, const LLVector3 &b); // Return vector a + b - friend const LLVector3& operator-=(LLVector3 &a, const LLVector3 &b); // Return vector a minus b - friend const LLVector3& operator%=(LLVector3 &a, const LLVector3 &b); // Return a cross b - friend const LLVector3& operator*=(LLVector3 &a, const LLVector3 &b); // Returns a * b; - friend const LLVector3& operator*=(LLVector3 &a, F32 k); // Return a times scaler k - friend const LLVector3& operator/=(LLVector3 &a, F32 k); // Return a divided by scaler k - friend const LLVector3& operator*=(LLVector3 &a, const LLQuaternion &b); // Returns a * b; - - friend LLVector3 operator-(const LLVector3 &a); // Return vector -a - - friend std::ostream& operator<<(std::ostream& s, const LLVector3 &a); // Stream a - - static bool parseVector3(const std::string& buf, LLVector3* value); -}; - -typedef LLVector3 LLSimLocalVec; - -// Non-member functions - -F32 angle_between(const LLVector3 &a, const LLVector3 &b); // Returns angle (radians) between a and b -bool are_parallel(const LLVector3 &a, const LLVector3 &b, F32 epsilon=F_APPROXIMATELY_ZERO); // Returns true if a and b are very close to parallel -F32 dist_vec(const LLVector3 &a, const LLVector3 &b); // Returns distance between a and b -F32 dist_vec_squared(const LLVector3 &a, const LLVector3 &b);// Returns distance squared between a and b -F32 dist_vec_squared2D(const LLVector3 &a, const LLVector3 &b);// Returns distance squared between a and b ignoring Z component -LLVector3 projected_vec(const LLVector3 &a, const LLVector3 &b); // Returns vector a projected on vector b -LLVector3 inverse_projected_vec(const LLVector3 &a, const LLVector3 &b); // Returns vector a scaled such that projected_vec(inverse_projected_vec(a, b), b) == b; -LLVector3 parallel_component(const LLVector3 &a, const LLVector3 &b); // Returns vector a projected on vector b (same as projected_vec) -LLVector3 orthogonal_component(const LLVector3 &a, const LLVector3 &b); // Returns component of vector a not parallel to vector b (same as projected_vec) -LLVector3 lerp(const LLVector3 &a, const LLVector3 &b, F32 u); // Returns a vector that is a linear interpolation between a and b -LLVector3 point_to_box_offset(LLVector3& pos, const LLVector3* box); // Displacement from query point to nearest point on bounding box. -bool box_valid_and_non_zero(const LLVector3* box); - -inline LLVector3::LLVector3(void) -{ - mV[0] = 0.f; - mV[1] = 0.f; - mV[2] = 0.f; -} - -inline LLVector3::LLVector3(const F32 x, const F32 y, const F32 z) -{ - mV[VX] = x; - mV[VY] = y; - mV[VZ] = z; -} - -inline LLVector3::LLVector3(const F32 *vec) -{ - mV[VX] = vec[VX]; - mV[VY] = vec[VY]; - mV[VZ] = vec[VZ]; -} - -/* -inline LLVector3::LLVector3(const LLVector3 ©) -{ - mV[VX] = copy.mV[VX]; - mV[VY] = copy.mV[VY]; - mV[VZ] = copy.mV[VZ]; -} -*/ - -// Destructors - -// checker -inline bool LLVector3::isFinite() const -{ - return (llfinite(mV[VX]) && llfinite(mV[VY]) && llfinite(mV[VZ])); -} - - -// Clear and Assignment Functions - -inline void LLVector3::clear(void) -{ - mV[0] = 0.f; - mV[1] = 0.f; - mV[2] = 0.f; -} - -inline void LLVector3::setZero(void) -{ - mV[0] = 0.f; - mV[1] = 0.f; - mV[2] = 0.f; -} - -inline void LLVector3::clearVec(void) -{ - mV[0] = 0.f; - mV[1] = 0.f; - mV[2] = 0.f; -} - -inline void LLVector3::zeroVec(void) -{ - mV[0] = 0.f; - mV[1] = 0.f; - mV[2] = 0.f; -} - -inline void LLVector3::set(F32 x, F32 y, F32 z) -{ - mV[VX] = x; - mV[VY] = y; - mV[VZ] = z; -} - -inline void LLVector3::set(const LLVector3 &vec) -{ - mV[0] = vec.mV[0]; - mV[1] = vec.mV[1]; - mV[2] = vec.mV[2]; -} - -inline void LLVector3::set(const F32 *vec) -{ - mV[0] = vec[0]; - mV[1] = vec[1]; - mV[2] = vec[2]; -} - -// deprecated -inline void LLVector3::setVec(F32 x, F32 y, F32 z) -{ - mV[VX] = x; - mV[VY] = y; - mV[VZ] = z; -} - -// deprecated -inline void LLVector3::setVec(const LLVector3 &vec) -{ - mV[0] = vec.mV[0]; - mV[1] = vec.mV[1]; - mV[2] = vec.mV[2]; -} - -// deprecated -inline void LLVector3::setVec(const F32 *vec) -{ - mV[0] = vec[0]; - mV[1] = vec[1]; - mV[2] = vec[2]; -} - -inline F32 LLVector3::normalize(void) -{ - F32 mag = (F32) sqrt(mV[0]*mV[0] + mV[1]*mV[1] + mV[2]*mV[2]); - F32 oomag; - - if (mag > FP_MAG_THRESHOLD) - { - oomag = 1.f/mag; - mV[0] *= oomag; - mV[1] *= oomag; - mV[2] *= oomag; - } - else - { - mV[0] = 0.f; - mV[1] = 0.f; - mV[2] = 0.f; - mag = 0; - } - return (mag); -} - -// deprecated -inline F32 LLVector3::normVec(void) -{ - F32 mag = (F32) sqrt(mV[0]*mV[0] + mV[1]*mV[1] + mV[2]*mV[2]); - F32 oomag; - - if (mag > FP_MAG_THRESHOLD) - { - oomag = 1.f/mag; - mV[0] *= oomag; - mV[1] *= oomag; - mV[2] *= oomag; - } - else - { - mV[0] = 0.f; - mV[1] = 0.f; - mV[2] = 0.f; - mag = 0; - } - return (mag); -} - -// LLVector3 Magnitude and Normalization Functions - -inline F32 LLVector3::length(void) const -{ - return (F32) sqrt(mV[0]*mV[0] + mV[1]*mV[1] + mV[2]*mV[2]); -} - -inline F32 LLVector3::lengthSquared(void) const -{ - return mV[0]*mV[0] + mV[1]*mV[1] + mV[2]*mV[2]; -} - -inline F32 LLVector3::magVec(void) const -{ - return (F32) sqrt(mV[0]*mV[0] + mV[1]*mV[1] + mV[2]*mV[2]); -} - -inline F32 LLVector3::magVecSquared(void) const -{ - return mV[0]*mV[0] + mV[1]*mV[1] + mV[2]*mV[2]; -} - -inline bool LLVector3::inRange( F32 min, F32 max ) const -{ - return mV[0] >= min && mV[0] <= max && - mV[1] >= min && mV[1] <= max && - mV[2] >= min && mV[2] <= max; -} - -inline LLVector3 operator+(const LLVector3 &a, const LLVector3 &b) -{ - LLVector3 c(a); - return c += b; -} - -inline LLVector3 operator-(const LLVector3 &a, const LLVector3 &b) -{ - LLVector3 c(a); - return c -= b; -} - -inline F32 operator*(const LLVector3 &a, const LLVector3 &b) -{ - return (a.mV[0]*b.mV[0] + a.mV[1]*b.mV[1] + a.mV[2]*b.mV[2]); -} - -inline LLVector3 operator%(const LLVector3 &a, const LLVector3 &b) -{ - return LLVector3( a.mV[1]*b.mV[2] - b.mV[1]*a.mV[2], a.mV[2]*b.mV[0] - b.mV[2]*a.mV[0], a.mV[0]*b.mV[1] - b.mV[0]*a.mV[1] ); -} - -inline LLVector3 operator/(const LLVector3 &a, F32 k) -{ - F32 t = 1.f / k; - return LLVector3( a.mV[0] * t, a.mV[1] * t, a.mV[2] * t ); -} - -inline LLVector3 operator*(const LLVector3 &a, F32 k) -{ - return LLVector3( a.mV[0] * k, a.mV[1] * k, a.mV[2] * k ); -} - -inline LLVector3 operator*(F32 k, const LLVector3 &a) -{ - return LLVector3( a.mV[0] * k, a.mV[1] * k, a.mV[2] * k ); -} - -inline bool operator==(const LLVector3 &a, const LLVector3 &b) -{ - return ( (a.mV[0] == b.mV[0]) - &&(a.mV[1] == b.mV[1]) - &&(a.mV[2] == b.mV[2])); -} - -inline bool operator!=(const LLVector3 &a, const LLVector3 &b) -{ - return ( (a.mV[0] != b.mV[0]) - ||(a.mV[1] != b.mV[1]) - ||(a.mV[2] != b.mV[2])); -} - -inline bool operator<(const LLVector3 &a, const LLVector3 &b) -{ - return (a.mV[0] < b.mV[0] - || (a.mV[0] == b.mV[0] - && (a.mV[1] < b.mV[1] - || ((a.mV[1] == b.mV[1]) - && a.mV[2] < b.mV[2])))); -} - -inline const LLVector3& operator+=(LLVector3 &a, const LLVector3 &b) -{ - a.mV[0] += b.mV[0]; - a.mV[1] += b.mV[1]; - a.mV[2] += b.mV[2]; - return a; -} - -inline const LLVector3& operator-=(LLVector3 &a, const LLVector3 &b) -{ - a.mV[0] -= b.mV[0]; - a.mV[1] -= b.mV[1]; - a.mV[2] -= b.mV[2]; - return a; -} - -inline const LLVector3& operator%=(LLVector3 &a, const LLVector3 &b) -{ - LLVector3 ret( a.mV[1]*b.mV[2] - b.mV[1]*a.mV[2], a.mV[2]*b.mV[0] - b.mV[2]*a.mV[0], a.mV[0]*b.mV[1] - b.mV[0]*a.mV[1]); - a = ret; - return a; -} - -inline const LLVector3& operator*=(LLVector3 &a, F32 k) -{ - a.mV[0] *= k; - a.mV[1] *= k; - a.mV[2] *= k; - return a; -} - -inline const LLVector3& operator*=(LLVector3 &a, const LLVector3 &b) -{ - a.mV[0] *= b.mV[0]; - a.mV[1] *= b.mV[1]; - a.mV[2] *= b.mV[2]; - return a; -} - -inline const LLVector3& operator/=(LLVector3 &a, F32 k) -{ - F32 t = 1.f / k; - a.mV[0] *= t; - a.mV[1] *= t; - a.mV[2] *= t; - return a; -} - -inline LLVector3 operator-(const LLVector3 &a) -{ - return LLVector3( -a.mV[0], -a.mV[1], -a.mV[2] ); -} - -inline F32 dist_vec(const LLVector3 &a, const LLVector3 &b) -{ - F32 x = a.mV[0] - b.mV[0]; - F32 y = a.mV[1] - b.mV[1]; - F32 z = a.mV[2] - b.mV[2]; - return (F32) sqrt( x*x + y*y + z*z ); -} - -inline F32 dist_vec_squared(const LLVector3 &a, const LLVector3 &b) -{ - F32 x = a.mV[0] - b.mV[0]; - F32 y = a.mV[1] - b.mV[1]; - F32 z = a.mV[2] - b.mV[2]; - return x*x + y*y + z*z; -} - -inline F32 dist_vec_squared2D(const LLVector3 &a, const LLVector3 &b) -{ - F32 x = a.mV[0] - b.mV[0]; - F32 y = a.mV[1] - b.mV[1]; - return x*x + y*y; -} - -inline LLVector3 projected_vec(const LLVector3 &a, const LLVector3 &b) -{ - F32 bb = b * b; - if (bb > FP_MAG_THRESHOLD * FP_MAG_THRESHOLD) - { - return ((a * b) / bb) * b; - } - else - { - return b.zero; - } -} - -inline LLVector3 inverse_projected_vec(const LLVector3& a, const LLVector3& b) -{ - LLVector3 normalized_a = a; - normalized_a.normalize(); - LLVector3 normalized_b = b; - F32 b_length = normalized_b.normalize(); - - F32 dot_product = normalized_a * normalized_b; - //NB: if a _|_ b, then returns an infinite vector - return normalized_a * (b_length / dot_product); -} - -inline LLVector3 parallel_component(const LLVector3 &a, const LLVector3 &b) -{ - return projected_vec(a, b); -} - -inline LLVector3 orthogonal_component(const LLVector3 &a, const LLVector3 &b) -{ - return a - projected_vec(a, b); -} - - -inline LLVector3 lerp(const LLVector3 &a, const LLVector3 &b, F32 u) -{ - return LLVector3( - a.mV[VX] + (b.mV[VX] - a.mV[VX]) * u, - a.mV[VY] + (b.mV[VY] - a.mV[VY]) * u, - a.mV[VZ] + (b.mV[VZ] - a.mV[VZ]) * u); -} - - -inline bool LLVector3::isNull() const -{ - if ( F_APPROXIMATELY_ZERO > mV[VX]*mV[VX] + mV[VY]*mV[VY] + mV[VZ]*mV[VZ] ) - { - return true; - } - return false; -} - -inline void update_min_max(LLVector3& min, LLVector3& max, const LLVector3& pos) -{ - for (U32 i = 0; i < 3; i++) - { - if (min.mV[i] > pos.mV[i]) - { - min.mV[i] = pos.mV[i]; - } - if (max.mV[i] < pos.mV[i]) - { - max.mV[i] = pos.mV[i]; - } - } -} - -inline void update_min_max(LLVector3& min, LLVector3& max, const F32* pos) -{ - for (U32 i = 0; i < 3; i++) - { - if (min.mV[i] > pos[i]) - { - min.mV[i] = pos[i]; - } - if (max.mV[i] < pos[i]) - { - max.mV[i] = pos[i]; - } - } -} - -inline F32 angle_between(const LLVector3& a, const LLVector3& b) -{ - F32 ab = a * b; // dotproduct - if (ab == -0.0f) - { - ab = 0.0f; // get rid of negative zero - } - LLVector3 c = a % b; // crossproduct - return atan2f(sqrtf(c * c), ab); // return the angle -} - -inline bool are_parallel(const LLVector3 &a, const LLVector3 &b, F32 epsilon) -{ - LLVector3 an = a; - LLVector3 bn = b; - an.normalize(); - bn.normalize(); - F32 dot = an * bn; - if ( (1.0f - fabs(dot)) < epsilon) - { - return true; - } - return false; -} - -inline std::ostream& operator<<(std::ostream& s, const LLVector3 &a) -{ - s << "{ " << a.mV[VX] << ", " << a.mV[VY] << ", " << a.mV[VZ] << " }"; - return s; -} - -#endif +/**
+ * @file v3math.h
+ * @brief LLVector3 class header file.
+ *
+ * $LicenseInfo:firstyear=2000&license=viewerlgpl$
+ * 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_V3MATH_H
+#define LL_V3MATH_H
+
+#include "llerror.h"
+#include "llmath.h"
+
+#include "llsd.h"
+class LLVector2;
+class LLVector4;
+class LLVector4a;
+class LLMatrix3;
+class LLMatrix4;
+class LLVector3d;
+class LLQuaternion;
+
+// LLvector3 = |x y z w|
+
+static const U32 LENGTHOFVECTOR3 = 3;
+
+class LLVector3
+{
+ public:
+ F32 mV[LENGTHOFVECTOR3];
+
+ static const LLVector3 zero;
+ static const LLVector3 x_axis;
+ static const LLVector3 y_axis;
+ static const LLVector3 z_axis;
+ static const LLVector3 x_axis_neg;
+ static const LLVector3 y_axis_neg;
+ static const LLVector3 z_axis_neg;
+ static const LLVector3 all_one;
+
+ inline LLVector3(); // Initializes LLVector3 to (0, 0, 0)
+ inline LLVector3(const F32 x, const F32 y, const F32 z); // Initializes LLVector3 to (x. y, z)
+ inline explicit LLVector3(const F32 *vec); // Initializes LLVector3 to (vec[0]. vec[1], vec[2])
+ explicit LLVector3(const LLVector2 &vec); // Initializes LLVector3 to (vec[0]. vec[1], 0)
+ explicit LLVector3(const LLVector3d &vec); // Initializes LLVector3 to (vec[0]. vec[1], vec[2])
+ explicit LLVector3(const LLVector4 &vec); // Initializes LLVector4 to (vec[0]. vec[1], vec[2])
+ explicit LLVector3(const LLVector4a& vec); // Initializes LLVector4 to (vec[0]. vec[1], vec[2])
+ explicit LLVector3(const LLSD& sd);
+
+
+ LLSD getValue() const;
+
+ void setValue(const LLSD& sd);
+
+ inline bool isFinite() const; // checks to see if all values of LLVector3 are finite
+ bool clamp(F32 min, F32 max); // Clamps all values to (min,max), returns true if data changed
+ bool clamp(const LLVector3 &min_vec, const LLVector3 &max_vec); // Scales vector by another vector
+ bool clampLength( F32 length_limit ); // Scales vector to limit length to a value
+
+ void quantize16(F32 lowerxy, F32 upperxy, F32 lowerz, F32 upperz); // changes the vector to reflect quatization
+ void quantize8(F32 lowerxy, F32 upperxy, F32 lowerz, F32 upperz); // changes the vector to reflect quatization
+ void snap(S32 sig_digits); // snaps x,y,z to sig_digits decimal places
+
+ bool abs(); // sets all values to absolute value of original value (first octant), returns true if changed
+
+ inline void clear(); // Clears LLVector3 to (0, 0, 0)
+ inline void setZero(); // Clears LLVector3 to (0, 0, 0)
+ inline void clearVec(); // deprecated
+ inline void zeroVec(); // deprecated
+
+ inline void set(F32 x, F32 y, F32 z); // Sets LLVector3 to (x, y, z, 1)
+ inline void set(const LLVector3 &vec); // Sets LLVector3 to vec
+ inline void set(const F32 *vec); // Sets LLVector3 to vec
+ const LLVector3& set(const LLVector4 &vec);
+ const LLVector3& set(const LLVector3d &vec);// Sets LLVector3 to vec
+
+ inline void setVec(F32 x, F32 y, F32 z); // deprecated
+ inline void setVec(const LLVector3 &vec); // deprecated
+ inline void setVec(const F32 *vec); // deprecated
+
+ const LLVector3& setVec(const LLVector4 &vec); // deprecated
+ const LLVector3& setVec(const LLVector3d &vec); // deprecated
+
+ F32 length() const; // Returns magnitude of LLVector3
+ F32 lengthSquared() const; // Returns magnitude squared of LLVector3
+ F32 magVec() const; // deprecated
+ F32 magVecSquared() const; // deprecated
+
+ inline F32 normalize(); // Normalizes and returns the magnitude of LLVector3
+ inline F32 normVec(); // deprecated
+
+ inline bool inRange( F32 min, F32 max ) const; // Returns true if all values of the vector are between min and max
+
+ const LLVector3& rotVec(F32 angle, const LLVector3 &vec); // Rotates about vec by angle radians
+ const LLVector3& rotVec(F32 angle, F32 x, F32 y, F32 z); // Rotates about x,y,z by angle radians
+ const LLVector3& rotVec(const LLMatrix3 &mat); // Rotates by LLMatrix4 mat
+ const LLVector3& rotVec(const LLQuaternion &q); // Rotates by LLQuaternion q
+ const LLVector3& transVec(const LLMatrix4& mat); // Transforms by LLMatrix4 mat (mat * v)
+
+ const LLVector3& scaleVec(const LLVector3& vec); // scales per component by vec
+ LLVector3 scaledVec(const LLVector3& vec) const; // get a copy of this vector scaled by vec
+
+ bool isNull() const; // Returns true if vector has a _very_small_ length
+ bool isExactlyZero() const { return !mV[VX] && !mV[VY] && !mV[VZ]; }
+
+ F32 operator[](int idx) const { return mV[idx]; }
+ F32 &operator[](int idx) { return mV[idx]; }
+
+ friend LLVector3 operator+(const LLVector3 &a, const LLVector3 &b); // Return vector a + b
+ friend LLVector3 operator-(const LLVector3 &a, const LLVector3 &b); // Return vector a minus b
+ friend F32 operator*(const LLVector3 &a, const LLVector3 &b); // Return a dot b
+ friend LLVector3 operator%(const LLVector3 &a, const LLVector3 &b); // Return a cross b
+ friend LLVector3 operator*(const LLVector3 &a, F32 k); // Return a times scaler k
+ friend LLVector3 operator/(const LLVector3 &a, F32 k); // Return a divided by scaler k
+ friend LLVector3 operator*(F32 k, const LLVector3 &a); // Return a times scaler k
+ friend bool operator==(const LLVector3 &a, const LLVector3 &b); // Return a == b
+ friend bool operator!=(const LLVector3 &a, const LLVector3 &b); // Return a != b
+ // less than operator useful for using vectors as std::map keys
+ friend bool operator<(const LLVector3 &a, const LLVector3 &b); // Return a < b
+
+ friend const LLVector3& operator+=(LLVector3 &a, const LLVector3 &b); // Return vector a + b
+ friend const LLVector3& operator-=(LLVector3 &a, const LLVector3 &b); // Return vector a minus b
+ friend const LLVector3& operator%=(LLVector3 &a, const LLVector3 &b); // Return a cross b
+ friend const LLVector3& operator*=(LLVector3 &a, const LLVector3 &b); // Returns a * b;
+ friend const LLVector3& operator*=(LLVector3 &a, F32 k); // Return a times scaler k
+ friend const LLVector3& operator/=(LLVector3 &a, F32 k); // Return a divided by scaler k
+ friend const LLVector3& operator*=(LLVector3 &a, const LLQuaternion &b); // Returns a * b;
+
+ friend LLVector3 operator-(const LLVector3 &a); // Return vector -a
+
+ friend std::ostream& operator<<(std::ostream& s, const LLVector3 &a); // Stream a
+
+ static bool parseVector3(const std::string& buf, LLVector3* value);
+};
+
+typedef LLVector3 LLSimLocalVec;
+
+// Non-member functions
+
+F32 angle_between(const LLVector3 &a, const LLVector3 &b); // Returns angle (radians) between a and b
+bool are_parallel(const LLVector3 &a, const LLVector3 &b, F32 epsilon=F_APPROXIMATELY_ZERO); // Returns true if a and b are very close to parallel
+F32 dist_vec(const LLVector3 &a, const LLVector3 &b); // Returns distance between a and b
+F32 dist_vec_squared(const LLVector3 &a, const LLVector3 &b);// Returns distance squared between a and b
+F32 dist_vec_squared2D(const LLVector3 &a, const LLVector3 &b);// Returns distance squared between a and b ignoring Z component
+LLVector3 projected_vec(const LLVector3 &a, const LLVector3 &b); // Returns vector a projected on vector b
+LLVector3 inverse_projected_vec(const LLVector3 &a, const LLVector3 &b); // Returns vector a scaled such that projected_vec(inverse_projected_vec(a, b), b) == b;
+LLVector3 parallel_component(const LLVector3 &a, const LLVector3 &b); // Returns vector a projected on vector b (same as projected_vec)
+LLVector3 orthogonal_component(const LLVector3 &a, const LLVector3 &b); // Returns component of vector a not parallel to vector b (same as projected_vec)
+LLVector3 lerp(const LLVector3 &a, const LLVector3 &b, F32 u); // Returns a vector that is a linear interpolation between a and b
+LLVector3 point_to_box_offset(LLVector3& pos, const LLVector3* box); // Displacement from query point to nearest point on bounding box.
+bool box_valid_and_non_zero(const LLVector3* box);
+
+inline LLVector3::LLVector3(void)
+{
+ mV[0] = 0.f;
+ mV[1] = 0.f;
+ mV[2] = 0.f;
+}
+
+inline LLVector3::LLVector3(const F32 x, const F32 y, const F32 z)
+{
+ mV[VX] = x;
+ mV[VY] = y;
+ mV[VZ] = z;
+}
+
+inline LLVector3::LLVector3(const F32 *vec)
+{
+ mV[VX] = vec[VX];
+ mV[VY] = vec[VY];
+ mV[VZ] = vec[VZ];
+}
+
+/*
+inline LLVector3::LLVector3(const LLVector3 ©)
+{
+ mV[VX] = copy.mV[VX];
+ mV[VY] = copy.mV[VY];
+ mV[VZ] = copy.mV[VZ];
+}
+*/
+
+// Destructors
+
+// checker
+inline bool LLVector3::isFinite() const
+{
+ return (llfinite(mV[VX]) && llfinite(mV[VY]) && llfinite(mV[VZ]));
+}
+
+
+// Clear and Assignment Functions
+
+inline void LLVector3::clear(void)
+{
+ mV[0] = 0.f;
+ mV[1] = 0.f;
+ mV[2] = 0.f;
+}
+
+inline void LLVector3::setZero(void)
+{
+ mV[0] = 0.f;
+ mV[1] = 0.f;
+ mV[2] = 0.f;
+}
+
+inline void LLVector3::clearVec(void)
+{
+ mV[0] = 0.f;
+ mV[1] = 0.f;
+ mV[2] = 0.f;
+}
+
+inline void LLVector3::zeroVec(void)
+{
+ mV[0] = 0.f;
+ mV[1] = 0.f;
+ mV[2] = 0.f;
+}
+
+inline void LLVector3::set(F32 x, F32 y, F32 z)
+{
+ mV[VX] = x;
+ mV[VY] = y;
+ mV[VZ] = z;
+}
+
+inline void LLVector3::set(const LLVector3 &vec)
+{
+ mV[0] = vec.mV[0];
+ mV[1] = vec.mV[1];
+ mV[2] = vec.mV[2];
+}
+
+inline void LLVector3::set(const F32 *vec)
+{
+ mV[0] = vec[0];
+ mV[1] = vec[1];
+ mV[2] = vec[2];
+}
+
+// deprecated
+inline void LLVector3::setVec(F32 x, F32 y, F32 z)
+{
+ mV[VX] = x;
+ mV[VY] = y;
+ mV[VZ] = z;
+}
+
+// deprecated
+inline void LLVector3::setVec(const LLVector3 &vec)
+{
+ mV[0] = vec.mV[0];
+ mV[1] = vec.mV[1];
+ mV[2] = vec.mV[2];
+}
+
+// deprecated
+inline void LLVector3::setVec(const F32 *vec)
+{
+ mV[0] = vec[0];
+ mV[1] = vec[1];
+ mV[2] = vec[2];
+}
+
+inline F32 LLVector3::normalize(void)
+{
+ F32 mag = (F32) sqrt(mV[0]*mV[0] + mV[1]*mV[1] + mV[2]*mV[2]);
+ F32 oomag;
+
+ if (mag > FP_MAG_THRESHOLD)
+ {
+ oomag = 1.f/mag;
+ mV[0] *= oomag;
+ mV[1] *= oomag;
+ mV[2] *= oomag;
+ }
+ else
+ {
+ mV[0] = 0.f;
+ mV[1] = 0.f;
+ mV[2] = 0.f;
+ mag = 0;
+ }
+ return (mag);
+}
+
+// deprecated
+inline F32 LLVector3::normVec(void)
+{
+ F32 mag = (F32) sqrt(mV[0]*mV[0] + mV[1]*mV[1] + mV[2]*mV[2]);
+ F32 oomag;
+
+ if (mag > FP_MAG_THRESHOLD)
+ {
+ oomag = 1.f/mag;
+ mV[0] *= oomag;
+ mV[1] *= oomag;
+ mV[2] *= oomag;
+ }
+ else
+ {
+ mV[0] = 0.f;
+ mV[1] = 0.f;
+ mV[2] = 0.f;
+ mag = 0;
+ }
+ return (mag);
+}
+
+// LLVector3 Magnitude and Normalization Functions
+
+inline F32 LLVector3::length(void) const
+{
+ return (F32) sqrt(mV[0]*mV[0] + mV[1]*mV[1] + mV[2]*mV[2]);
+}
+
+inline F32 LLVector3::lengthSquared(void) const
+{
+ return mV[0]*mV[0] + mV[1]*mV[1] + mV[2]*mV[2];
+}
+
+inline F32 LLVector3::magVec(void) const
+{
+ return (F32) sqrt(mV[0]*mV[0] + mV[1]*mV[1] + mV[2]*mV[2]);
+}
+
+inline F32 LLVector3::magVecSquared(void) const
+{
+ return mV[0]*mV[0] + mV[1]*mV[1] + mV[2]*mV[2];
+}
+
+inline bool LLVector3::inRange( F32 min, F32 max ) const
+{
+ return mV[0] >= min && mV[0] <= max &&
+ mV[1] >= min && mV[1] <= max &&
+ mV[2] >= min && mV[2] <= max;
+}
+
+inline LLVector3 operator+(const LLVector3 &a, const LLVector3 &b)
+{
+ LLVector3 c(a);
+ return c += b;
+}
+
+inline LLVector3 operator-(const LLVector3 &a, const LLVector3 &b)
+{
+ LLVector3 c(a);
+ return c -= b;
+}
+
+inline F32 operator*(const LLVector3 &a, const LLVector3 &b)
+{
+ return (a.mV[0]*b.mV[0] + a.mV[1]*b.mV[1] + a.mV[2]*b.mV[2]);
+}
+
+inline LLVector3 operator%(const LLVector3 &a, const LLVector3 &b)
+{
+ return LLVector3( a.mV[1]*b.mV[2] - b.mV[1]*a.mV[2], a.mV[2]*b.mV[0] - b.mV[2]*a.mV[0], a.mV[0]*b.mV[1] - b.mV[0]*a.mV[1] );
+}
+
+inline LLVector3 operator/(const LLVector3 &a, F32 k)
+{
+ F32 t = 1.f / k;
+ return LLVector3( a.mV[0] * t, a.mV[1] * t, a.mV[2] * t );
+}
+
+inline LLVector3 operator*(const LLVector3 &a, F32 k)
+{
+ return LLVector3( a.mV[0] * k, a.mV[1] * k, a.mV[2] * k );
+}
+
+inline LLVector3 operator*(F32 k, const LLVector3 &a)
+{
+ return LLVector3( a.mV[0] * k, a.mV[1] * k, a.mV[2] * k );
+}
+
+inline bool operator==(const LLVector3 &a, const LLVector3 &b)
+{
+ return ( (a.mV[0] == b.mV[0])
+ &&(a.mV[1] == b.mV[1])
+ &&(a.mV[2] == b.mV[2]));
+}
+
+inline bool operator!=(const LLVector3 &a, const LLVector3 &b)
+{
+ return ( (a.mV[0] != b.mV[0])
+ ||(a.mV[1] != b.mV[1])
+ ||(a.mV[2] != b.mV[2]));
+}
+
+inline bool operator<(const LLVector3 &a, const LLVector3 &b)
+{
+ return (a.mV[0] < b.mV[0]
+ || (a.mV[0] == b.mV[0]
+ && (a.mV[1] < b.mV[1]
+ || ((a.mV[1] == b.mV[1])
+ && a.mV[2] < b.mV[2]))));
+}
+
+inline const LLVector3& operator+=(LLVector3 &a, const LLVector3 &b)
+{
+ a.mV[0] += b.mV[0];
+ a.mV[1] += b.mV[1];
+ a.mV[2] += b.mV[2];
+ return a;
+}
+
+inline const LLVector3& operator-=(LLVector3 &a, const LLVector3 &b)
+{
+ a.mV[0] -= b.mV[0];
+ a.mV[1] -= b.mV[1];
+ a.mV[2] -= b.mV[2];
+ return a;
+}
+
+inline const LLVector3& operator%=(LLVector3 &a, const LLVector3 &b)
+{
+ LLVector3 ret( a.mV[1]*b.mV[2] - b.mV[1]*a.mV[2], a.mV[2]*b.mV[0] - b.mV[2]*a.mV[0], a.mV[0]*b.mV[1] - b.mV[0]*a.mV[1]);
+ a = ret;
+ return a;
+}
+
+inline const LLVector3& operator*=(LLVector3 &a, F32 k)
+{
+ a.mV[0] *= k;
+ a.mV[1] *= k;
+ a.mV[2] *= k;
+ return a;
+}
+
+inline const LLVector3& operator*=(LLVector3 &a, const LLVector3 &b)
+{
+ a.mV[0] *= b.mV[0];
+ a.mV[1] *= b.mV[1];
+ a.mV[2] *= b.mV[2];
+ return a;
+}
+
+inline const LLVector3& operator/=(LLVector3 &a, F32 k)
+{
+ F32 t = 1.f / k;
+ a.mV[0] *= t;
+ a.mV[1] *= t;
+ a.mV[2] *= t;
+ return a;
+}
+
+inline LLVector3 operator-(const LLVector3 &a)
+{
+ return LLVector3( -a.mV[0], -a.mV[1], -a.mV[2] );
+}
+
+inline F32 dist_vec(const LLVector3 &a, const LLVector3 &b)
+{
+ F32 x = a.mV[0] - b.mV[0];
+ F32 y = a.mV[1] - b.mV[1];
+ F32 z = a.mV[2] - b.mV[2];
+ return (F32) sqrt( x*x + y*y + z*z );
+}
+
+inline F32 dist_vec_squared(const LLVector3 &a, const LLVector3 &b)
+{
+ F32 x = a.mV[0] - b.mV[0];
+ F32 y = a.mV[1] - b.mV[1];
+ F32 z = a.mV[2] - b.mV[2];
+ return x*x + y*y + z*z;
+}
+
+inline F32 dist_vec_squared2D(const LLVector3 &a, const LLVector3 &b)
+{
+ F32 x = a.mV[0] - b.mV[0];
+ F32 y = a.mV[1] - b.mV[1];
+ return x*x + y*y;
+}
+
+inline LLVector3 projected_vec(const LLVector3 &a, const LLVector3 &b)
+{
+ F32 bb = b * b;
+ if (bb > FP_MAG_THRESHOLD * FP_MAG_THRESHOLD)
+ {
+ return ((a * b) / bb) * b;
+ }
+ else
+ {
+ return b.zero;
+ }
+}
+
+inline LLVector3 inverse_projected_vec(const LLVector3& a, const LLVector3& b)
+{
+ LLVector3 normalized_a = a;
+ normalized_a.normalize();
+ LLVector3 normalized_b = b;
+ F32 b_length = normalized_b.normalize();
+
+ F32 dot_product = normalized_a * normalized_b;
+ //NB: if a _|_ b, then returns an infinite vector
+ return normalized_a * (b_length / dot_product);
+}
+
+inline LLVector3 parallel_component(const LLVector3 &a, const LLVector3 &b)
+{
+ return projected_vec(a, b);
+}
+
+inline LLVector3 orthogonal_component(const LLVector3 &a, const LLVector3 &b)
+{
+ return a - projected_vec(a, b);
+}
+
+
+inline LLVector3 lerp(const LLVector3 &a, const LLVector3 &b, F32 u)
+{
+ return LLVector3(
+ a.mV[VX] + (b.mV[VX] - a.mV[VX]) * u,
+ a.mV[VY] + (b.mV[VY] - a.mV[VY]) * u,
+ a.mV[VZ] + (b.mV[VZ] - a.mV[VZ]) * u);
+}
+
+
+inline bool LLVector3::isNull() const
+{
+ if ( F_APPROXIMATELY_ZERO > mV[VX]*mV[VX] + mV[VY]*mV[VY] + mV[VZ]*mV[VZ] )
+ {
+ return true;
+ }
+ return false;
+}
+
+inline void update_min_max(LLVector3& min, LLVector3& max, const LLVector3& pos)
+{
+ for (U32 i = 0; i < 3; i++)
+ {
+ if (min.mV[i] > pos.mV[i])
+ {
+ min.mV[i] = pos.mV[i];
+ }
+ if (max.mV[i] < pos.mV[i])
+ {
+ max.mV[i] = pos.mV[i];
+ }
+ }
+}
+
+inline void update_min_max(LLVector3& min, LLVector3& max, const F32* pos)
+{
+ for (U32 i = 0; i < 3; i++)
+ {
+ if (min.mV[i] > pos[i])
+ {
+ min.mV[i] = pos[i];
+ }
+ if (max.mV[i] < pos[i])
+ {
+ max.mV[i] = pos[i];
+ }
+ }
+}
+
+inline F32 angle_between(const LLVector3& a, const LLVector3& b)
+{
+ F32 ab = a * b; // dotproduct
+ if (ab == -0.0f)
+ {
+ ab = 0.0f; // get rid of negative zero
+ }
+ LLVector3 c = a % b; // crossproduct
+ return atan2f(sqrtf(c * c), ab); // return the angle
+}
+
+inline bool are_parallel(const LLVector3 &a, const LLVector3 &b, F32 epsilon)
+{
+ LLVector3 an = a;
+ LLVector3 bn = b;
+ an.normalize();
+ bn.normalize();
+ F32 dot = an * bn;
+ if ( (1.0f - fabs(dot)) < epsilon)
+ {
+ return true;
+ }
+ return false;
+}
+
+inline std::ostream& operator<<(std::ostream& s, const LLVector3 &a)
+{
+ s << "{ " << a.mV[VX] << ", " << a.mV[VY] << ", " << a.mV[VZ] << " }";
+ return s;
+}
+
+#endif
|