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.h | |
parent | 069ea06848f766466f1a281144c82a0f2bd79f3a (diff) |
Fix line endlings
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 e43c756fe7..d063b15c74 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 |