diff options
| author | Chris Baker <baker@lindenlab.com> | 2014-06-16 21:15:41 +0000 | 
|---|---|---|
| committer | Chris Baker <baker@lindenlab.com> | 2014-06-16 21:15:41 +0000 | 
| commit | ee14005a2aea89b2988fa0a5060f38b669e45389 (patch) | |
| tree | 3b9930089be344a9c25172f3ca4be0fbf412ba17 /indra/llmath | |
| parent | a92dbb592b338f48f7b75b68a9da511dc95279f9 (diff) | |
| parent | 977476171ddcc057d7c28b6c14ae988b8189ed75 (diff) | |
viewer-release merge
Diffstat (limited to 'indra/llmath')
| -rwxr-xr-x | indra/llmath/v3dmath.h | 91 | ||||
| -rwxr-xr-x | indra/llmath/v3math.h | 15 | 
2 files changed, 66 insertions, 40 deletions
| diff --git a/indra/llmath/v3dmath.h b/indra/llmath/v3dmath.h index 578dcdc8ea..cab4c93a9f 100755 --- a/indra/llmath/v3dmath.h +++ b/indra/llmath/v3dmath.h @@ -101,25 +101,25 @@ class LLVector3d  		F64 operator[](int idx) const { return mdV[idx]; }  		F64 &operator[](int idx) { return mdV[idx]; } -		friend LLVector3d operator+(const LLVector3d &a, const LLVector3d &b);	// Return vector a + b -		friend LLVector3d operator-(const LLVector3d &a, const LLVector3d &b);	// Return vector a minus b -		friend F64 operator*(const LLVector3d &a, const LLVector3d &b);		// Return a dot b -		friend LLVector3d operator%(const LLVector3d &a, const LLVector3d &b);	// Return a cross b -		friend LLVector3d operator*(const LLVector3d &a, const F64 k);				// Return a times scaler k -		friend LLVector3d operator/(const LLVector3d &a, const F64 k);				// Return a divided by scaler k -		friend LLVector3d operator*(const F64 k, const LLVector3d &a);				// Return a times scaler k -		friend bool operator==(const LLVector3d &a, const LLVector3d &b);		// Return a == b -		friend bool operator!=(const LLVector3d &a, const LLVector3d &b);		// Return a != b - -		friend const LLVector3d& operator+=(LLVector3d &a, const LLVector3d &b);	// Return vector a + b -		friend const LLVector3d& operator-=(LLVector3d &a, const LLVector3d &b);	// Return vector a minus b -		friend const LLVector3d& operator%=(LLVector3d &a, const LLVector3d &b);	// Return a cross b -		friend const LLVector3d& operator*=(LLVector3d &a, const F64 k);				// Return a times scaler k -		friend const LLVector3d& operator/=(LLVector3d &a, const F64 k);				// Return a divided by scaler k - -		friend LLVector3d operator-(const LLVector3d &a);					// Return vector -a - -		friend std::ostream&	 operator<<(std::ostream& s, const LLVector3d &a);		// Stream a +		friend LLVector3d operator+(const LLVector3d& a, const LLVector3d& b);	// Return vector a + b +		friend LLVector3d operator-(const LLVector3d& a, const LLVector3d& b);	// Return vector a minus b +		friend F64 operator*(const LLVector3d& a, const LLVector3d& b);		// Return a dot b +		friend LLVector3d operator%(const LLVector3d& a, const LLVector3d& b);	// Return a cross b +		friend LLVector3d operator*(const LLVector3d& a, const F64 k);				// Return a times scaler k +		friend LLVector3d operator/(const LLVector3d& a, const F64 k);				// Return a divided by scaler k +		friend LLVector3d operator*(const F64 k, const LLVector3d& a);				// Return a times scaler k +		friend bool operator==(const LLVector3d& a, const LLVector3d& b);		// Return a == b +		friend bool operator!=(const LLVector3d& a, const LLVector3d& b);		// Return a != b + +		friend const LLVector3d& operator+=(LLVector3d& a, const LLVector3d& b);	// Return vector a + b +		friend const LLVector3d& operator-=(LLVector3d& a, const LLVector3d& b);	// Return vector a minus b +		friend const LLVector3d& operator%=(LLVector3d& a, const LLVector3d& b);	// Return a cross b +		friend const LLVector3d& operator*=(LLVector3d& a, const F64 k);				// Return a times scaler k +		friend const LLVector3d& operator/=(LLVector3d& a, const F64 k);				// Return a divided by scaler k + +		friend LLVector3d operator-(const LLVector3d& a);					// Return vector -a + +		friend std::ostream&	 operator<<(std::ostream& s, const LLVector3d& a);		// Stream a  		static BOOL parseVector3d(const std::string& buf, LLVector3d* value); @@ -298,59 +298,59 @@ inline F64	LLVector3d::lengthSquared(void) const  	return mdV[0]*mdV[0] + mdV[1]*mdV[1] + mdV[2]*mdV[2];  } -inline LLVector3d operator+(const LLVector3d &a, const LLVector3d &b) +inline LLVector3d operator+(const LLVector3d& a, const LLVector3d& b)  {  	LLVector3d c(a);  	return c += b;  } -inline LLVector3d operator-(const LLVector3d &a, const LLVector3d &b) +inline LLVector3d operator-(const LLVector3d& a, const LLVector3d& b)  {  	LLVector3d c(a);  	return c -= b;  } -inline F64  operator*(const LLVector3d &a, const LLVector3d &b) +inline F64  operator*(const LLVector3d& a, const LLVector3d& b)  {  	return (a.mdV[0]*b.mdV[0] + a.mdV[1]*b.mdV[1] + a.mdV[2]*b.mdV[2]);  } -inline LLVector3d operator%(const LLVector3d &a, const LLVector3d &b) +inline LLVector3d operator%(const LLVector3d& a, const LLVector3d& b)  {  	return LLVector3d( a.mdV[1]*b.mdV[2] - b.mdV[1]*a.mdV[2], a.mdV[2]*b.mdV[0] - b.mdV[2]*a.mdV[0], a.mdV[0]*b.mdV[1] - b.mdV[0]*a.mdV[1] );  } -inline LLVector3d operator/(const LLVector3d &a, const F64 k) +inline LLVector3d operator/(const LLVector3d& a, const F64 k)  {  	F64 t = 1.f / k;  	return LLVector3d( a.mdV[0] * t, a.mdV[1] * t, a.mdV[2] * t );  } -inline LLVector3d operator*(const LLVector3d &a, const F64 k) +inline LLVector3d operator*(const LLVector3d& a, const F64 k)  {  	return LLVector3d( a.mdV[0] * k, a.mdV[1] * k, a.mdV[2] * k );  } -inline LLVector3d operator*(F64 k, const LLVector3d &a) +inline LLVector3d operator*(F64 k, const LLVector3d& a)  {  	return LLVector3d( a.mdV[0] * k, a.mdV[1] * k, a.mdV[2] * k );  } -inline bool operator==(const LLVector3d &a, const LLVector3d &b) +inline bool operator==(const LLVector3d& a, const LLVector3d& b)  {  	return (  (a.mdV[0] == b.mdV[0])  			&&(a.mdV[1] == b.mdV[1])  			&&(a.mdV[2] == b.mdV[2]));  } -inline bool operator!=(const LLVector3d &a, const LLVector3d &b) +inline bool operator!=(const LLVector3d& a, const LLVector3d& b)  {  	return (  (a.mdV[0] != b.mdV[0])  			||(a.mdV[1] != b.mdV[1])  			||(a.mdV[2] != b.mdV[2]));  } -inline const LLVector3d& operator+=(LLVector3d &a, const LLVector3d &b) +inline const LLVector3d& operator+=(LLVector3d& a, const LLVector3d& b)  {  	a.mdV[0] += b.mdV[0];  	a.mdV[1] += b.mdV[1]; @@ -358,7 +358,7 @@ inline const LLVector3d& operator+=(LLVector3d &a, const LLVector3d &b)  	return a;  } -inline const LLVector3d& operator-=(LLVector3d &a, const LLVector3d &b) +inline const LLVector3d& operator-=(LLVector3d& a, const LLVector3d& b)  {  	a.mdV[0] -= b.mdV[0];  	a.mdV[1] -= b.mdV[1]; @@ -366,14 +366,14 @@ inline const LLVector3d& operator-=(LLVector3d &a, const LLVector3d &b)  	return a;  } -inline const LLVector3d& operator%=(LLVector3d &a, const LLVector3d &b) +inline const LLVector3d& operator%=(LLVector3d& a, const LLVector3d& b)  {  	LLVector3d ret( a.mdV[1]*b.mdV[2] - b.mdV[1]*a.mdV[2], a.mdV[2]*b.mdV[0] - b.mdV[2]*a.mdV[0], a.mdV[0]*b.mdV[1] - b.mdV[0]*a.mdV[1]);  	a = ret;  	return a;  } -inline const LLVector3d& operator*=(LLVector3d &a, const F64 k) +inline const LLVector3d& operator*=(LLVector3d& a, const F64 k)  {  	a.mdV[0] *= k;  	a.mdV[1] *= k; @@ -381,7 +381,7 @@ inline const LLVector3d& operator*=(LLVector3d &a, const F64 k)  	return a;  } -inline const LLVector3d& operator/=(LLVector3d &a, const F64 k) +inline const LLVector3d& operator/=(LLVector3d& a, const F64 k)  {  	F64 t = 1.f / k;  	a.mdV[0] *= t; @@ -390,12 +390,12 @@ inline const LLVector3d& operator/=(LLVector3d &a, const F64 k)  	return a;  } -inline LLVector3d operator-(const LLVector3d &a) +inline LLVector3d operator-(const LLVector3d& a)  {  	return LLVector3d( -a.mdV[0], -a.mdV[1], -a.mdV[2] );  } -inline F64	dist_vec(const LLVector3d &a, const LLVector3d &b) +inline F64	dist_vec(const LLVector3d& a, const LLVector3d& b)  {  	F64 x = a.mdV[0] - b.mdV[0];  	F64 y = a.mdV[1] - b.mdV[1]; @@ -403,7 +403,7 @@ inline F64	dist_vec(const LLVector3d &a, const LLVector3d &b)  	return (F32) sqrt( x*x + y*y + z*z );  } -inline F64	dist_vec_squared(const LLVector3d &a, const LLVector3d &b) +inline F64	dist_vec_squared(const LLVector3d& a, const LLVector3d& b)  {  	F64 x = a.mdV[0] - b.mdV[0];  	F64 y = a.mdV[1] - b.mdV[1]; @@ -411,14 +411,14 @@ inline F64	dist_vec_squared(const LLVector3d &a, const LLVector3d &b)  	return x*x + y*y + z*z;  } -inline F64	dist_vec_squared2D(const LLVector3d &a, const LLVector3d &b) +inline F64	dist_vec_squared2D(const LLVector3d& a, const LLVector3d& b)  {  	F64 x = a.mdV[0] - b.mdV[0];  	F64 y = a.mdV[1] - b.mdV[1];  	return x*x + y*y;  } -inline LLVector3d lerp(const LLVector3d &a, const LLVector3d &b, const F64 u) +inline LLVector3d lerp(const LLVector3d& a, const LLVector3d& b, const F64 u)  {  	return LLVector3d(  		a.mdV[VX] + (b.mdV[VX] - a.mdV[VX]) * u, @@ -450,7 +450,7 @@ inline F64 angle_between(const LLVector3d& a, const LLVector3d& b)  	return angle;  } -inline BOOL are_parallel(const LLVector3d &a, const LLVector3d &b, const F64 epsilon) +inline BOOL are_parallel(const LLVector3d& a, const LLVector3d& b, const F64 epsilon)  {  	LLVector3d an = a;  	LLVector3d bn = b; @@ -465,11 +465,22 @@ inline BOOL are_parallel(const LLVector3d &a, const LLVector3d &b, const F64 eps  } -inline LLVector3d projected_vec(const LLVector3d &a, const LLVector3d &b) +inline LLVector3d projected_vec(const LLVector3d& a, const LLVector3d& b)  {  	LLVector3d project_axis = b;  	project_axis.normalize();  	return project_axis * (a * project_axis);  } +inline LLVector3d inverse_projected_vec(const LLVector3d& a, const LLVector3d& b) +{ +	LLVector3d normalized_a = a; +	normalized_a.normalize(); +	LLVector3d normalized_b = b; +	F64 b_length = normalized_b.normalize(); + +	F64 dot_product = normalized_a * normalized_b; +	return normalized_a * (b_length / dot_product); +} +  #endif // LL_V3DMATH_H diff --git a/indra/llmath/v3math.h b/indra/llmath/v3math.h index 0432aeba4c..c807a30f7b 100755 --- a/indra/llmath/v3math.h +++ b/indra/llmath/v3math.h @@ -159,6 +159,9 @@ F32	dist_vec(const LLVector3 &a, const LLVector3 &b);		// Returns distance betwe  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 +// Returns a vector in direction of a, such that when projected onto b, gives you the same value as b +// in other words: projected_vec(inverse_projected_vec(a, b), b) == b; +LLVector3 inverse_projected_vec(const LLVector3 &a, const LLVector3 &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 @@ -495,6 +498,18 @@ inline LLVector3 projected_vec(const LLVector3 &a, const LLVector3 &b)  	return project_axis * (a * project_axis);  } +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); | 
