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+/**
+ * @file llcoordframe.h
+ * @brief LLCoordFrame class header file.
+ *
+ * Copyright (c) 2000-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+#ifndef LL_COORDFRAME_H
+#define LL_COORDFRAME_H
+
+#include "v3math.h"
+#include "v4math.h"
+#include "llerror.h"
+
+// XXX : The constructors of the LLCoordFrame class assume that all vectors
+// and quaternion being passed as arguments are normalized, and all matrix
+// arguments are unitary. VERY BAD things will happen if these assumptions fail.
+// Also, segfault hazzards exist in methods that accept F32* arguments.
+
+
+class LLCoordFrame
+{
+public:
+ LLCoordFrame(); // Inits at zero with identity rotation
+ explicit LLCoordFrame(const LLVector3 &origin); // Sets origin, and inits rotation = Identity
+ LLCoordFrame(const LLVector3 &x_axis,
+ const LLVector3 &y_axis,
+ const LLVector3 &z_axis); // Sets coordinate axes and inits origin at zero
+ LLCoordFrame(const LLVector3 &origin,
+ const LLVector3 &x_axis,
+ const LLVector3 &y_axis,
+ const LLVector3 &z_axis); // Sets the origin and coordinate axes
+ LLCoordFrame(const LLVector3 &origin,
+ const LLMatrix3 &rotation); // Sets axes to 3x3 matrix
+ LLCoordFrame(const LLVector3 &origin,
+ const LLVector3 &direction); // Sets origin and calls lookDir(direction)
+ explicit LLCoordFrame(const LLQuaternion &q); // Sets axes using q and inits mOrigin to zero
+ LLCoordFrame(const LLVector3 &origin,
+ const LLQuaternion &q); // Uses quaternion to init axes
+ explicit LLCoordFrame(const LLMatrix4 &mat); // Extracts frame from a 4x4 matrix
+ // The folowing two constructors are dangerous due to implicit casting and have been disabled - SJB
+ //LLCoordFrame(const F32 *origin, const F32 *rotation); // Assumes "origin" is 1x3 and "rotation" is 1x9 array
+ //LLCoordFrame(const F32 *origin_and_rotation); // Assumes "origin_and_rotation" is 1x12 array
+
+ BOOL isFinite() { return mOrigin.isFinite() && mXAxis.isFinite() && mYAxis.isFinite() && mZAxis.isFinite(); }
+
+ void reset();
+ void resetAxes();
+
+ void setOrigin(F32 x, F32 y, F32 z); // Set mOrigin
+ void setOrigin(const LLVector3 &origin);
+ void setOrigin(const F32 *origin);
+ void setOrigin(const LLCoordFrame &frame);
+
+ inline void setOriginX(F32 x) { mOrigin.mV[VX] = x; }
+ inline void setOriginY(F32 y) { mOrigin.mV[VY] = y; }
+ inline void setOriginZ(F32 z) { mOrigin.mV[VZ] = z; }
+
+ void setAxes(const LLVector3 &x_axis, // Set axes
+ const LLVector3 &y_axis,
+ const LLVector3 &z_axis);
+ void setAxes(const LLMatrix3 &rotation_matrix);
+ void setAxes(const LLQuaternion &q);
+ void setAxes(const F32 *rotation_matrix);
+ void setAxes(const LLCoordFrame &frame);
+
+ void translate(F32 x, F32 y, F32 z); // Move mOrgin
+ void translate(const LLVector3 &v);
+ void translate(const F32 *origin);
+
+ void rotate(F32 angle, F32 x, F32 y, F32 z); // Move axes
+ void rotate(F32 angle, const LLVector3 &rotation_axis);
+ void rotate(const LLQuaternion &q);
+ void rotate(const LLMatrix3 &m);
+
+ void orthonormalize(); // Makes sure axes are unitary and orthogonal.
+
+ // These methods allow rotations in the LLCoordFrame's frame
+ void roll(F32 angle); // RH rotation about mXAxis, radians
+ void pitch(F32 angle); // RH rotation about mYAxis, radians
+ void yaw(F32 angle); // RH rotation about mZAxis, radians
+
+ inline const LLVector3 &getOrigin() const { return mOrigin; }
+
+ inline const LLVector3 &getXAxis() const { return mXAxis; }
+ inline const LLVector3 &getYAxis() const { return mYAxis; }
+ inline const LLVector3 &getZAxis() const { return mZAxis; }
+
+ inline const LLVector3 &getAtAxis() const { return mXAxis; }
+ inline const LLVector3 &getLeftAxis() const { return mYAxis; }
+ inline const LLVector3 &getUpAxis() const { return mZAxis; }
+
+ // These return representations of the rotation or orientation of the LLFrame
+ // it its absolute frame. That is, these rotations acting on the X-axis {1,0,0}
+ // will produce the mXAxis.
+ // LLMatrix3 getMatrix3() const; // Returns axes in 3x3 matrix
+ LLQuaternion getQuaternion() const; // Returns axes in quaternion form
+
+ // Same as above, except it also includes the translation of the LLFrame
+ // LLMatrix4 getMatrix4() const; // Returns position and axes in 4x4 matrix
+
+ // Returns matrix which expresses point in local frame in the parent frame
+ void getMatrixToParent(LLMatrix4 &mat) const;
+ // Returns matrix which expresses point in parent frame in the local frame
+ void getMatrixToLocal(LLMatrix4 &mat) const; // Returns matrix which expresses point in parent frame in the local frame
+
+ void getRotMatrixToParent(LLMatrix4 &mat) const;
+
+ // Copies mOrigin, then the three axes to buffer, returns number of bytes copied.
+ size_t writeOrientation(char *buffer) const;
+
+ // Copies mOrigin, then the three axes from buffer, returns the number of bytes copied.
+ // Assumes the data in buffer is correct.
+ size_t readOrientation(const char *buffer);
+
+ LLVector3 rotateToLocal(const LLVector3 &v) const; // Returns v' rotated to local
+ LLVector4 rotateToLocal(const LLVector4 &v) const; // Returns v' rotated to local
+ LLVector3 rotateToAbsolute(const LLVector3 &v) const; // Returns v' rotated to absolute
+ LLVector4 rotateToAbsolute(const LLVector4 &v) const; // Returns v' rotated to absolute
+
+ LLVector3 transformToLocal(const LLVector3 &v) const; // Returns v' in local coord
+ LLVector4 transformToLocal(const LLVector4 &v) const; // Returns v' in local coord
+ LLVector3 transformToAbsolute(const LLVector3 &v) const; // Returns v' in absolute coord
+ LLVector4 transformToAbsolute(const LLVector4 &v) const; // Returns v' in absolute coord
+
+ // Write coord frame orientation into provided array in OpenGL matrix format.
+ void getOpenGLTranslation(F32 *ogl_matrix) const;
+ void getOpenGLRotation(F32 *ogl_matrix) const;
+ void getOpenGLTransform(F32 *ogl_matrix) const;
+
+ // lookDir orients to (xuv, presumed normalized) and does not affect origin
+ void lookDir(const LLVector3 &xuv, const LLVector3 &up);
+ void lookDir(const LLVector3 &xuv); // up = 0,0,1
+ // lookAt orients to (point_of_interest - origin) and sets origin
+ void lookAt(const LLVector3 &origin, const LLVector3 &point_of_interest, const LLVector3 &up);
+ void lookAt(const LLVector3 &origin, const LLVector3 &point_of_interest); // up = 0,0,1
+
+ // deprecated
+ void setOriginAndLookAt(const LLVector3 &origin, const LLVector3 &up, const LLVector3 &point_of_interest)
+ {
+ lookAt(origin, point_of_interest, up);
+ }
+
+ friend std::ostream& operator<<(std::ostream &s, const LLCoordFrame &C);
+
+ // These vectors are in absolute frame
+ LLVector3 mOrigin;
+ LLVector3 mXAxis;
+ LLVector3 mYAxis;
+ LLVector3 mZAxis;
+};
+
+
+#endif
+