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+/**
+ * @file v3dmath.h
+ * @brief High precision 3 dimensional vector.
+ *
+ * Copyright (c) 2000-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+#ifndef LL_V3DMATH_H
+#define LL_V3DMATH_H
+
+#include "llerror.h"
+#include "v3math.h"
+
+class LLVector3d
+{
+ public:
+ F64 mdV[3];
+
+ const static LLVector3d zero;
+ const static LLVector3d x_axis;
+ const static LLVector3d y_axis;
+ const static LLVector3d z_axis;
+ const static LLVector3d x_axis_neg;
+ const static LLVector3d y_axis_neg;
+ const static LLVector3d z_axis_neg;
+
+ inline LLVector3d(); // Initializes LLVector3d to (0, 0, 0)
+ inline LLVector3d(const F64 x, const F64 y, const F64 z); // Initializes LLVector3d to (x. y, z)
+ inline explicit LLVector3d(const F64 *vec); // Initializes LLVector3d to (vec[0]. vec[1], vec[2])
+ inline explicit LLVector3d(const LLVector3 &vec);
+ LLVector3d(const LLSD& sd)
+ {
+ setValue(sd);
+ }
+
+ void setValue(const LLSD& sd)
+ {
+ mdV[0] = sd[0].asReal();
+ mdV[1] = sd[1].asReal();
+ mdV[2] = sd[2].asReal();
+ }
+
+ const LLVector3d& operator=(const LLSD& sd)
+ {
+ setValue(sd);
+ return *this;
+ }
+
+ LLSD getValue() const
+ {
+ LLSD ret;
+ ret[0] = mdV[0];
+ ret[1] = mdV[1];
+ ret[2] = mdV[2];
+ return ret;
+ }
+
+ inline BOOL isFinite() const; // checks to see if all values of LLVector3d are finite
+ BOOL clamp(const F64 min, const F64 max); // Clamps all values to (min,max), returns TRUE if data changed
+ BOOL abs(); // sets all values to absolute value of original value (first octant), returns TRUE if changed
+
+ inline const LLVector3d& clearVec(); // Clears LLVector3d to (0, 0, 0, 1)
+ inline const LLVector3d& zeroVec(); // Zero LLVector3d to (0, 0, 0, 0)
+ inline const LLVector3d& setVec(const F64 x, const F64 y, const F64 z); // Sets LLVector3d to (x, y, z, 1)
+ inline const LLVector3d& setVec(const LLVector3d &vec); // Sets LLVector3d to vec
+ inline const LLVector3d& setVec(const F64 *vec); // Sets LLVector3d to vec
+ inline const LLVector3d& setVec(const LLVector3 &vec);
+
+ F64 magVec() const; // Returns magnitude of LLVector3d
+ F64 magVecSquared() const; // Returns magnitude squared of LLVector3d
+ inline F64 normVec(); // Normalizes and returns the magnitude of LLVector3d
+
+ const LLVector3d& rotVec(const F64 angle, const LLVector3d &vec); // Rotates about vec by angle radians
+ const LLVector3d& rotVec(const F64 angle, const F64 x, const F64 y, const F64 z); // Rotates about x,y,z by angle radians
+ const LLVector3d& rotVec(const LLMatrix3 &mat); // Rotates by LLMatrix4 mat
+ const LLVector3d& rotVec(const LLQuaternion &q); // Rotates by LLQuaternion q
+
+ BOOL isNull() const; // Returns TRUE if vector has a _very_small_ length
+ BOOL isExactlyZero() const { return !mdV[VX] && !mdV[VY] && !mdV[VZ]; }
+
+ const LLVector3d& operator=(const LLVector4 &a);
+
+ 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
+
+ static BOOL parseVector3d(const char* buf, LLVector3d* value);
+
+};
+
+typedef LLVector3d LLGlobalVec;
+
+const LLVector3d &LLVector3d::setVec(const LLVector3 &vec)
+{
+ mdV[0] = vec.mV[0];
+ mdV[1] = vec.mV[1];
+ mdV[2] = vec.mV[2];
+ return *this;
+}
+
+
+inline LLVector3d::LLVector3d(void)
+{
+ mdV[0] = 0.f;
+ mdV[1] = 0.f;
+ mdV[2] = 0.f;
+}
+
+inline LLVector3d::LLVector3d(const F64 x, const F64 y, const F64 z)
+{
+ mdV[VX] = x;
+ mdV[VY] = y;
+ mdV[VZ] = z;
+}
+
+inline LLVector3d::LLVector3d(const F64 *vec)
+{
+ mdV[VX] = vec[VX];
+ mdV[VY] = vec[VY];
+ mdV[VZ] = vec[VZ];
+}
+
+inline LLVector3d::LLVector3d(const LLVector3 &vec)
+{
+ mdV[VX] = vec.mV[VX];
+ mdV[VY] = vec.mV[VY];
+ mdV[VZ] = vec.mV[VZ];
+}
+
+/*
+inline LLVector3d::LLVector3d(const LLVector3d &copy)
+{
+ mdV[VX] = copy.mdV[VX];
+ mdV[VY] = copy.mdV[VY];
+ mdV[VZ] = copy.mdV[VZ];
+}
+*/
+
+// Destructors
+
+// checker
+inline BOOL LLVector3d::isFinite() const
+{
+ return (llfinite(mdV[VX]) && llfinite(mdV[VY]) && llfinite(mdV[VZ]));
+}
+
+
+// Clear and Assignment Functions
+
+inline const LLVector3d& LLVector3d::clearVec(void)
+{
+ mdV[0] = 0.f;
+ mdV[1] = 0.f;
+ mdV[2]= 0.f;
+ return (*this);
+}
+
+inline const LLVector3d& LLVector3d::zeroVec(void)
+{
+ mdV[0] = 0.f;
+ mdV[1] = 0.f;
+ mdV[2] = 0.f;
+ return (*this);
+}
+
+inline const LLVector3d& LLVector3d::setVec(const F64 x, const F64 y, const F64 z)
+{
+ mdV[VX] = x;
+ mdV[VY] = y;
+ mdV[VZ] = z;
+ return (*this);
+}
+
+inline const LLVector3d& LLVector3d::setVec(const LLVector3d &vec)
+{
+ mdV[0] = vec.mdV[0];
+ mdV[1] = vec.mdV[1];
+ mdV[2] = vec.mdV[2];
+ return (*this);
+}
+
+inline const LLVector3d& LLVector3d::setVec(const F64 *vec)
+{
+ mdV[0] = vec[0];
+ mdV[1] = vec[1];
+ mdV[2] = vec[2];
+ return (*this);
+}
+
+inline F64 LLVector3d::normVec(void)
+{
+ F64 mag = fsqrtf(mdV[0]*mdV[0] + mdV[1]*mdV[1] + mdV[2]*mdV[2]);
+ F64 oomag;
+
+ if (mag > FP_MAG_THRESHOLD)
+ {
+ oomag = 1.f/mag;
+ mdV[0] *= oomag;
+ mdV[1] *= oomag;
+ mdV[2] *= oomag;
+ }
+ else
+ {
+ mdV[0] = 0.f;
+ mdV[1] = 0.f;
+ mdV[2] = 0.f;
+ mag = 0;
+ }
+ return (mag);
+}
+
+// LLVector3d Magnitude and Normalization Functions
+
+inline F64 LLVector3d::magVec(void) const
+{
+ return fsqrtf(mdV[0]*mdV[0] + mdV[1]*mdV[1] + mdV[2]*mdV[2]);
+}
+
+inline F64 LLVector3d::magVecSquared(void) const
+{
+ return mdV[0]*mdV[0] + mdV[1]*mdV[1] + mdV[2]*mdV[2];
+}
+
+inline LLVector3d operator+(const LLVector3d &a, const LLVector3d &b)
+{
+ LLVector3d c(a);
+ return c += 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)
+{
+ 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)
+{
+ 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)
+{
+ 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)
+{
+ return LLVector3d( a.mdV[0] * k, a.mdV[1] * k, a.mdV[2] * k );
+}
+
+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)
+{
+ 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)
+{
+ 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)
+{
+ a.mdV[0] += b.mdV[0];
+ a.mdV[1] += b.mdV[1];
+ a.mdV[2] += b.mdV[2];
+ return a;
+}
+
+inline const LLVector3d& operator-=(LLVector3d &a, const LLVector3d &b)
+{
+ a.mdV[0] -= b.mdV[0];
+ a.mdV[1] -= b.mdV[1];
+ a.mdV[2] -= b.mdV[2];
+ return a;
+}
+
+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)
+{
+ a.mdV[0] *= k;
+ a.mdV[1] *= k;
+ a.mdV[2] *= k;
+ return a;
+}
+
+inline const LLVector3d& operator/=(LLVector3d &a, const F64 k)
+{
+ F64 t = 1.f / k;
+ a.mdV[0] *= t;
+ a.mdV[1] *= t;
+ a.mdV[2] *= t;
+ return 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)
+{
+ F64 x = a.mdV[0] - b.mdV[0];
+ F64 y = a.mdV[1] - b.mdV[1];
+ F64 z = a.mdV[2] - b.mdV[2];
+ return fsqrtf( x*x + y*y + z*z );
+}
+
+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];
+ F64 z = a.mdV[2] - b.mdV[2];
+ return x*x + y*y + z*z;
+}
+
+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)
+{
+ return LLVector3d(
+ a.mdV[VX] + (b.mdV[VX] - a.mdV[VX]) * u,
+ a.mdV[VY] + (b.mdV[VY] - a.mdV[VY]) * u,
+ a.mdV[VZ] + (b.mdV[VZ] - a.mdV[VZ]) * u);
+}
+
+
+inline BOOL LLVector3d::isNull() const
+{
+ if ( F_APPROXIMATELY_ZERO > mdV[VX]*mdV[VX] + mdV[VY]*mdV[VY] + mdV[VZ]*mdV[VZ] )
+ {
+ return TRUE;
+ }
+ return FALSE;
+}
+
+
+inline F64 angle_between(const LLVector3d& a, const LLVector3d& b)
+{
+ LLVector3d an = a;
+ LLVector3d bn = b;
+ an.normVec();
+ bn.normVec();
+ F64 cosine = an * bn;
+ F64 angle = (cosine >= 1.0f) ? 0.0f :
+ (cosine <= -1.0f) ? F_PI :
+ acos(cosine);
+ return angle;
+}
+
+inline BOOL are_parallel(const LLVector3d &a, const LLVector3d &b, const F64 epsilon)
+{
+ LLVector3d an = a;
+ LLVector3d bn = b;
+ an.normVec();
+ bn.normVec();
+ F64 dot = an * bn;
+ if ( (1.0f - fabs(dot)) < epsilon)
+ {
+ return TRUE;
+ }
+ return FALSE;
+}
+#endif // LL_V3DMATH_H