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-rw-r--r--indra/llmath/v3dmath.h196
1 files changed, 98 insertions, 98 deletions
diff --git a/indra/llmath/v3dmath.h b/indra/llmath/v3dmath.h
index ece8c54ea4..7c94ebdf9b 100644
--- a/indra/llmath/v3dmath.h
+++ b/indra/llmath/v3dmath.h
@@ -54,17 +54,17 @@ class LLVector3d
void setValue(const LLSD& sd)
{
- mdV[0] = sd[0].asReal();
- mdV[1] = sd[1].asReal();
- mdV[2] = sd[2].asReal();
+ mdV[VX] = sd[0].asReal();
+ mdV[VY] = sd[1].asReal();
+ mdV[VZ] = sd[2].asReal();
}
LLSD getValue() const
{
LLSD ret;
- ret[0] = mdV[0];
- ret[1] = mdV[1];
- ret[2] = mdV[2];
+ ret[0] = mdV[VX];
+ ret[1] = mdV[VY];
+ ret[2] = mdV[VZ];
return ret;
}
@@ -134,26 +134,26 @@ typedef LLVector3d LLGlobalVec;
inline const LLVector3d &LLVector3d::set(const LLVector3 &vec)
{
- mdV[0] = vec.mV[0];
- mdV[1] = vec.mV[1];
- mdV[2] = vec.mV[2];
+ mdV[VX] = vec.mV[VX];
+ mdV[VY] = vec.mV[VY];
+ mdV[VZ] = vec.mV[VZ];
return *this;
}
inline const LLVector3d &LLVector3d::setVec(const LLVector3 &vec)
{
- mdV[0] = vec.mV[0];
- mdV[1] = vec.mV[1];
- mdV[2] = vec.mV[2];
+ mdV[VX] = vec.mV[VX];
+ mdV[VY] = vec.mV[VY];
+ mdV[VZ] = vec.mV[VZ];
return *this;
}
inline LLVector3d::LLVector3d(void)
{
- mdV[0] = 0.f;
- mdV[1] = 0.f;
- mdV[2] = 0.f;
+ mdV[VX] = 0.f;
+ mdV[VY] = 0.f;
+ mdV[VZ] = 0.f;
}
inline LLVector3d::LLVector3d(const F64 x, const F64 y, const F64 z)
@@ -199,33 +199,33 @@ inline bool LLVector3d::isFinite() const
inline const LLVector3d& LLVector3d::clear(void)
{
- mdV[0] = 0.f;
- mdV[1] = 0.f;
- mdV[2]= 0.f;
+ mdV[VX] = 0.f;
+ mdV[VY] = 0.f;
+ mdV[VZ] = 0.f;
return (*this);
}
inline const LLVector3d& LLVector3d::clearVec(void)
{
- mdV[0] = 0.f;
- mdV[1] = 0.f;
- mdV[2]= 0.f;
+ mdV[VX] = 0.f;
+ mdV[VY] = 0.f;
+ mdV[VZ] = 0.f;
return (*this);
}
inline const LLVector3d& LLVector3d::setZero(void)
{
- mdV[0] = 0.f;
- mdV[1] = 0.f;
- mdV[2] = 0.f;
+ mdV[VX] = 0.f;
+ mdV[VY] = 0.f;
+ mdV[VZ] = 0.f;
return (*this);
}
inline const LLVector3d& LLVector3d::zeroVec(void)
{
- mdV[0] = 0.f;
- mdV[1] = 0.f;
- mdV[2] = 0.f;
+ mdV[VX] = 0.f;
+ mdV[VY] = 0.f;
+ mdV[VZ] = 0.f;
return (*this);
}
@@ -239,17 +239,17 @@ inline const LLVector3d& LLVector3d::set(const F64 x, const F64 y, const F64
inline const LLVector3d& LLVector3d::set(const LLVector3d &vec)
{
- mdV[0] = vec.mdV[0];
- mdV[1] = vec.mdV[1];
- mdV[2] = vec.mdV[2];
+ mdV[VX] = vec.mdV[VX];
+ mdV[VY] = vec.mdV[VY];
+ mdV[VZ] = vec.mdV[VZ];
return (*this);
}
inline const LLVector3d& LLVector3d::set(const F64 *vec)
{
- mdV[0] = vec[0];
- mdV[1] = vec[1];
- mdV[2] = vec[2];
+ mdV[VX] = vec[0];
+ mdV[VY] = vec[1];
+ mdV[VZ] = vec[2];
return (*this);
}
@@ -261,61 +261,61 @@ inline const LLVector3d& LLVector3d::setVec(const F64 x, const F64 y, const F
return (*this);
}
-inline const LLVector3d& LLVector3d::setVec(const LLVector3d &vec)
+inline const LLVector3d& LLVector3d::setVec(const LLVector3d& vec)
{
- mdV[0] = vec.mdV[0];
- mdV[1] = vec.mdV[1];
- mdV[2] = vec.mdV[2];
+ mdV[VX] = vec.mdV[VX];
+ mdV[VY] = vec.mdV[VY];
+ mdV[VZ] = vec.mdV[VZ];
return (*this);
}
-inline const LLVector3d& LLVector3d::setVec(const F64 *vec)
+inline const LLVector3d& LLVector3d::setVec(const F64* vec)
{
- mdV[0] = vec[0];
- mdV[1] = vec[1];
- mdV[2] = vec[2];
+ mdV[VX] = vec[VX];
+ mdV[VY] = vec[VY];
+ mdV[VZ] = vec[VZ];
return (*this);
}
-inline F64 LLVector3d::normVec(void)
+inline F64 LLVector3d::normVec()
{
- F64 mag = (F32) sqrt(mdV[0]*mdV[0] + mdV[1]*mdV[1] + mdV[2]*mdV[2]);
+ F64 mag = sqrt(mdV[VX]*mdV[VX] + mdV[VY]*mdV[VY] + mdV[VZ]*mdV[VZ]);
F64 oomag;
if (mag > FP_MAG_THRESHOLD)
{
oomag = 1.f/mag;
- mdV[0] *= oomag;
- mdV[1] *= oomag;
- mdV[2] *= oomag;
+ mdV[VX] *= oomag;
+ mdV[VY] *= oomag;
+ mdV[VZ] *= oomag;
}
else
{
- mdV[0] = 0.f;
- mdV[1] = 0.f;
- mdV[2] = 0.f;
+ mdV[VX] = 0.f;
+ mdV[VY] = 0.f;
+ mdV[VZ] = 0.f;
mag = 0;
}
return (mag);
}
-inline F64 LLVector3d::normalize(void)
+inline F64 LLVector3d::normalize()
{
- F64 mag = (F32) sqrt(mdV[0]*mdV[0] + mdV[1]*mdV[1] + mdV[2]*mdV[2]);
+ F64 mag = sqrt(mdV[VX]*mdV[VX] + mdV[VY]*mdV[VY] + mdV[VZ]*mdV[VZ]);
F64 oomag;
if (mag > FP_MAG_THRESHOLD)
{
oomag = 1.f/mag;
- mdV[0] *= oomag;
- mdV[1] *= oomag;
- mdV[2] *= oomag;
+ mdV[VX] *= oomag;
+ mdV[VY] *= oomag;
+ mdV[VZ] *= oomag;
}
else
{
- mdV[0] = 0.f;
- mdV[1] = 0.f;
- mdV[2] = 0.f;
+ mdV[VX] = 0.f;
+ mdV[VY] = 0.f;
+ mdV[VZ] = 0.f;
mag = 0;
}
return (mag);
@@ -323,24 +323,24 @@ inline F64 LLVector3d::normalize(void)
// LLVector3d Magnitude and Normalization Functions
-inline F64 LLVector3d::magVec(void) const
+inline F64 LLVector3d::magVec() const
{
- return (F32) sqrt(mdV[0]*mdV[0] + mdV[1]*mdV[1] + mdV[2]*mdV[2]);
+ return sqrt(mdV[VX]*mdV[VX] + mdV[VY]*mdV[VY] + mdV[VZ]*mdV[VZ]);
}
-inline F64 LLVector3d::magVecSquared(void) const
+inline F64 LLVector3d::magVecSquared() const
{
- return mdV[0]*mdV[0] + mdV[1]*mdV[1] + mdV[2]*mdV[2];
+ return mdV[VX]*mdV[VX] + mdV[VY]*mdV[VY] + mdV[VZ]*mdV[VZ];
}
-inline F64 LLVector3d::length(void) const
+inline F64 LLVector3d::length() const
{
- return (F32) sqrt(mdV[0]*mdV[0] + mdV[1]*mdV[1] + mdV[2]*mdV[2]);
+ return sqrt(mdV[VX]*mdV[VX] + mdV[VY]*mdV[VY] + mdV[VZ]*mdV[VZ]);
}
-inline F64 LLVector3d::lengthSquared(void) const
+inline F64 LLVector3d::lengthSquared() const
{
- return mdV[0]*mdV[0] + mdV[1]*mdV[1] + mdV[2]*mdV[2];
+ return mdV[VX]*mdV[VX] + mdV[VY]*mdV[VY] + mdV[VZ]*mdV[VZ];
}
inline LLVector3d operator+(const LLVector3d& a, const LLVector3d& b)
@@ -357,109 +357,109 @@ inline LLVector3d 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]);
+ return (a.mdV[VX]*b.mdV[VX] + a.mdV[VY]*b.mdV[VY] + a.mdV[VZ]*b.mdV[VZ]);
}
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] );
+ return LLVector3d( a.mdV[VY]*b.mdV[VZ] - b.mdV[VY]*a.mdV[VZ], a.mdV[VZ]*b.mdV[VX] - b.mdV[VZ]*a.mdV[VX], a.mdV[VX]*b.mdV[VY] - b.mdV[VX]*a.mdV[VY] );
}
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 );
+ return LLVector3d( a.mdV[VX] * t, a.mdV[VY] * t, a.mdV[VZ] * t );
}
inline LLVector3d operator*(const LLVector3d& a, const F64 k)
{
- return LLVector3d( a.mdV[0] * k, a.mdV[1] * k, a.mdV[2] * k );
+ return LLVector3d( a.mdV[VX] * k, a.mdV[VY] * k, a.mdV[VZ] * k );
}
inline LLVector3d operator*(F64 k, const LLVector3d& a)
{
- return LLVector3d( a.mdV[0] * k, a.mdV[1] * k, a.mdV[2] * k );
+ return LLVector3d( a.mdV[VX] * k, a.mdV[VY] * k, a.mdV[VZ] * 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]));
+ return ( (a.mdV[VX] == b.mdV[VX])
+ &&(a.mdV[VY] == b.mdV[VY])
+ &&(a.mdV[VZ] == b.mdV[VZ]));
}
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]));
+ return ( (a.mdV[VX] != b.mdV[VX])
+ ||(a.mdV[VY] != b.mdV[VY])
+ ||(a.mdV[VZ] != b.mdV[VZ]));
}
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];
+ a.mdV[VX] += b.mdV[VX];
+ a.mdV[VY] += b.mdV[VY];
+ a.mdV[VZ] += b.mdV[VZ];
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];
+ a.mdV[VX] -= b.mdV[VX];
+ a.mdV[VY] -= b.mdV[VY];
+ a.mdV[VZ] -= b.mdV[VZ];
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]);
+ LLVector3d ret( a.mdV[VY]*b.mdV[VZ] - b.mdV[VY]*a.mdV[VZ], a.mdV[VZ]*b.mdV[VX] - b.mdV[VZ]*a.mdV[VX], a.mdV[VX]*b.mdV[VY] - b.mdV[VX]*a.mdV[VY]);
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;
+ a.mdV[VX] *= k;
+ a.mdV[VY] *= k;
+ a.mdV[VZ] *= 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;
+ a.mdV[VX] *= t;
+ a.mdV[VY] *= t;
+ a.mdV[VZ] *= t;
return a;
}
inline LLVector3d operator-(const LLVector3d& a)
{
- return LLVector3d( -a.mdV[0], -a.mdV[1], -a.mdV[2] );
+ return LLVector3d( -a.mdV[VX], -a.mdV[VY], -a.mdV[VZ] );
}
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];
+ F64 x = a.mdV[VX] - b.mdV[VX];
+ F64 y = a.mdV[VY] - b.mdV[VY];
+ F64 z = a.mdV[VZ] - b.mdV[VZ];
return (F32) sqrt( 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];
+ F64 x = a.mdV[VX] - b.mdV[VX];
+ F64 y = a.mdV[VY] - b.mdV[VY];
+ F64 z = a.mdV[VZ] - b.mdV[VZ];
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];
+ F64 x = a.mdV[VX] - b.mdV[VX];
+ F64 y = a.mdV[VY] - b.mdV[VY];
return x*x + y*y;
}