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Diffstat (limited to 'indra/llmath/v3dmath.h')
-rw-r--r-- | indra/llmath/v3dmath.h | 1060 |
1 files changed, 530 insertions, 530 deletions
diff --git a/indra/llmath/v3dmath.h b/indra/llmath/v3dmath.h index 751d6d6228..2968bcd511 100644 --- a/indra/llmath/v3dmath.h +++ b/indra/llmath/v3dmath.h @@ -1,530 +1,530 @@ -/** - * @file v3dmath.h - * @brief High precision 3 dimensional vector. - * - * $LicenseInfo:firstyear=2000&license=viewerlgpl$ - * 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_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); - explicit 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(); - } - - 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& clear(); // Clears LLVector3d to (0, 0, 0, 1) - inline const LLVector3d& clearVec(); // deprecated - inline const LLVector3d& setZero(); // Zero LLVector3d to (0, 0, 0, 0) - inline const LLVector3d& zeroVec(); // deprecated - inline const LLVector3d& set(const F64 x, const F64 y, const F64 z); // Sets LLVector3d to (x, y, z, 1) - inline const LLVector3d& set(const LLVector3d &vec); // Sets LLVector3d to vec - inline const LLVector3d& set(const F64 *vec); // Sets LLVector3d to vec - inline const LLVector3d& set(const LLVector3 &vec); - inline const LLVector3d& setVec(const F64 x, const F64 y, const F64 z); // deprecated - inline const LLVector3d& setVec(const LLVector3d &vec); // deprecated - inline const LLVector3d& setVec(const F64 *vec); // deprecated - inline const LLVector3d& setVec(const LLVector3 &vec); // deprecated - - F64 magVec() const; // deprecated - F64 magVecSquared() const; // deprecated - inline F64 normVec(); // deprecated - - F64 length() const; // Returns magnitude of LLVector3d - F64 lengthSquared() const; // Returns magnitude squared of LLVector3d - inline F64 normalize(); // 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 std::string& buf, LLVector3d* value); - -}; - -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]; - 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]; - 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 ©) -{ - 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::clear(void) -{ - mdV[0] = 0.f; - mdV[1] = 0.f; - mdV[2]= 0.f; - return (*this); -} - -inline const LLVector3d& LLVector3d::clearVec(void) -{ - mdV[0] = 0.f; - mdV[1] = 0.f; - mdV[2]= 0.f; - return (*this); -} - -inline const LLVector3d& LLVector3d::setZero(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::set(const F64 x, const F64 y, const F64 z) -{ - mdV[VX] = x; - mdV[VY] = y; - mdV[VZ] = z; - return (*this); -} - -inline const LLVector3d& LLVector3d::set(const LLVector3d &vec) -{ - mdV[0] = vec.mdV[0]; - mdV[1] = vec.mdV[1]; - mdV[2] = vec.mdV[2]; - return (*this); -} - -inline const LLVector3d& LLVector3d::set(const F64 *vec) -{ - mdV[0] = vec[0]; - mdV[1] = vec[1]; - mdV[2] = vec[2]; - 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 = (F32) sqrt(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); -} - -inline F64 LLVector3d::normalize(void) -{ - F64 mag = (F32) sqrt(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 (F32) sqrt(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 F64 LLVector3d::length(void) const -{ - return (F32) sqrt(mdV[0]*mdV[0] + mdV[1]*mdV[1] + mdV[2]*mdV[2]); -} - -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) -{ - 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 (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]; - 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.normalize(); - bn.normalize(); - 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.normalize(); - bn.normalize(); - F64 dot = an * bn; - if ( (1.0f - fabs(dot)) < epsilon) - { - return true; - } - return false; -} - -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 +/**
+ * @file v3dmath.h
+ * @brief High precision 3 dimensional vector.
+ *
+ * $LicenseInfo:firstyear=2000&license=viewerlgpl$
+ * 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_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);
+ explicit 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();
+ }
+
+ 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& clear(); // Clears LLVector3d to (0, 0, 0, 1)
+ inline const LLVector3d& clearVec(); // deprecated
+ inline const LLVector3d& setZero(); // Zero LLVector3d to (0, 0, 0, 0)
+ inline const LLVector3d& zeroVec(); // deprecated
+ inline const LLVector3d& set(const F64 x, const F64 y, const F64 z); // Sets LLVector3d to (x, y, z, 1)
+ inline const LLVector3d& set(const LLVector3d &vec); // Sets LLVector3d to vec
+ inline const LLVector3d& set(const F64 *vec); // Sets LLVector3d to vec
+ inline const LLVector3d& set(const LLVector3 &vec);
+ inline const LLVector3d& setVec(const F64 x, const F64 y, const F64 z); // deprecated
+ inline const LLVector3d& setVec(const LLVector3d &vec); // deprecated
+ inline const LLVector3d& setVec(const F64 *vec); // deprecated
+ inline const LLVector3d& setVec(const LLVector3 &vec); // deprecated
+
+ F64 magVec() const; // deprecated
+ F64 magVecSquared() const; // deprecated
+ inline F64 normVec(); // deprecated
+
+ F64 length() const; // Returns magnitude of LLVector3d
+ F64 lengthSquared() const; // Returns magnitude squared of LLVector3d
+ inline F64 normalize(); // 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 std::string& buf, LLVector3d* value);
+
+};
+
+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];
+ 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];
+ 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 ©)
+{
+ 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::clear(void)
+{
+ mdV[0] = 0.f;
+ mdV[1] = 0.f;
+ mdV[2]= 0.f;
+ return (*this);
+}
+
+inline const LLVector3d& LLVector3d::clearVec(void)
+{
+ mdV[0] = 0.f;
+ mdV[1] = 0.f;
+ mdV[2]= 0.f;
+ return (*this);
+}
+
+inline const LLVector3d& LLVector3d::setZero(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::set(const F64 x, const F64 y, const F64 z)
+{
+ mdV[VX] = x;
+ mdV[VY] = y;
+ mdV[VZ] = z;
+ return (*this);
+}
+
+inline const LLVector3d& LLVector3d::set(const LLVector3d &vec)
+{
+ mdV[0] = vec.mdV[0];
+ mdV[1] = vec.mdV[1];
+ mdV[2] = vec.mdV[2];
+ return (*this);
+}
+
+inline const LLVector3d& LLVector3d::set(const F64 *vec)
+{
+ mdV[0] = vec[0];
+ mdV[1] = vec[1];
+ mdV[2] = vec[2];
+ 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 = (F32) sqrt(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);
+}
+
+inline F64 LLVector3d::normalize(void)
+{
+ F64 mag = (F32) sqrt(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 (F32) sqrt(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 F64 LLVector3d::length(void) const
+{
+ return (F32) sqrt(mdV[0]*mdV[0] + mdV[1]*mdV[1] + mdV[2]*mdV[2]);
+}
+
+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)
+{
+ 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 (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];
+ 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.normalize();
+ bn.normalize();
+ 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.normalize();
+ bn.normalize();
+ F64 dot = an * bn;
+ if ( (1.0f - fabs(dot)) < epsilon)
+ {
+ return true;
+ }
+ return false;
+}
+
+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
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