diff options
Diffstat (limited to 'indra/llmath/v3dmath.h')
-rwxr-xr-x | indra/llmath/v3dmath.h | 150 |
1 files changed, 103 insertions, 47 deletions
diff --git a/indra/llmath/v3dmath.h b/indra/llmath/v3dmath.h index 578dcdc8ea..4938273d5b 100755 --- a/indra/llmath/v3dmath.h +++ b/indra/llmath/v3dmath.h @@ -72,17 +72,22 @@ class LLVector3d 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& 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& 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 + 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 @@ -101,25 +106,25 @@ 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 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 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 LLVector3d operator-(const LLVector3d& a); // Return vector -a - friend std::ostream& operator<<(std::ostream& s, const LLVector3d &a); // Stream a + friend std::ostream& operator<<(std::ostream& s, const LLVector3d& a); // Stream a static BOOL parseVector3d(const std::string& buf, LLVector3d* value); @@ -127,7 +132,15 @@ class LLVector3d typedef LLVector3d LLGlobalVec; -const LLVector3d &LLVector3d::setVec(const LLVector3 &vec) +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]; @@ -184,6 +197,14 @@ inline BOOL LLVector3d::isFinite() const // 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; @@ -208,6 +229,30 @@ inline const LLVector3d& LLVector3d::zeroVec(void) 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; @@ -298,59 +343,59 @@ 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 +403,7 @@ 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 +411,14 @@ 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 +426,7 @@ 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 +435,12 @@ 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 +448,7 @@ 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 +456,14 @@ 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 +495,7 @@ 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 +510,22 @@ 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 |