diff options
Diffstat (limited to 'indra/llmath/v3math.cpp')
-rw-r--r-- | indra/llmath/v3math.cpp | 826 |
1 files changed, 413 insertions, 413 deletions
diff --git a/indra/llmath/v3math.cpp b/indra/llmath/v3math.cpp index 72e73a79ec..089d4ce6db 100644 --- a/indra/llmath/v3math.cpp +++ b/indra/llmath/v3math.cpp @@ -1,413 +1,413 @@ -/** - * @file v3math.cpp - * @brief LLVector3 class implementation. - * - * $LicenseInfo:firstyear=2000&license=viewerlgpl$ - * 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 - * $/LicenseInfo$ - */ - -#include "linden_common.h" - -#include "v3math.h" - -//#include "vmath.h" -#include "v2math.h" -#include "v4math.h" -#include "m4math.h" -#include "m3math.h" -#include "llquaternion.h" -#include "llquantize.h" -#include "v3dmath.h" - -// LLVector3 -// WARNING: Don't use these for global const definitions! -// For example: -// const LLQuaternion(0.5f * F_PI, LLVector3::zero); -// at the top of a *.cpp file might not give you what you think. -const LLVector3 LLVector3::zero(0,0,0); -const LLVector3 LLVector3::x_axis(1.f, 0, 0); -const LLVector3 LLVector3::y_axis(0, 1.f, 0); -const LLVector3 LLVector3::z_axis(0, 0, 1.f); -const LLVector3 LLVector3::x_axis_neg(-1.f, 0, 0); -const LLVector3 LLVector3::y_axis_neg(0, -1.f, 0); -const LLVector3 LLVector3::z_axis_neg(0, 0, -1.f); -const LLVector3 LLVector3::all_one(1.f,1.f,1.f); - - -// Clamps each values to range (min,max). -// Returns true if data changed. -bool LLVector3::clamp(F32 min, F32 max) -{ - bool ret{ false }; - - if (mV[0] < min) { mV[0] = min; ret = true; } - if (mV[1] < min) { mV[1] = min; ret = true; } - if (mV[2] < min) { mV[2] = min; ret = true; } - - if (mV[0] > max) { mV[0] = max; ret = true; } - if (mV[1] > max) { mV[1] = max; ret = true; } - if (mV[2] > max) { mV[2] = max; ret = true; } - - return ret; -} - -// Clamps length to an upper limit. -// Returns true if the data changed -bool LLVector3::clampLength( F32 length_limit ) -{ - bool changed{ false }; - - F32 len = length(); - if (llfinite(len)) - { - if ( len > length_limit) - { - normalize(); - if (length_limit < 0.f) - { - length_limit = 0.f; - } - mV[0] *= length_limit; - mV[1] *= length_limit; - mV[2] *= length_limit; - changed = true; - } - } - else - { // this vector may still be salvagable - F32 max_abs_component = 0.f; - for (S32 i = 0; i < 3; ++i) - { - F32 abs_component = fabs(mV[i]); - if (llfinite(abs_component)) - { - if (abs_component > max_abs_component) - { - max_abs_component = abs_component; - } - } - else - { - // no it can't be salvaged --> clear it - clear(); - changed = true; - break; - } - } - if (!changed) - { - // yes it can be salvaged --> - // bring the components down before we normalize - mV[0] /= max_abs_component; - mV[1] /= max_abs_component; - mV[2] /= max_abs_component; - normalize(); - - if (length_limit < 0.f) - { - length_limit = 0.f; - } - mV[0] *= length_limit; - mV[1] *= length_limit; - mV[2] *= length_limit; - } - } - - return changed; -} - -bool LLVector3::clamp(const LLVector3 &min_vec, const LLVector3 &max_vec) -{ - bool ret{ false }; - - if (mV[0] < min_vec[0]) { mV[0] = min_vec[0]; ret = true; } - if (mV[1] < min_vec[1]) { mV[1] = min_vec[1]; ret = true; } - if (mV[2] < min_vec[2]) { mV[2] = min_vec[2]; ret = true; } - - if (mV[0] > max_vec[0]) { mV[0] = max_vec[0]; ret = true; } - if (mV[1] > max_vec[1]) { mV[1] = max_vec[1]; ret = true; } - if (mV[2] > max_vec[2]) { mV[2] = max_vec[2]; ret = true; } - - return ret; -} - - -// Sets all values to absolute value of their original values -// Returns true if data changed -bool LLVector3::abs() -{ - bool ret{ false }; - - if (mV[0] < 0.f) { mV[0] = -mV[0]; ret = true; } - if (mV[1] < 0.f) { mV[1] = -mV[1]; ret = true; } - if (mV[2] < 0.f) { mV[2] = -mV[2]; ret = true; } - - return ret; -} - -// Quatizations -void LLVector3::quantize16(F32 lowerxy, F32 upperxy, F32 lowerz, F32 upperz) -{ - F32 x = mV[VX]; - F32 y = mV[VY]; - F32 z = mV[VZ]; - - x = U16_to_F32(F32_to_U16(x, lowerxy, upperxy), lowerxy, upperxy); - y = U16_to_F32(F32_to_U16(y, lowerxy, upperxy), lowerxy, upperxy); - z = U16_to_F32(F32_to_U16(z, lowerz, upperz), lowerz, upperz); - - mV[VX] = x; - mV[VY] = y; - mV[VZ] = z; -} - -void LLVector3::quantize8(F32 lowerxy, F32 upperxy, F32 lowerz, F32 upperz) -{ - mV[VX] = U8_to_F32(F32_to_U8(mV[VX], lowerxy, upperxy), lowerxy, upperxy);; - mV[VY] = U8_to_F32(F32_to_U8(mV[VY], lowerxy, upperxy), lowerxy, upperxy); - mV[VZ] = U8_to_F32(F32_to_U8(mV[VZ], lowerz, upperz), lowerz, upperz); -} - - -void LLVector3::snap(S32 sig_digits) -{ - mV[VX] = snap_to_sig_figs(mV[VX], sig_digits); - mV[VY] = snap_to_sig_figs(mV[VY], sig_digits); - mV[VZ] = snap_to_sig_figs(mV[VZ], sig_digits); -} - -const LLVector3& LLVector3::rotVec(const LLMatrix3 &mat) -{ - *this = *this * mat; - return *this; -} - -const LLVector3& LLVector3::rotVec(const LLQuaternion &q) -{ - *this = *this * q; - return *this; -} - -const LLVector3& LLVector3::transVec(const LLMatrix4& mat) -{ - setVec( - mV[VX] * mat.mMatrix[VX][VX] + - mV[VY] * mat.mMatrix[VX][VY] + - mV[VZ] * mat.mMatrix[VX][VZ] + - mat.mMatrix[VX][VW], - - mV[VX] * mat.mMatrix[VY][VX] + - mV[VY] * mat.mMatrix[VY][VY] + - mV[VZ] * mat.mMatrix[VY][VZ] + - mat.mMatrix[VY][VW], - - mV[VX] * mat.mMatrix[VZ][VX] + - mV[VY] * mat.mMatrix[VZ][VY] + - mV[VZ] * mat.mMatrix[VZ][VZ] + - mat.mMatrix[VZ][VW]); - - return *this; -} - - -const LLVector3& LLVector3::rotVec(F32 angle, const LLVector3 &vec) -{ - if ( !vec.isExactlyZero() && angle ) - { - *this = *this * LLQuaternion(angle, vec); - } - return *this; -} - -const LLVector3& LLVector3::rotVec(F32 angle, F32 x, F32 y, F32 z) -{ - LLVector3 vec(x, y, z); - if ( !vec.isExactlyZero() && angle ) - { - *this = *this * LLQuaternion(angle, vec); - } - return *this; -} - -const LLVector3& LLVector3::scaleVec(const LLVector3& vec) -{ - mV[VX] *= vec.mV[VX]; - mV[VY] *= vec.mV[VY]; - mV[VZ] *= vec.mV[VZ]; - - return *this; -} - -LLVector3 LLVector3::scaledVec(const LLVector3& vec) const -{ - LLVector3 ret = LLVector3(*this); - ret.scaleVec(vec); - return ret; -} - -const LLVector3& LLVector3::set(const LLVector3d &vec) -{ - mV[0] = (F32)vec.mdV[0]; - mV[1] = (F32)vec.mdV[1]; - mV[2] = (F32)vec.mdV[2]; - return (*this); -} - -const LLVector3& LLVector3::set(const LLVector4 &vec) -{ - mV[0] = vec.mV[0]; - mV[1] = vec.mV[1]; - mV[2] = vec.mV[2]; - return (*this); -} - -const LLVector3& LLVector3::setVec(const LLVector3d &vec) -{ - mV[0] = (F32)vec.mdV[0]; - mV[1] = (F32)vec.mdV[1]; - mV[2] = (F32)vec.mdV[2]; - return (*this); -} - -const LLVector3& LLVector3::setVec(const LLVector4 &vec) -{ - mV[0] = vec.mV[0]; - mV[1] = vec.mV[1]; - mV[2] = vec.mV[2]; - return (*this); -} - -LLVector3::LLVector3(const LLVector2 &vec) -{ - mV[VX] = (F32)vec.mV[VX]; - mV[VY] = (F32)vec.mV[VY]; - mV[VZ] = 0; -} - -LLVector3::LLVector3(const LLVector3d &vec) -{ - mV[VX] = (F32)vec.mdV[VX]; - mV[VY] = (F32)vec.mdV[VY]; - mV[VZ] = (F32)vec.mdV[VZ]; -} - -LLVector3::LLVector3(const LLVector4 &vec) -{ - mV[VX] = (F32)vec.mV[VX]; - mV[VY] = (F32)vec.mV[VY]; - mV[VZ] = (F32)vec.mV[VZ]; -} - -LLVector3::LLVector3(const LLVector4a& vec) - : LLVector3(vec.getF32ptr()) -{ - -} - -LLVector3::LLVector3(const LLSD& sd) -{ - setValue(sd); -} - -LLSD LLVector3::getValue() const -{ - LLSD ret; - ret[0] = mV[0]; - ret[1] = mV[1]; - ret[2] = mV[2]; - return ret; -} - -void LLVector3::setValue(const LLSD& sd) -{ - mV[0] = (F32) sd[0].asReal(); - mV[1] = (F32) sd[1].asReal(); - mV[2] = (F32) sd[2].asReal(); -} - -const LLVector3& operator*=(LLVector3 &a, const LLQuaternion &rot) -{ - const F32 rw = - rot.mQ[VX] * a.mV[VX] - rot.mQ[VY] * a.mV[VY] - rot.mQ[VZ] * a.mV[VZ]; - const F32 rx = rot.mQ[VW] * a.mV[VX] + rot.mQ[VY] * a.mV[VZ] - rot.mQ[VZ] * a.mV[VY]; - const F32 ry = rot.mQ[VW] * a.mV[VY] + rot.mQ[VZ] * a.mV[VX] - rot.mQ[VX] * a.mV[VZ]; - const F32 rz = rot.mQ[VW] * a.mV[VZ] + rot.mQ[VX] * a.mV[VY] - rot.mQ[VY] * a.mV[VX]; - - a.mV[VX] = - rw * rot.mQ[VX] + rx * rot.mQ[VW] - ry * rot.mQ[VZ] + rz * rot.mQ[VY]; - a.mV[VY] = - rw * rot.mQ[VY] + ry * rot.mQ[VW] - rz * rot.mQ[VX] + rx * rot.mQ[VZ]; - a.mV[VZ] = - rw * rot.mQ[VZ] + rz * rot.mQ[VW] - rx * rot.mQ[VY] + ry * rot.mQ[VX]; - - return a; -} - -// static -bool LLVector3::parseVector3(const std::string& buf, LLVector3* value) -{ - if( buf.empty() || value == nullptr) - { - return false; - } - - LLVector3 v; - S32 count = sscanf( buf.c_str(), "%f %f %f", v.mV + 0, v.mV + 1, v.mV + 2 ); - if( 3 == count ) - { - value->setVec( v ); - return true; - } - - return false; -} - -// Displacement from query point to nearest neighbor point on bounding box. -// Returns zero vector for points within or on the box. -LLVector3 point_to_box_offset(LLVector3& pos, const LLVector3* box) -{ - LLVector3 offset; - for (S32 k=0; k<3; k++) - { - offset[k] = 0; - if (pos[k] < box[0][k]) - { - offset[k] = pos[k] - box[0][k]; - } - else if (pos[k] > box[1][k]) - { - offset[k] = pos[k] - box[1][k]; - } - } - return offset; -} - -bool box_valid_and_non_zero(const LLVector3* box) -{ - if (!box[0].isFinite() || !box[1].isFinite()) - { - return false; - } - LLVector3 zero_vec; - zero_vec.clear(); - if ((box[0] != zero_vec) || (box[1] != zero_vec)) - { - return true; - } - return false; -} - +/**
+ * @file v3math.cpp
+ * @brief LLVector3 class implementation.
+ *
+ * $LicenseInfo:firstyear=2000&license=viewerlgpl$
+ * 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
+ * $/LicenseInfo$
+ */
+
+#include "linden_common.h"
+
+#include "v3math.h"
+
+//#include "vmath.h"
+#include "v2math.h"
+#include "v4math.h"
+#include "m4math.h"
+#include "m3math.h"
+#include "llquaternion.h"
+#include "llquantize.h"
+#include "v3dmath.h"
+
+// LLVector3
+// WARNING: Don't use these for global const definitions!
+// For example:
+// const LLQuaternion(0.5f * F_PI, LLVector3::zero);
+// at the top of a *.cpp file might not give you what you think.
+const LLVector3 LLVector3::zero(0,0,0);
+const LLVector3 LLVector3::x_axis(1.f, 0, 0);
+const LLVector3 LLVector3::y_axis(0, 1.f, 0);
+const LLVector3 LLVector3::z_axis(0, 0, 1.f);
+const LLVector3 LLVector3::x_axis_neg(-1.f, 0, 0);
+const LLVector3 LLVector3::y_axis_neg(0, -1.f, 0);
+const LLVector3 LLVector3::z_axis_neg(0, 0, -1.f);
+const LLVector3 LLVector3::all_one(1.f,1.f,1.f);
+
+
+// Clamps each values to range (min,max).
+// Returns true if data changed.
+bool LLVector3::clamp(F32 min, F32 max)
+{
+ bool ret{ false };
+
+ if (mV[0] < min) { mV[0] = min; ret = true; }
+ if (mV[1] < min) { mV[1] = min; ret = true; }
+ if (mV[2] < min) { mV[2] = min; ret = true; }
+
+ if (mV[0] > max) { mV[0] = max; ret = true; }
+ if (mV[1] > max) { mV[1] = max; ret = true; }
+ if (mV[2] > max) { mV[2] = max; ret = true; }
+
+ return ret;
+}
+
+// Clamps length to an upper limit.
+// Returns true if the data changed
+bool LLVector3::clampLength( F32 length_limit )
+{
+ bool changed{ false };
+
+ F32 len = length();
+ if (llfinite(len))
+ {
+ if ( len > length_limit)
+ {
+ normalize();
+ if (length_limit < 0.f)
+ {
+ length_limit = 0.f;
+ }
+ mV[0] *= length_limit;
+ mV[1] *= length_limit;
+ mV[2] *= length_limit;
+ changed = true;
+ }
+ }
+ else
+ { // this vector may still be salvagable
+ F32 max_abs_component = 0.f;
+ for (S32 i = 0; i < 3; ++i)
+ {
+ F32 abs_component = fabs(mV[i]);
+ if (llfinite(abs_component))
+ {
+ if (abs_component > max_abs_component)
+ {
+ max_abs_component = abs_component;
+ }
+ }
+ else
+ {
+ // no it can't be salvaged --> clear it
+ clear();
+ changed = true;
+ break;
+ }
+ }
+ if (!changed)
+ {
+ // yes it can be salvaged -->
+ // bring the components down before we normalize
+ mV[0] /= max_abs_component;
+ mV[1] /= max_abs_component;
+ mV[2] /= max_abs_component;
+ normalize();
+
+ if (length_limit < 0.f)
+ {
+ length_limit = 0.f;
+ }
+ mV[0] *= length_limit;
+ mV[1] *= length_limit;
+ mV[2] *= length_limit;
+ }
+ }
+
+ return changed;
+}
+
+bool LLVector3::clamp(const LLVector3 &min_vec, const LLVector3 &max_vec)
+{
+ bool ret{ false };
+
+ if (mV[0] < min_vec[0]) { mV[0] = min_vec[0]; ret = true; }
+ if (mV[1] < min_vec[1]) { mV[1] = min_vec[1]; ret = true; }
+ if (mV[2] < min_vec[2]) { mV[2] = min_vec[2]; ret = true; }
+
+ if (mV[0] > max_vec[0]) { mV[0] = max_vec[0]; ret = true; }
+ if (mV[1] > max_vec[1]) { mV[1] = max_vec[1]; ret = true; }
+ if (mV[2] > max_vec[2]) { mV[2] = max_vec[2]; ret = true; }
+
+ return ret;
+}
+
+
+// Sets all values to absolute value of their original values
+// Returns true if data changed
+bool LLVector3::abs()
+{
+ bool ret{ false };
+
+ if (mV[0] < 0.f) { mV[0] = -mV[0]; ret = true; }
+ if (mV[1] < 0.f) { mV[1] = -mV[1]; ret = true; }
+ if (mV[2] < 0.f) { mV[2] = -mV[2]; ret = true; }
+
+ return ret;
+}
+
+// Quatizations
+void LLVector3::quantize16(F32 lowerxy, F32 upperxy, F32 lowerz, F32 upperz)
+{
+ F32 x = mV[VX];
+ F32 y = mV[VY];
+ F32 z = mV[VZ];
+
+ x = U16_to_F32(F32_to_U16(x, lowerxy, upperxy), lowerxy, upperxy);
+ y = U16_to_F32(F32_to_U16(y, lowerxy, upperxy), lowerxy, upperxy);
+ z = U16_to_F32(F32_to_U16(z, lowerz, upperz), lowerz, upperz);
+
+ mV[VX] = x;
+ mV[VY] = y;
+ mV[VZ] = z;
+}
+
+void LLVector3::quantize8(F32 lowerxy, F32 upperxy, F32 lowerz, F32 upperz)
+{
+ mV[VX] = U8_to_F32(F32_to_U8(mV[VX], lowerxy, upperxy), lowerxy, upperxy);;
+ mV[VY] = U8_to_F32(F32_to_U8(mV[VY], lowerxy, upperxy), lowerxy, upperxy);
+ mV[VZ] = U8_to_F32(F32_to_U8(mV[VZ], lowerz, upperz), lowerz, upperz);
+}
+
+
+void LLVector3::snap(S32 sig_digits)
+{
+ mV[VX] = snap_to_sig_figs(mV[VX], sig_digits);
+ mV[VY] = snap_to_sig_figs(mV[VY], sig_digits);
+ mV[VZ] = snap_to_sig_figs(mV[VZ], sig_digits);
+}
+
+const LLVector3& LLVector3::rotVec(const LLMatrix3 &mat)
+{
+ *this = *this * mat;
+ return *this;
+}
+
+const LLVector3& LLVector3::rotVec(const LLQuaternion &q)
+{
+ *this = *this * q;
+ return *this;
+}
+
+const LLVector3& LLVector3::transVec(const LLMatrix4& mat)
+{
+ setVec(
+ mV[VX] * mat.mMatrix[VX][VX] +
+ mV[VY] * mat.mMatrix[VX][VY] +
+ mV[VZ] * mat.mMatrix[VX][VZ] +
+ mat.mMatrix[VX][VW],
+
+ mV[VX] * mat.mMatrix[VY][VX] +
+ mV[VY] * mat.mMatrix[VY][VY] +
+ mV[VZ] * mat.mMatrix[VY][VZ] +
+ mat.mMatrix[VY][VW],
+
+ mV[VX] * mat.mMatrix[VZ][VX] +
+ mV[VY] * mat.mMatrix[VZ][VY] +
+ mV[VZ] * mat.mMatrix[VZ][VZ] +
+ mat.mMatrix[VZ][VW]);
+
+ return *this;
+}
+
+
+const LLVector3& LLVector3::rotVec(F32 angle, const LLVector3 &vec)
+{
+ if ( !vec.isExactlyZero() && angle )
+ {
+ *this = *this * LLQuaternion(angle, vec);
+ }
+ return *this;
+}
+
+const LLVector3& LLVector3::rotVec(F32 angle, F32 x, F32 y, F32 z)
+{
+ LLVector3 vec(x, y, z);
+ if ( !vec.isExactlyZero() && angle )
+ {
+ *this = *this * LLQuaternion(angle, vec);
+ }
+ return *this;
+}
+
+const LLVector3& LLVector3::scaleVec(const LLVector3& vec)
+{
+ mV[VX] *= vec.mV[VX];
+ mV[VY] *= vec.mV[VY];
+ mV[VZ] *= vec.mV[VZ];
+
+ return *this;
+}
+
+LLVector3 LLVector3::scaledVec(const LLVector3& vec) const
+{
+ LLVector3 ret = LLVector3(*this);
+ ret.scaleVec(vec);
+ return ret;
+}
+
+const LLVector3& LLVector3::set(const LLVector3d &vec)
+{
+ mV[0] = (F32)vec.mdV[0];
+ mV[1] = (F32)vec.mdV[1];
+ mV[2] = (F32)vec.mdV[2];
+ return (*this);
+}
+
+const LLVector3& LLVector3::set(const LLVector4 &vec)
+{
+ mV[0] = vec.mV[0];
+ mV[1] = vec.mV[1];
+ mV[2] = vec.mV[2];
+ return (*this);
+}
+
+const LLVector3& LLVector3::setVec(const LLVector3d &vec)
+{
+ mV[0] = (F32)vec.mdV[0];
+ mV[1] = (F32)vec.mdV[1];
+ mV[2] = (F32)vec.mdV[2];
+ return (*this);
+}
+
+const LLVector3& LLVector3::setVec(const LLVector4 &vec)
+{
+ mV[0] = vec.mV[0];
+ mV[1] = vec.mV[1];
+ mV[2] = vec.mV[2];
+ return (*this);
+}
+
+LLVector3::LLVector3(const LLVector2 &vec)
+{
+ mV[VX] = (F32)vec.mV[VX];
+ mV[VY] = (F32)vec.mV[VY];
+ mV[VZ] = 0;
+}
+
+LLVector3::LLVector3(const LLVector3d &vec)
+{
+ mV[VX] = (F32)vec.mdV[VX];
+ mV[VY] = (F32)vec.mdV[VY];
+ mV[VZ] = (F32)vec.mdV[VZ];
+}
+
+LLVector3::LLVector3(const LLVector4 &vec)
+{
+ mV[VX] = (F32)vec.mV[VX];
+ mV[VY] = (F32)vec.mV[VY];
+ mV[VZ] = (F32)vec.mV[VZ];
+}
+
+LLVector3::LLVector3(const LLVector4a& vec)
+ : LLVector3(vec.getF32ptr())
+{
+
+}
+
+LLVector3::LLVector3(const LLSD& sd)
+{
+ setValue(sd);
+}
+
+LLSD LLVector3::getValue() const
+{
+ LLSD ret;
+ ret[0] = mV[0];
+ ret[1] = mV[1];
+ ret[2] = mV[2];
+ return ret;
+}
+
+void LLVector3::setValue(const LLSD& sd)
+{
+ mV[0] = (F32) sd[0].asReal();
+ mV[1] = (F32) sd[1].asReal();
+ mV[2] = (F32) sd[2].asReal();
+}
+
+const LLVector3& operator*=(LLVector3 &a, const LLQuaternion &rot)
+{
+ const F32 rw = - rot.mQ[VX] * a.mV[VX] - rot.mQ[VY] * a.mV[VY] - rot.mQ[VZ] * a.mV[VZ];
+ const F32 rx = rot.mQ[VW] * a.mV[VX] + rot.mQ[VY] * a.mV[VZ] - rot.mQ[VZ] * a.mV[VY];
+ const F32 ry = rot.mQ[VW] * a.mV[VY] + rot.mQ[VZ] * a.mV[VX] - rot.mQ[VX] * a.mV[VZ];
+ const F32 rz = rot.mQ[VW] * a.mV[VZ] + rot.mQ[VX] * a.mV[VY] - rot.mQ[VY] * a.mV[VX];
+
+ a.mV[VX] = - rw * rot.mQ[VX] + rx * rot.mQ[VW] - ry * rot.mQ[VZ] + rz * rot.mQ[VY];
+ a.mV[VY] = - rw * rot.mQ[VY] + ry * rot.mQ[VW] - rz * rot.mQ[VX] + rx * rot.mQ[VZ];
+ a.mV[VZ] = - rw * rot.mQ[VZ] + rz * rot.mQ[VW] - rx * rot.mQ[VY] + ry * rot.mQ[VX];
+
+ return a;
+}
+
+// static
+bool LLVector3::parseVector3(const std::string& buf, LLVector3* value)
+{
+ if( buf.empty() || value == nullptr)
+ {
+ return false;
+ }
+
+ LLVector3 v;
+ S32 count = sscanf( buf.c_str(), "%f %f %f", v.mV + 0, v.mV + 1, v.mV + 2 );
+ if( 3 == count )
+ {
+ value->setVec( v );
+ return true;
+ }
+
+ return false;
+}
+
+// Displacement from query point to nearest neighbor point on bounding box.
+// Returns zero vector for points within or on the box.
+LLVector3 point_to_box_offset(LLVector3& pos, const LLVector3* box)
+{
+ LLVector3 offset;
+ for (S32 k=0; k<3; k++)
+ {
+ offset[k] = 0;
+ if (pos[k] < box[0][k])
+ {
+ offset[k] = pos[k] - box[0][k];
+ }
+ else if (pos[k] > box[1][k])
+ {
+ offset[k] = pos[k] - box[1][k];
+ }
+ }
+ return offset;
+}
+
+bool box_valid_and_non_zero(const LLVector3* box)
+{
+ if (!box[0].isFinite() || !box[1].isFinite())
+ {
+ return false;
+ }
+ LLVector3 zero_vec;
+ zero_vec.clear();
+ if ((box[0] != zero_vec) || (box[1] != zero_vec))
+ {
+ return true;
+ }
+ return false;
+}
+
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