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-rw-r--r--indra/llmath/v3math.cpp141
1 files changed, 70 insertions, 71 deletions
diff --git a/indra/llmath/v3math.cpp b/indra/llmath/v3math.cpp
index a867b9f578..bd96417190 100644
--- a/indra/llmath/v3math.cpp
+++ b/indra/llmath/v3math.cpp
@@ -28,7 +28,6 @@
#include "v3math.h"
-//#include "vmath.h"
#include "v2math.h"
#include "v4math.h"
#include "m4math.h"
@@ -53,27 +52,27 @@ 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)
+// Returns true if data changed.
+bool LLVector3::clamp(F32 min, F32 max)
{
- BOOL ret = FALSE;
+ 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[VX] < min) { mV[VX] = min; ret = true; }
+ if (mV[VY] < min) { mV[VY] = min; ret = true; }
+ if (mV[VZ] < min) { mV[VZ] = 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; }
+ if (mV[VX] > max) { mV[VX] = max; ret = true; }
+ if (mV[VY] > max) { mV[VY] = max; ret = true; }
+ if (mV[VZ] > max) { mV[VZ] = max; ret = true; }
return ret;
}
// Clamps length to an upper limit.
-// Returns TRUE if the data changed
-BOOL LLVector3::clampLength( F32 length_limit )
+// Returns true if the data changed
+bool LLVector3::clampLength( F32 length_limit )
{
- BOOL changed = FALSE;
+ bool changed{ false };
F32 len = length();
if (llfinite(len))
@@ -85,10 +84,10 @@ BOOL LLVector3::clampLength( F32 length_limit )
{
length_limit = 0.f;
}
- mV[0] *= length_limit;
- mV[1] *= length_limit;
- mV[2] *= length_limit;
- changed = TRUE;
+ mV[VX] *= length_limit;
+ mV[VY] *= length_limit;
+ mV[VZ] *= length_limit;
+ changed = true;
}
}
else
@@ -108,7 +107,7 @@ BOOL LLVector3::clampLength( F32 length_limit )
{
// no it can't be salvaged --> clear it
clear();
- changed = TRUE;
+ changed = true;
break;
}
}
@@ -116,49 +115,49 @@ BOOL LLVector3::clampLength( F32 length_limit )
{
// 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;
+ mV[VX] /= max_abs_component;
+ mV[VY] /= max_abs_component;
+ mV[VZ] /= 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;
+ mV[VX] *= length_limit;
+ mV[VY] *= length_limit;
+ mV[VZ] *= length_limit;
}
}
return changed;
}
-BOOL LLVector3::clamp(const LLVector3 &min_vec, const LLVector3 &max_vec)
+bool LLVector3::clamp(const LLVector3& min_vec, const LLVector3& max_vec)
{
- BOOL ret = FALSE;
+ 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[VX] < min_vec[0]) { mV[VX] = min_vec[0]; ret = true; }
+ if (mV[VY] < min_vec[1]) { mV[VY] = min_vec[1]; ret = true; }
+ if (mV[VZ] < min_vec[2]) { mV[VZ] = 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; }
+ if (mV[VX] > max_vec[0]) { mV[VX] = max_vec[0]; ret = true; }
+ if (mV[VY] > max_vec[1]) { mV[VY] = max_vec[1]; ret = true; }
+ if (mV[VZ] > max_vec[2]) { mV[VZ] = 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()
+// Returns true if data changed
+bool LLVector3::abs()
{
- BOOL ret = FALSE;
+ 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; }
+ if (mV[VX] < 0.f) { mV[VX] = -mV[VX]; ret = true; }
+ if (mV[VY] < 0.f) { mV[VY] = -mV[VY]; ret = true; }
+ if (mV[VZ] < 0.f) { mV[VZ] = -mV[VZ]; ret = true; }
return ret;
}
@@ -194,13 +193,13 @@ void LLVector3::snap(S32 sig_digits)
mV[VZ] = snap_to_sig_figs(mV[VZ], sig_digits);
}
-const LLVector3& LLVector3::rotVec(const LLMatrix3 &mat)
+const LLVector3& LLVector3::rotVec(const LLMatrix3& mat)
{
*this = *this * mat;
return *this;
}
-const LLVector3& LLVector3::rotVec(const LLQuaternion &q)
+const LLVector3& LLVector3::rotVec(const LLQuaternion& q)
{
*this = *this * q;
return *this;
@@ -228,7 +227,7 @@ const LLVector3& LLVector3::transVec(const LLMatrix4& mat)
}
-const LLVector3& LLVector3::rotVec(F32 angle, const LLVector3 &vec)
+const LLVector3& LLVector3::rotVec(F32 angle, const LLVector3& vec)
{
if ( !vec.isExactlyZero() && angle )
{
@@ -263,35 +262,35 @@ LLVector3 LLVector3::scaledVec(const LLVector3& vec) const
return ret;
}
-const LLVector3& LLVector3::set(const LLVector3d &vec)
+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];
+ mV[VX] = (F32)vec.mdV[VX];
+ mV[VY] = (F32)vec.mdV[VY];
+ mV[VZ] = (F32)vec.mdV[VZ];
return (*this);
}
-const LLVector3& LLVector3::set(const LLVector4 &vec)
+const LLVector3& LLVector3::set(const LLVector4& vec)
{
- mV[0] = vec.mV[0];
- mV[1] = vec.mV[1];
- mV[2] = vec.mV[2];
+ mV[VX] = vec.mV[VX];
+ mV[VY] = vec.mV[VY];
+ mV[VZ] = vec.mV[VZ];
return (*this);
}
-const LLVector3& LLVector3::setVec(const LLVector3d &vec)
+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];
+ mV[VX] = (F32)vec.mdV[0];
+ mV[VY] = (F32)vec.mdV[1];
+ mV[VZ] = (F32)vec.mdV[2];
return (*this);
}
-const LLVector3& LLVector3::setVec(const LLVector4 &vec)
+const LLVector3& LLVector3::setVec(const LLVector4& vec)
{
- mV[0] = vec.mV[0];
- mV[1] = vec.mV[1];
- mV[2] = vec.mV[2];
+ mV[VX] = vec.mV[VX];
+ mV[VY] = vec.mV[VY];
+ mV[VZ] = vec.mV[VZ];
return (*this);
}
@@ -302,14 +301,14 @@ LLVector3::LLVector3(const LLVector2 &vec)
mV[VZ] = 0;
}
-LLVector3::LLVector3(const LLVector3d &vec)
+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)
+LLVector3::LLVector3(const LLVector4& vec)
{
mV[VX] = (F32)vec.mV[VX];
mV[VY] = (F32)vec.mV[VY];
@@ -330,20 +329,20 @@ LLVector3::LLVector3(const LLSD& sd)
LLSD LLVector3::getValue() const
{
LLSD ret;
- ret[0] = mV[0];
- ret[1] = mV[1];
- ret[2] = mV[2];
+ ret[0] = mV[VX];
+ ret[1] = mV[VY];
+ ret[2] = mV[VZ];
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();
+ mV[VX] = (F32) sd[0].asReal();
+ mV[VY] = (F32) sd[1].asReal();
+ mV[VZ] = (F32) sd[2].asReal();
}
-const LLVector3& operator*=(LLVector3 &a, const LLQuaternion &rot)
+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];
@@ -358,11 +357,11 @@ const LLVector3& operator*=(LLVector3 &a, const LLQuaternion &rot)
}
// static
-BOOL LLVector3::parseVector3(const std::string& buf, LLVector3* value)
+bool LLVector3::parseVector3(const std::string& buf, LLVector3* value)
{
- if( buf.empty() || value == NULL)
+ if( buf.empty() || value == nullptr)
{
- return FALSE;
+ return false;
}
LLVector3 v;
@@ -370,10 +369,10 @@ BOOL LLVector3::parseVector3(const std::string& buf, LLVector3* value)
if( 3 == count )
{
value->setVec( v );
- return TRUE;
+ return true;
}
- return FALSE;
+ return false;
}
// Displacement from query point to nearest neighbor point on bounding box.