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-rw-r--r--indra/llmath/v3math.cpp826
1 files changed, 413 insertions, 413 deletions
diff --git a/indra/llmath/v3math.cpp b/indra/llmath/v3math.cpp
index 089d4ce6db..73ad2a4ed6 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;
+}
+