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-rw-r--r--indra/llmath/v3math.cpp106
1 files changed, 53 insertions, 53 deletions
diff --git a/indra/llmath/v3math.cpp b/indra/llmath/v3math.cpp
index 73ad2a4ed6..941a122528 100644
--- a/indra/llmath/v3math.cpp
+++ b/indra/llmath/v3math.cpp
@@ -58,13 +58,13 @@ 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[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;
}
@@ -85,9 +85,9 @@ bool LLVector3::clampLength( F32 length_limit )
{
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;
changed = true;
}
}
@@ -116,35 +116,35 @@ 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 };
- 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;
}
@@ -156,9 +156,9 @@ 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; }
+ 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 +194,13 @@ 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 +228,7 @@ 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 +263,35 @@ 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 +302,14 @@ 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 +330,20 @@ 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];