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Diffstat (limited to 'indra/llmath/v3math.h')
-rw-r--r-- | indra/llmath/v3math.h | 446 |
1 files changed, 446 insertions, 0 deletions
diff --git a/indra/llmath/v3math.h b/indra/llmath/v3math.h new file mode 100644 index 0000000000..09042b6dc3 --- /dev/null +++ b/indra/llmath/v3math.h @@ -0,0 +1,446 @@ +/** + * @file v3math.h + * @brief LLVector3 class header file. + * + * Copyright (c) 2000-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#ifndef LL_V3MATH_H +#define LL_V3MATH_H + +#include "llerror.h" +#include "llmath.h" + +#include "llsd.h" +class LLVector4; +class LLMatrix3; +class LLVector3d; +class LLQuaternion; + +// Llvector3 = |x y z w| + +static const U32 LENGTHOFVECTOR3 = 3; + +class LLVector3 +{ + public: + F32 mV[LENGTHOFVECTOR3]; + + static const LLVector3 zero; + static const LLVector3 x_axis; + static const LLVector3 y_axis; + static const LLVector3 z_axis; + static const LLVector3 x_axis_neg; + static const LLVector3 y_axis_neg; + static const LLVector3 z_axis_neg; + static const LLVector3 all_one; + + inline LLVector3(); // Initializes LLVector3 to (0, 0, 0) + inline LLVector3(const F32 x, const F32 y, const F32 z); // Initializes LLVector3 to (x. y, z) + inline explicit LLVector3(const F32 *vec); // Initializes LLVector3 to (vec[0]. vec[1], vec[2]) + explicit LLVector3(const LLVector3d &vec); // Initializes LLVector3 to (vec[0]. vec[1], vec[2]) + explicit LLVector3(const LLVector4 &vec); // Initializes LLVector4 to (vec[0]. vec[1], vec[2]) + LLVector3(const LLSD& sd) + { + setValue(sd); + } + + LLSD getValue() const + { + LLSD ret; + ret[0] = mV[0]; + ret[1] = mV[1]; + ret[2] = mV[2]; + return ret; + } + + void 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=(const LLSD& sd) + { + setValue(sd); + return *this; + } + + inline BOOL isFinite() const; // checks to see if all values of LLVector3 are finite + BOOL clamp(F32 min, F32 max); // Clamps all values to (min,max), returns TRUE if data changed + + void quantize16(F32 lowerxy, F32 upperxy, F32 lowerz, F32 upperz); // changes the vector to reflect quatization + void quantize8(F32 lowerxy, F32 upperxy, F32 lowerz, F32 upperz); // changes the vector to reflect quatization + void snap(S32 sig_digits); // snaps x,y,z to sig_digits decimal places + + BOOL abs(); // sets all values to absolute value of original value (first octant), returns TRUE if changed + + inline void clearVec(); // Clears LLVector3 to (0, 0, 0, 1) + inline void zeroVec(); // Zero LLVector3 to (0, 0, 0, 0) + inline void setVec(F32 x, F32 y, F32 z); // Sets LLVector3 to (x, y, z, 1) + inline void setVec(const LLVector3 &vec); // Sets LLVector3 to vec + inline void setVec(const F32 *vec); // Sets LLVector3 to vec + + const LLVector3& setVec(const LLVector4 &vec); + const LLVector3& setVec(const LLVector3d &vec); // Sets LLVector3 to vec + + F32 magVec() const; // Returns magnitude of LLVector3 + F32 magVecSquared() const; // Returns magnitude squared of LLVector3 + inline F32 normVec(); // Normalizes and returns the magnitude of LLVector3 + + const LLVector3& rotVec(F32 angle, const LLVector3 &vec); // Rotates about vec by angle radians + const LLVector3& rotVec(F32 angle, F32 x, F32 y, F32 z); // Rotates about x,y,z by angle radians + const LLVector3& rotVec(const LLMatrix3 &mat); // Rotates by LLMatrix4 mat + const LLVector3& rotVec(const LLQuaternion &q); // Rotates by LLQuaternion q + + const LLVector3& scaleVec(const LLVector3& vec); // scales per component by vec + LLVector3 scaledVec(const LLVector3& vec) const; // get a copy of this vector scaled by vec + + BOOL isNull() const; // Returns TRUE if vector has a _very_small_ length + BOOL isExactlyZero() const { return !mV[VX] && !mV[VY] && !mV[VZ]; } + + F32 operator[](int idx) const { return mV[idx]; } + F32 &operator[](int idx) { return mV[idx]; } + + friend LLVector3 operator+(const LLVector3 &a, const LLVector3 &b); // Return vector a + b + friend LLVector3 operator-(const LLVector3 &a, const LLVector3 &b); // Return vector a minus b + friend F32 operator*(const LLVector3 &a, const LLVector3 &b); // Return a dot b + friend LLVector3 operator%(const LLVector3 &a, const LLVector3 &b); // Return a cross b + friend LLVector3 operator*(const LLVector3 &a, F32 k); // Return a times scaler k + friend LLVector3 operator/(const LLVector3 &a, F32 k); // Return a divided by scaler k + friend LLVector3 operator*(F32 k, const LLVector3 &a); // Return a times scaler k + friend bool operator==(const LLVector3 &a, const LLVector3 &b); // Return a == b + friend bool operator!=(const LLVector3 &a, const LLVector3 &b); // Return a != b + // less than operator useful for using vectors as std::map keys + friend bool operator<(const LLVector3 &a, const LLVector3 &b); // Return a < b + + friend const LLVector3& operator+=(LLVector3 &a, const LLVector3 &b); // Return vector a + b + friend const LLVector3& operator-=(LLVector3 &a, const LLVector3 &b); // Return vector a minus b + friend const LLVector3& operator%=(LLVector3 &a, const LLVector3 &b); // Return a cross b + friend const LLVector3& operator*=(LLVector3 &a, const LLVector3 &b); // Returns a * b; + friend const LLVector3& operator*=(LLVector3 &a, F32 k); // Return a times scaler k + friend const LLVector3& operator/=(LLVector3 &a, F32 k); // Return a divided by scaler k + friend const LLVector3& operator*=(LLVector3 &a, const LLQuaternion &b); // Returns a * b; + + friend LLVector3 operator-(const LLVector3 &a); // Return vector -a + + friend std::ostream& operator<<(std::ostream& s, const LLVector3 &a); // Stream a + + static BOOL parseVector3(const char* buf, LLVector3* value); +}; + +typedef LLVector3 LLSimLocalVec; + +// Non-member functions + +F32 angle_between(const LLVector3 &a, const LLVector3 &b); // Returns angle (radians) between a and b +BOOL are_parallel(const LLVector3 &a, const LLVector3 &b, F32 epsilon=F_APPROXIMATELY_ZERO); // Returns TRUE if a and b are very close to parallel +F32 dist_vec(const LLVector3 &a, const LLVector3 &b); // Returns distance between a and b +F32 dist_vec_squared(const LLVector3 &a, const LLVector3 &b);// Returns distance sqaured between a and b +F32 dist_vec_squared2D(const LLVector3 &a, const LLVector3 &b);// Returns distance sqaured between a and b ignoring Z component +LLVector3 projected_vec(const LLVector3 &a, const LLVector3 &b); // Returns vector a projected on vector b +LLVector3 lerp(const LLVector3 &a, const LLVector3 &b, F32 u); // Returns a vector that is a linear interpolation between a and b + +inline LLVector3::LLVector3(void) +{ + mV[0] = 0.f; + mV[1] = 0.f; + mV[2] = 0.f; +} + +inline LLVector3::LLVector3(const F32 x, const F32 y, const F32 z) +{ + mV[VX] = x; + mV[VY] = y; + mV[VZ] = z; +} + +inline LLVector3::LLVector3(const F32 *vec) +{ + mV[VX] = vec[VX]; + mV[VY] = vec[VY]; + mV[VZ] = vec[VZ]; +} + +/* +inline LLVector3::LLVector3(const LLVector3 ©) +{ + mV[VX] = copy.mV[VX]; + mV[VY] = copy.mV[VY]; + mV[VZ] = copy.mV[VZ]; +} +*/ + +// Destructors + +// checker +inline BOOL LLVector3::isFinite() const +{ + return (llfinite(mV[VX]) && llfinite(mV[VY]) && llfinite(mV[VZ])); +} + + +// Clear and Assignment Functions + +inline void LLVector3::clearVec(void) +{ + mV[0] = 0.f; + mV[1] = 0.f; + mV[2] = 0.f; +} + +inline void LLVector3::zeroVec(void) +{ + mV[0] = 0.f; + mV[1] = 0.f; + mV[2] = 0.f; +} + +inline void LLVector3::setVec(F32 x, F32 y, F32 z) +{ + mV[VX] = x; + mV[VY] = y; + mV[VZ] = z; +} + +inline void LLVector3::setVec(const LLVector3 &vec) +{ + mV[0] = vec.mV[0]; + mV[1] = vec.mV[1]; + mV[2] = vec.mV[2]; +} + +inline void LLVector3::setVec(const F32 *vec) +{ + mV[0] = vec[0]; + mV[1] = vec[1]; + mV[2] = vec[2]; +} + +inline F32 LLVector3::normVec(void) +{ + F32 mag = fsqrtf(mV[0]*mV[0] + mV[1]*mV[1] + mV[2]*mV[2]); + F32 oomag; + + if (mag > FP_MAG_THRESHOLD) + { + oomag = 1.f/mag; + mV[0] *= oomag; + mV[1] *= oomag; + mV[2] *= oomag; + } + else + { + mV[0] = 0.f; + mV[1] = 0.f; + mV[2] = 0.f; + mag = 0; + } + return (mag); +} + +// LLVector3 Magnitude and Normalization Functions + +inline F32 LLVector3::magVec(void) const +{ + return fsqrtf(mV[0]*mV[0] + mV[1]*mV[1] + mV[2]*mV[2]); +} + +inline F32 LLVector3::magVecSquared(void) const +{ + return mV[0]*mV[0] + mV[1]*mV[1] + mV[2]*mV[2]; +} + +inline LLVector3 operator+(const LLVector3 &a, const LLVector3 &b) +{ + LLVector3 c(a); + return c += b; +} + +inline LLVector3 operator-(const LLVector3 &a, const LLVector3 &b) +{ + LLVector3 c(a); + return c -= b; +} + +inline F32 operator*(const LLVector3 &a, const LLVector3 &b) +{ + return (a.mV[0]*b.mV[0] + a.mV[1]*b.mV[1] + a.mV[2]*b.mV[2]); +} + +inline LLVector3 operator%(const LLVector3 &a, const LLVector3 &b) +{ + return LLVector3( a.mV[1]*b.mV[2] - b.mV[1]*a.mV[2], a.mV[2]*b.mV[0] - b.mV[2]*a.mV[0], a.mV[0]*b.mV[1] - b.mV[0]*a.mV[1] ); +} + +inline LLVector3 operator/(const LLVector3 &a, F32 k) +{ + F32 t = 1.f / k; + return LLVector3( a.mV[0] * t, a.mV[1] * t, a.mV[2] * t ); +} + +inline LLVector3 operator*(const LLVector3 &a, F32 k) +{ + return LLVector3( a.mV[0] * k, a.mV[1] * k, a.mV[2] * k ); +} + +inline LLVector3 operator*(F32 k, const LLVector3 &a) +{ + return LLVector3( a.mV[0] * k, a.mV[1] * k, a.mV[2] * k ); +} + +inline bool operator==(const LLVector3 &a, const LLVector3 &b) +{ + return ( (a.mV[0] == b.mV[0]) + &&(a.mV[1] == b.mV[1]) + &&(a.mV[2] == b.mV[2])); +} + +inline bool operator!=(const LLVector3 &a, const LLVector3 &b) +{ + return ( (a.mV[0] != b.mV[0]) + ||(a.mV[1] != b.mV[1]) + ||(a.mV[2] != b.mV[2])); +} + +inline bool operator<(const LLVector3 &a, const LLVector3 &b) +{ + return (a.mV[0] < b.mV[0] + || (a.mV[0] == b.mV[0] + && (a.mV[1] < b.mV[1] + || (a.mV[1] == b.mV[1]) + && a.mV[2] < b.mV[2]))); +} + +inline const LLVector3& operator+=(LLVector3 &a, const LLVector3 &b) +{ + a.mV[0] += b.mV[0]; + a.mV[1] += b.mV[1]; + a.mV[2] += b.mV[2]; + return a; +} + +inline const LLVector3& operator-=(LLVector3 &a, const LLVector3 &b) +{ + a.mV[0] -= b.mV[0]; + a.mV[1] -= b.mV[1]; + a.mV[2] -= b.mV[2]; + return a; +} + +inline const LLVector3& operator%=(LLVector3 &a, const LLVector3 &b) +{ + LLVector3 ret( a.mV[1]*b.mV[2] - b.mV[1]*a.mV[2], a.mV[2]*b.mV[0] - b.mV[2]*a.mV[0], a.mV[0]*b.mV[1] - b.mV[0]*a.mV[1]); + a = ret; + return a; +} + +inline const LLVector3& operator*=(LLVector3 &a, F32 k) +{ + a.mV[0] *= k; + a.mV[1] *= k; + a.mV[2] *= k; + return a; +} + +inline const LLVector3& operator*=(LLVector3 &a, const LLVector3 &b) +{ + a.mV[0] *= b.mV[0]; + a.mV[1] *= b.mV[1]; + a.mV[2] *= b.mV[2]; + return a; +} + +inline const LLVector3& operator/=(LLVector3 &a, F32 k) +{ + F32 t = 1.f / k; + a.mV[0] *= t; + a.mV[1] *= t; + a.mV[2] *= t; + return a; +} + +inline LLVector3 operator-(const LLVector3 &a) +{ + return LLVector3( -a.mV[0], -a.mV[1], -a.mV[2] ); +} + +inline F32 dist_vec(const LLVector3 &a, const LLVector3 &b) +{ + F32 x = a.mV[0] - b.mV[0]; + F32 y = a.mV[1] - b.mV[1]; + F32 z = a.mV[2] - b.mV[2]; + return fsqrtf( x*x + y*y + z*z ); +} + +inline F32 dist_vec_squared(const LLVector3 &a, const LLVector3 &b) +{ + F32 x = a.mV[0] - b.mV[0]; + F32 y = a.mV[1] - b.mV[1]; + F32 z = a.mV[2] - b.mV[2]; + return x*x + y*y + z*z; +} + +inline F32 dist_vec_squared2D(const LLVector3 &a, const LLVector3 &b) +{ + F32 x = a.mV[0] - b.mV[0]; + F32 y = a.mV[1] - b.mV[1]; + return x*x + y*y; +} + +inline LLVector3 projected_vec(const LLVector3 &a, const LLVector3 &b) +{ + LLVector3 project_axis = b; + project_axis.normVec(); + return project_axis * (a * project_axis); +} + +inline LLVector3 lerp(const LLVector3 &a, const LLVector3 &b, F32 u) +{ + return LLVector3( + a.mV[VX] + (b.mV[VX] - a.mV[VX]) * u, + a.mV[VY] + (b.mV[VY] - a.mV[VY]) * u, + a.mV[VZ] + (b.mV[VZ] - a.mV[VZ]) * u); +} + + +inline BOOL LLVector3::isNull() const +{ + if ( F_APPROXIMATELY_ZERO > mV[VX]*mV[VX] + mV[VY]*mV[VY] + mV[VZ]*mV[VZ] ) + { + return TRUE; + } + return FALSE; +} + + +inline F32 angle_between(const LLVector3& a, const LLVector3& b) +{ + LLVector3 an = a; + LLVector3 bn = b; + an.normVec(); + bn.normVec(); + F32 cosine = an * bn; + F32 angle = (cosine >= 1.0f) ? 0.0f : + (cosine <= -1.0f) ? F_PI : + (F32)acos(cosine); + return angle; +} + +inline BOOL are_parallel(const LLVector3 &a, const LLVector3 &b, F32 epsilon) +{ + LLVector3 an = a; + LLVector3 bn = b; + an.normVec(); + bn.normVec(); + F32 dot = an * bn; + if ( (1.0f - fabs(dot)) < epsilon) + { + return TRUE; + } + return FALSE; +} + +#endif |