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-rw-r--r--indra/llmath/v3math.h150
1 files changed, 103 insertions, 47 deletions
diff --git a/indra/llmath/v3math.h b/indra/llmath/v3math.h
index 098ca5218c..551c7df6c9 100644
--- a/indra/llmath/v3math.h
+++ b/indra/llmath/v3math.h
@@ -112,24 +112,24 @@ class LLVector3
const LLVector3& setVec(const LLVector4 &vec); // deprecated
const LLVector3& setVec(const LLVector3d &vec); // deprecated
- F32 length() const; // Returns magnitude of LLVector3
- F32 lengthSquared() const; // Returns magnitude squared of LLVector3
- F32 magVec() const; // deprecated
- F32 magVecSquared() const; // deprecated
+ F32 length() const; // Returns magnitude of LLVector3
+ F32 lengthSquared() const; // Returns magnitude squared of LLVector3
+ F32 magVec() const; // deprecated
+ F32 magVecSquared() const; // deprecated
- inline F32 normalize(); // Normalizes and returns the magnitude of LLVector3
- inline F32 normVec(); // deprecated
+ inline F32 normalize(); // Normalizes and returns the magnitude of LLVector3
+ inline F32 normVec(); // deprecated
- inline bool inRange(F32 min, F32 max) const; // Returns true if all values of the vector are between min and max
+ inline bool inRange( F32 min, F32 max ) const; // Returns true if all values of the vector are between min and max
- 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& transVec(const LLMatrix4& mat); // Transforms by LLMatrix4 mat (mat * v)
+ 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& transVec(const LLMatrix4& mat); // Transforms by LLMatrix4 mat (mat * v)
- 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
+ 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]; }
@@ -183,17 +183,23 @@ bool box_valid_and_non_zero(const LLVector3* box);
inline LLVector3::LLVector3()
{
- clear();
+ mV[VX] = 0.f;
+ mV[VY] = 0.f;
+ mV[VZ] = 0.f;
}
inline LLVector3::LLVector3(const F32 x, const F32 y, const F32 z)
{
- set(x, y, z);
+ mV[VX] = x;
+ mV[VY] = y;
+ mV[VZ] = z;
}
inline LLVector3::LLVector3(const F32 *vec)
{
- set(vec);
+ mV[VX] = vec[VX];
+ mV[VY] = vec[VY];
+ mV[VZ] = vec[VZ];
}
inline LLVector3::LLVector3(const glm::vec3& vec)
@@ -224,7 +230,7 @@ inline LLVector3::LLVector3(const LLVector3 &copy)
// checker
inline bool LLVector3::isFinite() const
{
- return llfinite(mV[VX]) && llfinite(mV[VY]) && llfinite(mV[VZ]);
+ return (llfinite(mV[VX]) && llfinite(mV[VY]) && llfinite(mV[VZ]));
}
@@ -232,22 +238,30 @@ inline bool LLVector3::isFinite() const
inline void LLVector3::clear()
{
- set(0.f, 0.f, 0.f);
+ mV[VX] = 0.f;
+ mV[VY] = 0.f;
+ mV[VZ] = 0.f;
}
inline void LLVector3::setZero()
{
- clear();
+ mV[VX] = 0.f;
+ mV[VY] = 0.f;
+ mV[VZ] = 0.f;
}
inline void LLVector3::clearVec()
{
- clear();
+ mV[VX] = 0.f;
+ mV[VY] = 0.f;
+ mV[VZ] = 0.f;
}
inline void LLVector3::zeroVec()
{
- clear();
+ mV[VX] = 0.f;
+ mV[VY] = 0.f;
+ mV[VZ] = 0.f;
}
inline void LLVector3::set(F32 x, F32 y, F32 z)
@@ -259,12 +273,16 @@ inline void LLVector3::set(F32 x, F32 y, F32 z)
inline void LLVector3::set(const LLVector3& vec)
{
- set(vec.mV[VX], vec.mV[VY], vec.mV[VZ]);
+ mV[VX] = vec.mV[VX];
+ mV[VY] = vec.mV[VY];
+ mV[VZ] = vec.mV[VZ];
}
inline void LLVector3::set(const F32* vec)
{
- set(vec[VX], vec[VY], vec[VZ]);
+ mV[VX] = vec[VX];
+ mV[VY] = vec[VY];
+ mV[VZ] = vec[VZ];
}
inline void LLVector3::set(const glm::vec4& vec)
@@ -284,66 +302,95 @@ inline void LLVector3::set(const glm::vec3& vec)
// deprecated
inline void LLVector3::setVec(F32 x, F32 y, F32 z)
{
- set(x, y, z);
+ mV[VX] = x;
+ mV[VY] = y;
+ mV[VZ] = z;
}
// deprecated
inline void LLVector3::setVec(const LLVector3& vec)
{
- set(vec);
+ mV[VX] = vec.mV[VX];
+ mV[VY] = vec.mV[VY];
+ mV[VZ] = vec.mV[VZ];
}
// deprecated
inline void LLVector3::setVec(const F32* vec)
{
- set(vec);
+ mV[VX] = vec[0];
+ mV[VY] = vec[1];
+ mV[VZ] = vec[2];
}
inline F32 LLVector3::normalize()
{
F32 mag = (F32) sqrt(mV[VX]*mV[VX] + mV[VY]*mV[VY] + mV[VZ]*mV[VZ]);
+ F32 oomag;
if (mag > FP_MAG_THRESHOLD)
{
- *this /= mag;
+ oomag = 1.f/mag;
+ mV[VX] *= oomag;
+ mV[VY] *= oomag;
+ mV[VZ] *= oomag;
}
else
{
- clear();
+ mV[VX] = 0.f;
+ mV[VY] = 0.f;
+ mV[VZ] = 0.f;
mag = 0;
}
- return mag;
+ return (mag);
}
// deprecated
inline F32 LLVector3::normVec()
{
- return normalize();
+ F32 mag = sqrt(mV[VX]*mV[VX] + mV[VY]*mV[VY] + mV[VZ]*mV[VZ]);
+ F32 oomag;
+
+ if (mag > FP_MAG_THRESHOLD)
+ {
+ oomag = 1.f/mag;
+ mV[VX] *= oomag;
+ mV[VY] *= oomag;
+ mV[VZ] *= oomag;
+ }
+ else
+ {
+ mV[VX] = 0.f;
+ mV[VY] = 0.f;
+ mV[VZ] = 0.f;
+ mag = 0;
+ }
+ return (mag);
}
// LLVector3 Magnitude and Normalization Functions
-inline F32 LLVector3::length() const
+inline F32 LLVector3::length() const
{
- return sqrt(lengthSquared());
+ return sqrt(mV[VX]*mV[VX] + mV[VY]*mV[VY] + mV[VZ]*mV[VZ]);
}
-inline F32 LLVector3::lengthSquared() const
+inline F32 LLVector3::lengthSquared() const
{
return mV[VX]*mV[VX] + mV[VY]*mV[VY] + mV[VZ]*mV[VZ];
}
-inline F32 LLVector3::magVec() const
+inline F32 LLVector3::magVec() const
{
- return length();
+ return sqrt(mV[VX]*mV[VX] + mV[VY]*mV[VY] + mV[VZ]*mV[VZ]);
}
-inline F32 LLVector3::magVecSquared() const
+inline F32 LLVector3::magVecSquared() const
{
- return lengthSquared();
+ return mV[VX]*mV[VX] + mV[VY]*mV[VY] + mV[VZ]*mV[VZ];
}
-inline bool LLVector3::inRange(F32 min, F32 max) const
+inline bool LLVector3::inRange( F32 min, F32 max ) const
{
return mV[VX] >= min && mV[VX] <= max &&
mV[VY] >= min && mV[VY] <= max &&
@@ -369,7 +416,7 @@ inline F32 operator*(const LLVector3& a, const LLVector3& b)
inline LLVector3 operator%(const LLVector3& a, const LLVector3& b)
{
- return LLVector3(a.mV[VY]*b.mV[VZ] - b.mV[VY]*a.mV[VZ], a.mV[VZ]*b.mV[VX] - b.mV[VZ]*a.mV[VX], a.mV[VX]*b.mV[VY] - b.mV[VX]*a.mV[VY]);
+ return LLVector3( a.mV[VY]*b.mV[VZ] - b.mV[VY]*a.mV[VZ], a.mV[VZ]*b.mV[VX] - b.mV[VZ]*a.mV[VX], a.mV[VX]*b.mV[VY] - b.mV[VX]*a.mV[VY] );
}
inline LLVector3 operator/(const LLVector3& a, F32 k)
@@ -429,7 +476,7 @@ inline const LLVector3& operator-=(LLVector3& a, const LLVector3& b)
inline const LLVector3& operator%=(LLVector3& a, const LLVector3& b)
{
- LLVector3 ret(a.mV[VY]*b.mV[VZ] - b.mV[VY]*a.mV[VZ], a.mV[VZ]*b.mV[VX] - b.mV[VZ]*a.mV[VX], a.mV[VX]*b.mV[VY] - b.mV[VX]*a.mV[VY]);
+ LLVector3 ret( a.mV[VY]*b.mV[VZ] - b.mV[VY]*a.mV[VZ], a.mV[VZ]*b.mV[VX] - b.mV[VZ]*a.mV[VX], a.mV[VX]*b.mV[VY] - b.mV[VX]*a.mV[VY]);
a = ret;
return a;
}
@@ -452,7 +499,9 @@ inline const LLVector3& operator*=(LLVector3& a, const LLVector3& b)
inline const LLVector3& operator/=(LLVector3& a, F32 k)
{
- a *= 1.f / k;
+ a.mV[VX] /= k;
+ a.mV[VY] /= k;
+ a.mV[VZ] /= k;
return a;
}
@@ -477,7 +526,7 @@ inline F32 dist_vec(const LLVector3& a, const LLVector3& b)
F32 x = a.mV[VX] - b.mV[VX];
F32 y = a.mV[VY] - b.mV[VY];
F32 z = a.mV[VZ] - b.mV[VZ];
- return sqrt(x*x + y*y + z*z);
+ return sqrt( x*x + y*y + z*z );
}
inline F32 dist_vec_squared(const LLVector3& a, const LLVector3& b)
@@ -502,7 +551,10 @@ inline LLVector3 projected_vec(const LLVector3& a, const LLVector3& b)
{
return ((a * b) / bb) * b;
}
- return b.zero;
+ else
+ {
+ return b.zero;
+ }
}
inline LLVector3 inverse_projected_vec(const LLVector3& a, const LLVector3& b)
@@ -539,7 +591,11 @@ inline LLVector3 lerp(const LLVector3& a, const LLVector3& b, F32 u)
inline bool LLVector3::isNull() const
{
- return F_APPROXIMATELY_ZERO > mV[VX]*mV[VX] + mV[VY]*mV[VY] + mV[VZ]*mV[VZ];
+ if ( F_APPROXIMATELY_ZERO > mV[VX]*mV[VX] + mV[VY]*mV[VY] + mV[VZ]*mV[VZ] )
+ {
+ return true;
+ }
+ return false;
}
inline void update_min_max(LLVector3& min, LLVector3& max, const LLVector3& pos)
@@ -580,7 +636,7 @@ inline F32 angle_between(const LLVector3& a, const LLVector3& b)
ab = 0.0f; // get rid of negative zero
}
LLVector3 c = a % b; // crossproduct
- return atan2f(c.length(), ab); // return the angle
+ return atan2f(sqrtf(c * c), ab); // return the angle
}
inline bool are_parallel(const LLVector3& a, const LLVector3& b, F32 epsilon)
@@ -590,7 +646,7 @@ inline bool are_parallel(const LLVector3& a, const LLVector3& b, F32 epsilon)
an.normalize();
bn.normalize();
F32 dot = an * bn;
- if (1.0f - fabs(dot) < epsilon)
+ if ( (1.0f - fabs(dot)) < epsilon)
{
return true;
}