diff options
Diffstat (limited to 'indra/llmath/v3math.h')
-rw-r--r-- | indra/llmath/v3math.h | 212 |
1 files changed, 110 insertions, 102 deletions
diff --git a/indra/llmath/v3math.h b/indra/llmath/v3math.h index 513e01d3e1..c51c3bd316 100644 --- a/indra/llmath/v3math.h +++ b/indra/llmath/v3math.h @@ -41,7 +41,7 @@ class LLQuaternion; // LLvector3 = |x y z w| -static const U32 LENGTHOFVECTOR3 = 3; +static constexpr U32 LENGTHOFVECTOR3 = 3; class LLVector3 { @@ -71,16 +71,16 @@ class LLVector3 void setValue(const LLSD& sd); - 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 - BOOL clamp(const LLVector3 &min_vec, const LLVector3 &max_vec); // Scales vector by another vector - BOOL clampLength( F32 length_limit ); // Scales vector to limit length to a value + 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 + bool clamp(const LLVector3 &min_vec, const LLVector3 &max_vec); // Scales vector by another vector + bool clampLength( F32 length_limit ); // Scales vector to limit length to a value 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 + bool abs(); // sets all values to absolute value of original value (first octant), returns true if changed inline void clear(); // Clears LLVector3 to (0, 0, 0) inline void setZero(); // Clears LLVector3 to (0, 0, 0) @@ -108,7 +108,7 @@ class LLVector3 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 @@ -119,8 +119,8 @@ class LLVector3 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]; } + 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]; } @@ -149,7 +149,7 @@ class LLVector3 friend std::ostream& operator<<(std::ostream& s, const LLVector3 &a); // Stream a - static BOOL parseVector3(const std::string& buf, LLVector3* value); + static bool parseVector3(const std::string& buf, LLVector3* value); }; typedef LLVector3 LLSimLocalVec; @@ -157,7 +157,7 @@ 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 +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 squared between a and b F32 dist_vec_squared2D(const LLVector3 &a, const LLVector3 &b);// Returns distance squared between a and b ignoring Z component @@ -169,7 +169,7 @@ LLVector3 lerp(const LLVector3 &a, const LLVector3 &b, F32 u); // Returns a vect LLVector3 point_to_box_offset(LLVector3& pos, const LLVector3* box); // Displacement from query point to nearest point on bounding box. bool box_valid_and_non_zero(const LLVector3* box); -inline LLVector3::LLVector3(void) +inline LLVector3::LLVector3() { clear(); } @@ -196,7 +196,7 @@ inline LLVector3::LLVector3(const LLVector3 ©) // Destructors // checker -inline BOOL LLVector3::isFinite() const +inline bool LLVector3::isFinite() const { return llfinite(mV[VX]) && llfinite(mV[VY]) && llfinite(mV[VZ]); } @@ -204,22 +204,22 @@ inline BOOL LLVector3::isFinite() const // Clear and Assignment Functions -inline void LLVector3::clear(void) +inline void LLVector3::clear() { set(0.f, 0.f, 0.f); } -inline void LLVector3::setZero(void) +inline void LLVector3::setZero() { clear(); } -inline void LLVector3::clearVec(void) +inline void LLVector3::clearVec() { clear(); } -inline void LLVector3::zeroVec(void) +inline void LLVector3::zeroVec() { clear(); } @@ -231,12 +231,12 @@ inline void LLVector3::set(F32 x, F32 y, F32 z) mV[VZ] = z; } -inline void LLVector3::set(const LLVector3 &vec) +inline void LLVector3::set(const LLVector3& vec) { - set(vec.mV[0], vec.mV[1], vec.mV[2]); + set(vec.mV[VX], vec.mV[VY], vec.mV[VZ]); } -inline void LLVector3::set(const F32 *vec) +inline void LLVector3::set(const F32* vec) { set(vec[0], vec[1], vec[2]); } @@ -248,20 +248,20 @@ inline void LLVector3::setVec(F32 x, F32 y, F32 z) } // deprecated -inline void LLVector3::setVec(const LLVector3 &vec) +inline void LLVector3::setVec(const LLVector3& vec) { set(vec); } // deprecated -inline void LLVector3::setVec(const F32 *vec) +inline void LLVector3::setVec(const F32* vec) { set(vec); } -inline F32 LLVector3::normalize(void) +inline F32 LLVector3::normalize() { - F32 mag = (F32) sqrt(mV[0]*mV[0] + mV[1]*mV[1] + mV[2]*mV[2]); + F32 mag = (F32) sqrt(mV[VX]*mV[VX] + mV[VY]*mV[VY] + mV[VZ]*mV[VZ]); if (mag > FP_MAG_THRESHOLD) { @@ -276,175 +276,183 @@ inline F32 LLVector3::normalize(void) } // deprecated -inline F32 LLVector3::normVec(void) +inline F32 LLVector3::normVec() { return normalize(); } // LLVector3 Magnitude and Normalization Functions -inline F32 LLVector3::length(void) const +inline F32 LLVector3::length() const { - return (F32) sqrt(lengthSquared()); + return sqrt(lengthSquared()); } -inline F32 LLVector3::lengthSquared(void) const +inline F32 LLVector3::lengthSquared() const { - return mV[0]*mV[0] + mV[1]*mV[1] + mV[2]*mV[2]; + return mV[VX]*mV[VX] + mV[VY]*mV[VY] + mV[VZ]*mV[VZ]; } -inline F32 LLVector3::magVec(void) const +inline F32 LLVector3::magVec() const { return length(); } -inline F32 LLVector3::magVecSquared(void) const +inline F32 LLVector3::magVecSquared() const { return lengthSquared(); } -inline BOOL LLVector3::inRange( F32 min, F32 max ) const +inline bool LLVector3::inRange( F32 min, F32 max ) const { - return mV[0] >= min && mV[0] <= max && - mV[1] >= min && mV[1] <= max && - mV[2] >= min && mV[2] <= max; + return mV[VX] >= min && mV[VX] <= max && + mV[VY] >= min && mV[VY] <= max && + mV[VZ] >= min && mV[VZ] <= max; } -inline LLVector3 operator+(const LLVector3 &a, const LLVector3 &b) +inline LLVector3 operator+(const LLVector3& a, const LLVector3& b) { LLVector3 c(a); return c += b; } -inline LLVector3 operator-(const LLVector3 &a, const LLVector3 &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) +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]; + return a.mV[VX]*b.mV[VX] + a.mV[VY]*b.mV[VY] + a.mV[VZ]*b.mV[VZ]; } -inline LLVector3 operator%(const LLVector3 &a, const LLVector3 &b) +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] ); + 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) +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 ); + return LLVector3( a.mV[VX] * t, a.mV[VY] * t, a.mV[VZ] * t ); } -inline LLVector3 operator*(const LLVector3 &a, F32 k) +inline LLVector3 operator*(const LLVector3& a, F32 k) { - return LLVector3( a.mV[0] * k, a.mV[1] * k, a.mV[2] * k ); + return LLVector3( a.mV[VX] * k, a.mV[VY] * k, a.mV[VZ] * k ); } -inline LLVector3 operator*(F32 k, const LLVector3 &a) +inline LLVector3 operator*(F32 k, const LLVector3& a) { - return LLVector3( a.mV[0] * k, a.mV[1] * k, a.mV[2] * k ); + return LLVector3( a.mV[VX] * k, a.mV[VY] * k, a.mV[VZ] * k ); } -inline bool operator==(const LLVector3 &a, const LLVector3 &b) +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])); + return ( (a.mV[VX] == b.mV[VX]) + &&(a.mV[VY] == b.mV[VY]) + &&(a.mV[VZ] == b.mV[VZ])); } -inline bool operator!=(const LLVector3 &a, const LLVector3 &b) +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])); + return ( (a.mV[VX] != b.mV[VX]) + ||(a.mV[VY] != b.mV[VY]) + ||(a.mV[VZ] != b.mV[VZ])); } -inline bool operator<(const LLVector3 &a, const LLVector3 &b) +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])))); + return (a.mV[VX] < b.mV[VX] + || (a.mV[VX] == b.mV[VX] + && (a.mV[VY] < b.mV[VY] + || ((a.mV[VY] == b.mV[VY]) + && a.mV[VZ] < b.mV[VZ])))); } -inline const LLVector3& operator+=(LLVector3 &a, const LLVector3 &b) +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]; + a.mV[VX] += b.mV[VX]; + a.mV[VY] += b.mV[VY]; + a.mV[VZ] += b.mV[VZ]; return a; } -inline const LLVector3& operator-=(LLVector3 &a, const LLVector3 &b) +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]; + a.mV[VX] -= b.mV[VX]; + a.mV[VY] -= b.mV[VY]; + a.mV[VZ] -= b.mV[VZ]; return a; } -inline const LLVector3& operator%=(LLVector3 &a, const LLVector3 &b) +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]); + 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; } -inline const LLVector3& operator*=(LLVector3 &a, F32 k) +inline const LLVector3& operator*=(LLVector3& a, F32 k) { - a.mV[0] *= k; - a.mV[1] *= k; - a.mV[2] *= k; + a.mV[VX] *= k; + a.mV[VY] *= k; + a.mV[VZ] *= k; return a; } -inline const LLVector3& operator*=(LLVector3 &a, const LLVector3 &b) +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]; + a.mV[VX] *= b.mV[VX]; + a.mV[VY] *= b.mV[VY]; + a.mV[VZ] *= b.mV[VZ]; return a; } -inline const LLVector3& operator/=(LLVector3 &a, F32 k) +inline const LLVector3& operator/=(LLVector3& a, F32 k) { a *= 1.f / k; return a; } -inline LLVector3 operator-(const LLVector3 &a) +inline const LLVector3& operator/=(LLVector3& a, const LLVector3& b) { - return LLVector3( -a.mV[0], -a.mV[1], -a.mV[2] ); + a.mV[VX] /= b.mV[VX]; + a.mV[VY] /= b.mV[VY]; + a.mV[VZ] /= b.mV[VZ]; + return a; +} + +inline LLVector3 operator-(const LLVector3& a) +{ + return LLVector3( -a.mV[VX], -a.mV[VY], -a.mV[VZ] ); } -inline F32 dist_vec(const LLVector3 &a, const LLVector3 &b) +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 (F32) sqrt( x*x + y*y + z*z ); + 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 ); } -inline F32 dist_vec_squared(const LLVector3 &a, const LLVector3 &b) +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]; + 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 x*x + y*y + z*z; } -inline F32 dist_vec_squared2D(const LLVector3 &a, const LLVector3 &b) +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]; + F32 x = a.mV[VX] - b.mV[VX]; + F32 y = a.mV[VY] - b.mV[VY]; return x*x + y*y; } -inline LLVector3 projected_vec(const LLVector3 &a, const LLVector3 &b) +inline LLVector3 projected_vec(const LLVector3& a, const LLVector3& b) { F32 bb = b * b; if (bb > FP_MAG_THRESHOLD * FP_MAG_THRESHOLD) @@ -466,18 +474,18 @@ inline LLVector3 inverse_projected_vec(const LLVector3& a, const LLVector3& b) return normalized_a * (b_length / dot_product); } -inline LLVector3 parallel_component(const LLVector3 &a, const LLVector3 &b) +inline LLVector3 parallel_component(const LLVector3& a, const LLVector3& b) { return projected_vec(a, b); } -inline LLVector3 orthogonal_component(const LLVector3 &a, const LLVector3 &b) +inline LLVector3 orthogonal_component(const LLVector3& a, const LLVector3& b) { return a - projected_vec(a, b); } -inline LLVector3 lerp(const LLVector3 &a, const LLVector3 &b, F32 u) +inline LLVector3 lerp(const LLVector3& a, const LLVector3& b, F32 u) { return LLVector3( a.mV[VX] + (b.mV[VX] - a.mV[VX]) * u, @@ -486,7 +494,7 @@ inline LLVector3 lerp(const LLVector3 &a, const LLVector3 &b, F32 u) } -inline BOOL LLVector3::isNull() const +inline bool LLVector3::isNull() const { return F_APPROXIMATELY_ZERO > mV[VX]*mV[VX] + mV[VY]*mV[VY] + mV[VZ]*mV[VZ]; } @@ -532,7 +540,7 @@ inline F32 angle_between(const LLVector3& a, const LLVector3& b) return atan2f(c.length(), ab); // return the angle } -inline BOOL are_parallel(const LLVector3 &a, const LLVector3 &b, F32 epsilon) +inline bool are_parallel(const LLVector3& a, const LLVector3& b, F32 epsilon) { LLVector3 an = a; LLVector3 bn = b; @@ -541,9 +549,9 @@ inline BOOL are_parallel(const LLVector3 &a, const LLVector3 &b, F32 epsilon) F32 dot = an * bn; if (1.0f - fabs(dot) < epsilon) { - return TRUE; + return true; } - return FALSE; + return false; } inline std::ostream& operator<<(std::ostream& s, const LLVector3 &a) |