diff options
Diffstat (limited to 'indra/llmath/v3math.h')
-rw-r--r-- | indra/llmath/v3math.h | 146 |
1 files changed, 46 insertions, 100 deletions
diff --git a/indra/llmath/v3math.h b/indra/llmath/v3math.h index 53491533c2..bcd8f311a8 100644 --- a/indra/llmath/v3math.h +++ b/indra/llmath/v3math.h @@ -100,24 +100,24 @@ 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]; } @@ -171,23 +171,17 @@ bool box_valid_and_non_zero(const LLVector3* box); inline LLVector3::LLVector3() { - mV[VX] = 0.f; - mV[VY] = 0.f; - mV[VZ] = 0.f; + clear(); } inline LLVector3::LLVector3(const F32 x, const F32 y, const F32 z) { - mV[VX] = x; - mV[VY] = y; - mV[VZ] = z; + set(x, y, z); } inline LLVector3::LLVector3(const F32 *vec) { - mV[VX] = vec[VX]; - mV[VY] = vec[VY]; - mV[VZ] = vec[VZ]; + set(vec); } /* @@ -204,7 +198,7 @@ inline LLVector3::LLVector3(const LLVector3 ©) // 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]); } @@ -212,30 +206,22 @@ inline bool LLVector3::isFinite() const inline void LLVector3::clear() { - mV[VX] = 0.f; - mV[VY] = 0.f; - mV[VZ] = 0.f; + set(0.f, 0.f, 0.f); } inline void LLVector3::setZero() { - mV[VX] = 0.f; - mV[VY] = 0.f; - mV[VZ] = 0.f; + clear(); } inline void LLVector3::clearVec() { - mV[VX] = 0.f; - mV[VY] = 0.f; - mV[VZ] = 0.f; + clear(); } inline void LLVector3::zeroVec() { - mV[VX] = 0.f; - mV[VY] = 0.f; - mV[VZ] = 0.f; + clear(); } inline void LLVector3::set(F32 x, F32 y, F32 z) @@ -247,107 +233,74 @@ inline void LLVector3::set(F32 x, F32 y, F32 z) inline void LLVector3::set(const LLVector3& vec) { - mV[VX] = vec.mV[VX]; - mV[VY] = vec.mV[VY]; - mV[VZ] = vec.mV[VZ]; + set(vec.mV[0], vec.mV[1], vec.mV[2]); } inline void LLVector3::set(const F32* vec) { - mV[VX] = vec[0]; - mV[VY] = vec[1]; - mV[VZ] = vec[2]; + set(vec[0], vec[1], vec[2]); } // deprecated inline void LLVector3::setVec(F32 x, F32 y, F32 z) { - mV[VX] = x; - mV[VY] = y; - mV[VZ] = z; + set(x, y, z); } // deprecated inline void LLVector3::setVec(const LLVector3& vec) { - mV[VX] = vec.mV[VX]; - mV[VY] = vec.mV[VY]; - mV[VZ] = vec.mV[VZ]; + set(vec); } // deprecated inline void LLVector3::setVec(const F32* vec) { - mV[VX] = vec[0]; - mV[VY] = vec[1]; - mV[VZ] = vec[2]; + set(vec); } 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) { - oomag = 1.f/mag; - mV[VX] *= oomag; - mV[VY] *= oomag; - mV[VZ] *= oomag; + *this /= mag; } else { - mV[VX] = 0.f; - mV[VY] = 0.f; - mV[VZ] = 0.f; + clear(); mag = 0; } - return (mag); + return mag; } // deprecated inline F32 LLVector3::normVec() { - 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); + return normalize(); } // LLVector3 Magnitude and Normalization Functions -inline F32 LLVector3::length() const +inline F32 LLVector3::length() const { - return sqrt(mV[VX]*mV[VX] + mV[VY]*mV[VY] + mV[VZ]*mV[VZ]); + return (F32) sqrt(lengthSquared()); } -inline F32 LLVector3::lengthSquared() const +inline F32 LLVector3::lengthSquared(void) 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 sqrt(mV[VX]*mV[VX] + mV[VY]*mV[VY] + mV[VZ]*mV[VZ]); + return length(); } -inline F32 LLVector3::magVecSquared() const +inline F32 LLVector3::magVecSquared() const { - return mV[VX]*mV[VX] + mV[VY]*mV[VY] + mV[VZ]*mV[VZ]; + return lengthSquared(); } inline bool LLVector3::inRange( F32 min, F32 max ) const @@ -371,7 +324,7 @@ inline LLVector3 operator-(const LLVector3& a, const LLVector3& b) inline F32 operator*(const LLVector3& a, const LLVector3& b) { - return (a.mV[VX]*b.mV[VX] + a.mV[VY]*b.mV[VY] + a.mV[VZ]*b.mV[VZ]); + 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) @@ -478,7 +431,7 @@ 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[VX] - b.mV[VX]; F32 y = a.mV[VY] - b.mV[VY]; @@ -486,7 +439,7 @@ inline F32 dist_vec(const LLVector3& a, const LLVector3& b) 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[VX] - b.mV[VX]; F32 y = a.mV[VY] - b.mV[VY]; @@ -494,7 +447,7 @@ inline F32 dist_vec_squared(const LLVector3& a, const LLVector3& b) 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[VX] - b.mV[VX]; F32 y = a.mV[VY] - b.mV[VY]; @@ -508,10 +461,7 @@ inline LLVector3 projected_vec(const LLVector3& a, const LLVector3& b) { return ((a * b) / bb) * b; } - else - { - return b.zero; - } + return b.zero; } inline LLVector3 inverse_projected_vec(const LLVector3& a, const LLVector3& b) @@ -548,11 +498,7 @@ inline LLVector3 lerp(const LLVector3& a, const LLVector3& b, F32 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; + return F_APPROXIMATELY_ZERO > mV[VX]*mV[VX] + mV[VY]*mV[VY] + mV[VZ]*mV[VZ]; } inline void update_min_max(LLVector3& min, LLVector3& max, const LLVector3& pos) @@ -593,7 +539,7 @@ 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(sqrtf(c * c), ab); // return the angle + return atan2f(c.length(), ab); // return the angle } inline bool are_parallel(const LLVector3& a, const LLVector3& b, F32 epsilon) @@ -603,7 +549,7 @@ 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; } |