diff options
Diffstat (limited to 'indra/llmath/v3math.h')
-rw-r--r-- | indra/llmath/v3math.h | 686 |
1 files changed, 343 insertions, 343 deletions
diff --git a/indra/llmath/v3math.h b/indra/llmath/v3math.h index 068f489020..0f4a4a07ae 100644 --- a/indra/llmath/v3math.h +++ b/indra/llmath/v3math.h @@ -5,21 +5,21 @@ * $LicenseInfo:firstyear=2000&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2010, Linden Research, Inc. - * + * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. - * + * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. - * + * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * + * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ @@ -45,122 +45,122 @@ 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 LLVector2 &vec); // Initializes LLVector3 to (vec[0]. vec[1], 0) - 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]) + 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 LLVector2 &vec); // Initializes LLVector3 to (vec[0]. vec[1], 0) + 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]) explicit LLVector3(const LLVector4a& vec); // Initializes LLVector4 to (vec[0]. vec[1], vec[2]) explicit LLVector3(const LLSD& sd); - - - LLSD getValue() const; - - 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 - - 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 clear(); // Clears LLVector3 to (0, 0, 0) - inline void setZero(); // Clears LLVector3 to (0, 0, 0) - inline void clearVec(); // deprecated - inline void zeroVec(); // deprecated - - inline void set(F32 x, F32 y, F32 z); // Sets LLVector3 to (x, y, z, 1) - inline void set(const LLVector3 &vec); // Sets LLVector3 to vec - inline void set(const F32 *vec); // Sets LLVector3 to vec - const LLVector3& set(const LLVector4 &vec); - const LLVector3& set(const LLVector3d &vec);// Sets LLVector3 to vec - - inline void setVec(F32 x, F32 y, F32 z); // deprecated - inline void setVec(const LLVector3 &vec); // deprecated - inline void setVec(const F32 *vec); // deprecated - - 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 - - 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 - - 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 - - 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 std::string& buf, LLVector3* value); + + + LLSD getValue() const; + + 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 + + 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 clear(); // Clears LLVector3 to (0, 0, 0) + inline void setZero(); // Clears LLVector3 to (0, 0, 0) + inline void clearVec(); // deprecated + inline void zeroVec(); // deprecated + + inline void set(F32 x, F32 y, F32 z); // Sets LLVector3 to (x, y, z, 1) + inline void set(const LLVector3 &vec); // Sets LLVector3 to vec + inline void set(const F32 *vec); // Sets LLVector3 to vec + const LLVector3& set(const LLVector4 &vec); + const LLVector3& set(const LLVector3d &vec);// Sets LLVector3 to vec + + inline void setVec(F32 x, F32 y, F32 z); // deprecated + inline void setVec(const LLVector3 &vec); // deprecated + inline void setVec(const F32 *vec); // deprecated + + 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 + + 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 + + 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 + + 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 std::string& buf, LLVector3* value); }; typedef LLVector3 LLSimLocalVec; -// Non-member functions +// 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 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 +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 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 LLVector3 projected_vec(const LLVector3 &a, const LLVector3 &b); // Returns vector a projected on vector b LLVector3 inverse_projected_vec(const LLVector3 &a, const LLVector3 &b); // Returns vector a scaled such that projected_vec(inverse_projected_vec(a, b), b) == b; LLVector3 parallel_component(const LLVector3 &a, const LLVector3 &b); // Returns vector a projected on vector b (same as projected_vec) @@ -171,31 +171,31 @@ bool box_valid_and_non_zero(const LLVector3* box); inline LLVector3::LLVector3(void) { - mV[0] = 0.f; - mV[1] = 0.f; - mV[2] = 0.f; + 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; + 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]; + 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]; + mV[VX] = copy.mV[VX]; + mV[VY] = copy.mV[VY]; + mV[VZ] = copy.mV[VZ]; } */ @@ -204,409 +204,409 @@ 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])); } // Clear and Assignment Functions -inline void LLVector3::clear(void) +inline void LLVector3::clear(void) { - mV[0] = 0.f; - mV[1] = 0.f; - mV[2] = 0.f; + mV[0] = 0.f; + mV[1] = 0.f; + mV[2] = 0.f; } -inline void LLVector3::setZero(void) +inline void LLVector3::setZero(void) { - mV[0] = 0.f; - mV[1] = 0.f; - mV[2] = 0.f; + mV[0] = 0.f; + mV[1] = 0.f; + mV[2] = 0.f; } -inline void LLVector3::clearVec(void) +inline void LLVector3::clearVec(void) { - mV[0] = 0.f; - mV[1] = 0.f; - mV[2] = 0.f; + mV[0] = 0.f; + mV[1] = 0.f; + mV[2] = 0.f; } -inline void LLVector3::zeroVec(void) +inline void LLVector3::zeroVec(void) { - mV[0] = 0.f; - mV[1] = 0.f; - mV[2] = 0.f; + mV[0] = 0.f; + mV[1] = 0.f; + mV[2] = 0.f; } -inline void LLVector3::set(F32 x, F32 y, F32 z) +inline void LLVector3::set(F32 x, F32 y, F32 z) { - mV[VX] = x; - mV[VY] = y; - mV[VZ] = z; + mV[VX] = x; + mV[VY] = y; + mV[VZ] = z; } -inline void LLVector3::set(const LLVector3 &vec) +inline void LLVector3::set(const LLVector3 &vec) { - mV[0] = vec.mV[0]; - mV[1] = vec.mV[1]; - mV[2] = vec.mV[2]; + mV[0] = vec.mV[0]; + mV[1] = vec.mV[1]; + mV[2] = vec.mV[2]; } -inline void LLVector3::set(const F32 *vec) +inline void LLVector3::set(const F32 *vec) { - mV[0] = vec[0]; - mV[1] = vec[1]; - mV[2] = vec[2]; + mV[0] = vec[0]; + mV[1] = vec[1]; + mV[2] = vec[2]; } // deprecated -inline void LLVector3::setVec(F32 x, F32 y, F32 z) +inline void LLVector3::setVec(F32 x, F32 y, F32 z) { - mV[VX] = x; - mV[VY] = y; - mV[VZ] = z; + mV[VX] = x; + mV[VY] = y; + mV[VZ] = z; } // deprecated -inline void LLVector3::setVec(const LLVector3 &vec) +inline void LLVector3::setVec(const LLVector3 &vec) { - mV[0] = vec.mV[0]; - mV[1] = vec.mV[1]; - mV[2] = vec.mV[2]; + mV[0] = vec.mV[0]; + mV[1] = vec.mV[1]; + mV[2] = vec.mV[2]; } // deprecated -inline void LLVector3::setVec(const F32 *vec) +inline void LLVector3::setVec(const F32 *vec) { - mV[0] = vec[0]; - mV[1] = vec[1]; - mV[2] = vec[2]; + mV[0] = vec[0]; + mV[1] = vec[1]; + mV[2] = vec[2]; } inline F32 LLVector3::normalize(void) { - F32 mag = (F32) sqrt(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); + F32 mag = (F32) sqrt(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); } // deprecated inline F32 LLVector3::normVec(void) { - F32 mag = (F32) sqrt(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); + F32 mag = (F32) sqrt(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::length(void) const +inline F32 LLVector3::length(void) const { - return (F32) sqrt(mV[0]*mV[0] + mV[1]*mV[1] + mV[2]*mV[2]); + return (F32) sqrt(mV[0]*mV[0] + mV[1]*mV[1] + mV[2]*mV[2]); } -inline F32 LLVector3::lengthSquared(void) const +inline F32 LLVector3::lengthSquared(void) const { - return mV[0]*mV[0] + mV[1]*mV[1] + mV[2]*mV[2]; + return mV[0]*mV[0] + mV[1]*mV[1] + mV[2]*mV[2]; } -inline F32 LLVector3::magVec(void) const +inline F32 LLVector3::magVec(void) const { - return (F32) sqrt(mV[0]*mV[0] + mV[1]*mV[1] + mV[2]*mV[2]); + return (F32) sqrt(mV[0]*mV[0] + mV[1]*mV[1] + mV[2]*mV[2]); } -inline F32 LLVector3::magVecSquared(void) const +inline F32 LLVector3::magVecSquared(void) const { - return mV[0]*mV[0] + mV[1]*mV[1] + mV[2]*mV[2]; + return mV[0]*mV[0] + mV[1]*mV[1] + mV[2]*mV[2]; } 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[0] >= min && mV[0] <= max && + mV[1] >= min && mV[1] <= max && + mV[2] >= min && mV[2] <= max; } inline LLVector3 operator+(const LLVector3 &a, const LLVector3 &b) { - LLVector3 c(a); - return c += b; + LLVector3 c(a); + return c += b; } inline LLVector3 operator-(const LLVector3 &a, const LLVector3 &b) { - LLVector3 c(a); - return c -= 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]); + 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] ); + 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 ); + 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 ); + 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 ); + 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])); + 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])); + 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])))); + 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; + 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; + 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; + 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; + 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; + 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; + 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] ); + return LLVector3( -a.mV[0], -a.mV[1], -a.mV[2] ); } -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[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 ); } -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]; - return x*x + y*y + z*z; + 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) +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; + 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) { - F32 bb = b * b; - if (bb > FP_MAG_THRESHOLD * FP_MAG_THRESHOLD) - { - return ((a * b) / bb) * b; - } - else - { - return b.zero; - } + F32 bb = b * b; + if (bb > FP_MAG_THRESHOLD * FP_MAG_THRESHOLD) + { + return ((a * b) / bb) * b; + } + else + { + return b.zero; + } } inline LLVector3 inverse_projected_vec(const LLVector3& a, const LLVector3& b) { - LLVector3 normalized_a = a; - normalized_a.normalize(); - LLVector3 normalized_b = b; - F32 b_length = normalized_b.normalize(); + LLVector3 normalized_a = a; + normalized_a.normalize(); + LLVector3 normalized_b = b; + F32 b_length = normalized_b.normalize(); - F32 dot_product = normalized_a * normalized_b; - //NB: if a _|_ b, then returns an infinite vector - return normalized_a * (b_length / dot_product); + F32 dot_product = normalized_a * normalized_b; + //NB: if a _|_ b, then returns an infinite vector + return normalized_a * (b_length / dot_product); } inline LLVector3 parallel_component(const LLVector3 &a, const LLVector3 &b) { - return projected_vec(a, b); + return projected_vec(a, b); } inline LLVector3 orthogonal_component(const LLVector3 &a, const LLVector3 &b) { - return a - projected_vec(a, b); + return a - projected_vec(a, b); } 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); + 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 +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; + 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) { - for (U32 i = 0; i < 3; i++) - { - if (min.mV[i] > pos.mV[i]) - { - min.mV[i] = pos.mV[i]; - } - if (max.mV[i] < pos.mV[i]) - { - max.mV[i] = pos.mV[i]; - } - } + for (U32 i = 0; i < 3; i++) + { + if (min.mV[i] > pos.mV[i]) + { + min.mV[i] = pos.mV[i]; + } + if (max.mV[i] < pos.mV[i]) + { + max.mV[i] = pos.mV[i]; + } + } } inline void update_min_max(LLVector3& min, LLVector3& max, const F32* pos) { - for (U32 i = 0; i < 3; i++) - { - if (min.mV[i] > pos[i]) - { - min.mV[i] = pos[i]; - } - if (max.mV[i] < pos[i]) - { - max.mV[i] = pos[i]; - } - } + for (U32 i = 0; i < 3; i++) + { + if (min.mV[i] > pos[i]) + { + min.mV[i] = pos[i]; + } + if (max.mV[i] < pos[i]) + { + max.mV[i] = pos[i]; + } + } } inline F32 angle_between(const LLVector3& a, const LLVector3& b) { - F32 ab = a * b; // dotproduct - if (ab == -0.0f) - { - ab = 0.0f; // get rid of negative zero - } - LLVector3 c = a % b; // crossproduct - return atan2f(sqrtf(c * c), ab); // return the angle + F32 ab = a * b; // dotproduct + if (ab == -0.0f) + { + ab = 0.0f; // get rid of negative zero + } + LLVector3 c = a % b; // crossproduct + return atan2f(sqrtf(c * c), ab); // return the angle } inline BOOL are_parallel(const LLVector3 &a, const LLVector3 &b, F32 epsilon) { - LLVector3 an = a; - LLVector3 bn = b; - an.normalize(); - bn.normalize(); - F32 dot = an * bn; - if ( (1.0f - fabs(dot)) < epsilon) - { - return TRUE; - } - return FALSE; + LLVector3 an = a; + LLVector3 bn = b; + an.normalize(); + bn.normalize(); + F32 dot = an * bn; + if ( (1.0f - fabs(dot)) < epsilon) + { + return TRUE; + } + return FALSE; } -inline std::ostream& operator<<(std::ostream& s, const LLVector3 &a) +inline std::ostream& operator<<(std::ostream& s, const LLVector3 &a) { - s << "{ " << a.mV[VX] << ", " << a.mV[VY] << ", " << a.mV[VZ] << " }"; - return s; + s << "{ " << a.mV[VX] << ", " << a.mV[VY] << ", " << a.mV[VZ] << " }"; + return s; } #endif |