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-rw-r--r--indra/llmath/v4math.cpp116
1 files changed, 58 insertions, 58 deletions
diff --git a/indra/llmath/v4math.cpp b/indra/llmath/v4math.cpp
index 2782cf2966..8955145527 100644
--- a/indra/llmath/v4math.cpp
+++ b/indra/llmath/v4math.cpp
@@ -1,25 +1,25 @@
-/**
+/**
* @file v4math.cpp
* @brief LLVector4 class implementation.
*
* $LicenseInfo:firstyear=2000&license=viewerlgpl$
* 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
* $/LicenseInfo$
*/
@@ -38,67 +38,67 @@
// Axis-Angle rotations
/*
-const LLVector4& LLVector4::rotVec(F32 angle, const LLVector4 &vec)
+const LLVector4& LLVector4::rotVec(F32 angle, const LLVector4 &vec)
{
- if ( !vec.isExactlyZero() && angle )
- {
- *this = *this * LLMatrix4(angle, vec);
- }
- return *this;
+ if ( !vec.isExactlyZero() && angle )
+ {
+ *this = *this * LLMatrix4(angle, vec);
+ }
+ return *this;
}
-const LLVector4& LLVector4::rotVec(F32 angle, F32 x, F32 y, F32 z)
+const LLVector4& LLVector4::rotVec(F32 angle, F32 x, F32 y, F32 z)
{
- LLVector3 vec(x, y, z);
- if ( !vec.isExactlyZero() && angle )
- {
- *this = *this * LLMatrix4(angle, vec);
- }
- return *this;
+ LLVector3 vec(x, y, z);
+ if ( !vec.isExactlyZero() && angle )
+ {
+ *this = *this * LLMatrix4(angle, vec);
+ }
+ return *this;
}
*/
-const LLVector4& LLVector4::rotVec(const LLMatrix4 &mat)
+const LLVector4& LLVector4::rotVec(const LLMatrix4 &mat)
{
- *this = *this * mat;
- return *this;
+ *this = *this * mat;
+ return *this;
}
-const LLVector4& LLVector4::rotVec(const LLQuaternion &q)
+const LLVector4& LLVector4::rotVec(const LLQuaternion &q)
{
- *this = *this * q;
- return *this;
+ *this = *this * q;
+ return *this;
}
-const LLVector4& LLVector4::scaleVec(const LLVector4& vec)
+const LLVector4& LLVector4::scaleVec(const LLVector4& vec)
{
- mV[VX] *= vec.mV[VX];
- mV[VY] *= vec.mV[VY];
- mV[VZ] *= vec.mV[VZ];
- mV[VW] *= vec.mV[VW];
+ mV[VX] *= vec.mV[VX];
+ mV[VY] *= vec.mV[VY];
+ mV[VZ] *= vec.mV[VZ];
+ mV[VW] *= vec.mV[VW];
- return *this;
+ return *this;
}
// Sets all values to absolute value of their original values
// Returns TRUE if data changed
BOOL LLVector4::abs()
{
- BOOL ret = FALSE;
+ BOOL ret = FALSE;
- if (mV[0] < 0.f) { mV[0] = -mV[0]; ret = TRUE; }
- if (mV[1] < 0.f) { mV[1] = -mV[1]; ret = TRUE; }
- if (mV[2] < 0.f) { mV[2] = -mV[2]; ret = TRUE; }
- if (mV[3] < 0.f) { mV[3] = -mV[3]; ret = TRUE; }
+ if (mV[0] < 0.f) { mV[0] = -mV[0]; ret = TRUE; }
+ if (mV[1] < 0.f) { mV[1] = -mV[1]; ret = TRUE; }
+ if (mV[2] < 0.f) { mV[2] = -mV[2]; ret = TRUE; }
+ if (mV[3] < 0.f) { mV[3] = -mV[3]; ret = TRUE; }
- return ret;
+ return ret;
}
-std::ostream& operator<<(std::ostream& s, const LLVector4 &a)
+std::ostream& operator<<(std::ostream& s, const LLVector4 &a)
{
- s << "{ " << a.mV[VX] << ", " << a.mV[VY] << ", " << a.mV[VZ] << ", " << a.mV[VW] << " }";
- return s;
+ s << "{ " << a.mV[VX] << ", " << a.mV[VY] << ", " << a.mV[VZ] << ", " << a.mV[VW] << " }";
+ return s;
}
@@ -106,37 +106,37 @@ std::ostream& operator<<(std::ostream& s, const LLVector4 &a)
F32 angle_between( const LLVector4& a, const LLVector4& b )
{
- LLVector4 an = a;
- LLVector4 bn = b;
- an.normalize();
- bn.normalize();
- F32 cosine = an * bn;
- F32 angle = (cosine >= 1.0f) ? 0.0f :
- (cosine <= -1.0f) ? F_PI :
- acos(cosine);
- return angle;
+ LLVector4 an = a;
+ LLVector4 bn = b;
+ an.normalize();
+ bn.normalize();
+ F32 cosine = an * bn;
+ F32 angle = (cosine >= 1.0f) ? 0.0f :
+ (cosine <= -1.0f) ? F_PI :
+ acos(cosine);
+ return angle;
}
BOOL are_parallel(const LLVector4 &a, const LLVector4 &b, F32 epsilon)
{
- LLVector4 an = a;
- LLVector4 bn = b;
- an.normalize();
- bn.normalize();
- F32 dot = an * bn;
- if ( (1.0f - fabs(dot)) < epsilon)
- return TRUE;
- return FALSE;
+ LLVector4 an = a;
+ LLVector4 bn = b;
+ an.normalize();
+ bn.normalize();
+ F32 dot = an * bn;
+ if ( (1.0f - fabs(dot)) < epsilon)
+ return TRUE;
+ return FALSE;
}
LLVector3 vec4to3(const LLVector4 &vec)
{
- return LLVector3( vec.mV[VX], vec.mV[VY], vec.mV[VZ] );
+ return LLVector3( vec.mV[VX], vec.mV[VY], vec.mV[VZ] );
}
LLVector4 vec3to4(const LLVector3 &vec)
{
- return LLVector4(vec.mV[VX], vec.mV[VY], vec.mV[VZ]);
+ return LLVector4(vec.mV[VX], vec.mV[VY], vec.mV[VZ]);
}