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diff --git a/indra/llmath/v4math.h b/indra/llmath/v4math.h
index 7f0020af6b..2a21edf198 100644
--- a/indra/llmath/v4math.h
+++ b/indra/llmath/v4math.h
@@ -1,551 +1,549 @@
-/**
- * @file v4math.h
- * @brief LLVector4 class header file.
- *
- * $LicenseInfo:firstyear=2000&license=viewerlgpl$
- * 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
- * $/LicenseInfo$
- */
-
-#ifndef LL_V4MATH_H
-#define LL_V4MATH_H
-
-#include "llerror.h"
-#include "llmath.h"
-#include "v3math.h"
-#include "v2math.h"
-
-class LLMatrix3;
-class LLMatrix4;
-class LLQuaternion;
-
-// LLVector4 = |x y z w|
-
-static const U32 LENGTHOFVECTOR4 = 4;
-
-class LLVector4
-{
- public:
- F32 mV[LENGTHOFVECTOR4];
- LLVector4(); // Initializes LLVector4 to (0, 0, 0, 1)
- explicit LLVector4(const F32 *vec); // Initializes LLVector4 to (vec[0]. vec[1], vec[2], vec[3])
- explicit LLVector4(const F64 *vec); // Initialized LLVector4 to ((F32) vec[0], (F32) vec[1], (F32) vec[3], (F32) vec[4]);
- explicit LLVector4(const LLVector2 &vec);
- explicit LLVector4(const LLVector2 &vec, F32 z, F32 w);
- explicit LLVector4(const LLVector3 &vec); // Initializes LLVector4 to (vec, 1)
- explicit LLVector4(const LLVector3 &vec, F32 w); // Initializes LLVector4 to (vec, w)
- explicit LLVector4(const LLSD &sd);
- LLVector4(F32 x, F32 y, F32 z); // Initializes LLVector4 to (x. y, z, 1)
- LLVector4(F32 x, F32 y, F32 z, F32 w);
-
- LLSD getValue() const
- {
- LLSD ret;
- ret[0] = mV[0];
- ret[1] = mV[1];
- ret[2] = mV[2];
- ret[3] = mV[3];
- return ret;
- }
-
- void setValue(const LLSD& sd)
- {
- mV[0] = sd[0].asReal();
- mV[1] = sd[1].asReal();
- mV[2] = sd[2].asReal();
- mV[3] = sd[3].asReal();
- }
-
-
- inline BOOL isFinite() const; // checks to see if all values of LLVector3 are finite
-
- inline void clear(); // Clears LLVector4 to (0, 0, 0, 1)
- inline void clearVec(); // deprecated
- inline void zeroVec(); // deprecated
-
- inline void set(F32 x, F32 y, F32 z); // Sets LLVector4 to (x, y, z, 1)
- inline void set(F32 x, F32 y, F32 z, F32 w); // Sets LLVector4 to (x, y, z, w)
- inline void set(const LLVector4 &vec); // Sets LLVector4 to vec
- inline void set(const LLVector3 &vec, F32 w = 1.f); // Sets LLVector4 to LLVector3 vec
- inline void set(const F32 *vec); // Sets LLVector4 to vec
-
- inline void setVec(F32 x, F32 y, F32 z); // deprecated
- inline void setVec(F32 x, F32 y, F32 z, F32 w); // deprecated
- inline void setVec(const LLVector4 &vec); // deprecated
- inline void setVec(const LLVector3 &vec, F32 w = 1.f); // deprecated
- inline void setVec(const F32 *vec); // deprecated
-
- F32 length() const; // Returns magnitude of LLVector4
- F32 lengthSquared() const; // Returns magnitude squared of LLVector4
- F32 normalize(); // Normalizes and returns the magnitude of LLVector4
-
- F32 magVec() const; // deprecated
- F32 magVecSquared() const; // deprecated
- F32 normVec(); // deprecated
-
- // Sets all values to absolute value of their original values
- // Returns TRUE if data changed
- BOOL abs();
-
- BOOL isExactlyClear() const { return (mV[VW] == 1.0f) && !mV[VX] && !mV[VY] && !mV[VZ]; }
- BOOL isExactlyZero() const { return !mV[VW] && !mV[VX] && !mV[VY] && !mV[VZ]; }
-
- const LLVector4& rotVec(F32 angle, const LLVector4 &vec); // Rotates about vec by angle radians
- const LLVector4& rotVec(F32 angle, F32 x, F32 y, F32 z); // Rotates about x,y,z by angle radians
- const LLVector4& rotVec(const LLMatrix4 &mat); // Rotates by MAT4 mat
- const LLVector4& rotVec(const LLQuaternion &q); // Rotates by QUAT q
-
- const LLVector4& scaleVec(const LLVector4& vec); // Scales component-wise by vec
-
- F32 operator[](int idx) const { return mV[idx]; }
- F32 &operator[](int idx) { return mV[idx]; }
-
- friend std::ostream& operator<<(std::ostream& s, const LLVector4 &a); // Print a
- friend LLVector4 operator+(const LLVector4 &a, const LLVector4 &b); // Return vector a + b
- friend LLVector4 operator-(const LLVector4 &a, const LLVector4 &b); // Return vector a minus b
- friend F32 operator*(const LLVector4 &a, const LLVector4 &b); // Return a dot b
- friend LLVector4 operator%(const LLVector4 &a, const LLVector4 &b); // Return a cross b
- friend LLVector4 operator/(const LLVector4 &a, F32 k); // Return a divided by scaler k
- friend LLVector4 operator*(const LLVector4 &a, F32 k); // Return a times scaler k
- friend LLVector4 operator*(F32 k, const LLVector4 &a); // Return a times scaler k
- friend bool operator==(const LLVector4 &a, const LLVector4 &b); // Return a == b
- friend bool operator!=(const LLVector4 &a, const LLVector4 &b); // Return a != b
-
- friend const LLVector4& operator+=(LLVector4 &a, const LLVector4 &b); // Return vector a + b
- friend const LLVector4& operator-=(LLVector4 &a, const LLVector4 &b); // Return vector a minus b
- friend const LLVector4& operator%=(LLVector4 &a, const LLVector4 &b); // Return a cross b
- friend const LLVector4& operator*=(LLVector4 &a, F32 k); // Return a times scaler k
- friend const LLVector4& operator/=(LLVector4 &a, F32 k); // Return a divided by scaler k
-
- friend LLVector4 operator-(const LLVector4 &a); // Return vector -a
-};
-
-// Non-member functions
-F32 angle_between(const LLVector4 &a, const LLVector4 &b); // Returns angle (radians) between a and b
-BOOL are_parallel(const LLVector4 &a, const LLVector4 &b, F32 epsilon=F_APPROXIMATELY_ZERO); // Returns TRUE if a and b are very close to parallel
-F32 dist_vec(const LLVector4 &a, const LLVector4 &b); // Returns distance between a and b
-F32 dist_vec_squared(const LLVector4 &a, const LLVector4 &b); // Returns distance squared between a and b
-LLVector3 vec4to3(const LLVector4 &vec);
-LLVector4 vec3to4(const LLVector3 &vec);
-LLVector4 lerp(const LLVector4 &a, const LLVector4 &b, F32 u); // Returns a vector that is a linear interpolation between a and b
-
-// Constructors
-
-inline LLVector4::LLVector4(void)
-{
- mV[VX] = 0.f;
- mV[VY] = 0.f;
- mV[VZ] = 0.f;
- mV[VW] = 1.f;
-}
-
-inline LLVector4::LLVector4(F32 x, F32 y, F32 z)
-{
- mV[VX] = x;
- mV[VY] = y;
- mV[VZ] = z;
- mV[VW] = 1.f;
-}
-
-inline LLVector4::LLVector4(F32 x, F32 y, F32 z, F32 w)
-{
- mV[VX] = x;
- mV[VY] = y;
- mV[VZ] = z;
- mV[VW] = w;
-}
-
-inline LLVector4::LLVector4(const F32 *vec)
-{
- mV[VX] = vec[VX];
- mV[VY] = vec[VY];
- mV[VZ] = vec[VZ];
- mV[VW] = vec[VW];
-}
-
-inline LLVector4::LLVector4(const F64 *vec)
-{
- mV[VX] = (F32) vec[VX];
- mV[VY] = (F32) vec[VY];
- mV[VZ] = (F32) vec[VZ];
- mV[VW] = (F32) vec[VW];
-}
-
-inline LLVector4::LLVector4(const LLVector2 &vec)
-{
- mV[VX] = vec[VX];
- mV[VY] = vec[VY];
- mV[VZ] = 0.f;
- mV[VW] = 0.f;
-}
-
-inline LLVector4::LLVector4(const LLVector2 &vec, F32 z, F32 w)
-{
- mV[VX] = vec[VX];
- mV[VY] = vec[VY];
- mV[VZ] = z;
- mV[VW] = w;
-}
-
-inline LLVector4::LLVector4(const LLVector3 &vec)
-{
- mV[VX] = vec.mV[VX];
- mV[VY] = vec.mV[VY];
- mV[VZ] = vec.mV[VZ];
- mV[VW] = 1.f;
-}
-
-inline LLVector4::LLVector4(const LLVector3 &vec, F32 w)
-{
- mV[VX] = vec.mV[VX];
- mV[VY] = vec.mV[VY];
- mV[VZ] = vec.mV[VZ];
- mV[VW] = w;
-}
-
-inline LLVector4::LLVector4(const LLSD &sd)
-{
- setValue(sd);
-}
-
-
-inline BOOL LLVector4::isFinite() const
-{
- return (llfinite(mV[VX]) && llfinite(mV[VY]) && llfinite(mV[VZ]) && llfinite(mV[VW]));
-}
-
-// Clear and Assignment Functions
-
-inline void LLVector4::clear(void)
-{
- mV[VX] = 0.f;
- mV[VY] = 0.f;
- mV[VZ] = 0.f;
- mV[VW] = 1.f;
-}
-
-// deprecated
-inline void LLVector4::clearVec(void)
-{
- mV[VX] = 0.f;
- mV[VY] = 0.f;
- mV[VZ] = 0.f;
- mV[VW] = 1.f;
-}
-
-// deprecated
-inline void LLVector4::zeroVec(void)
-{
- mV[VX] = 0.f;
- mV[VY] = 0.f;
- mV[VZ] = 0.f;
- mV[VW] = 0.f;
-}
-
-inline void LLVector4::set(F32 x, F32 y, F32 z)
-{
- mV[VX] = x;
- mV[VY] = y;
- mV[VZ] = z;
- mV[VW] = 1.f;
-}
-
-inline void LLVector4::set(F32 x, F32 y, F32 z, F32 w)
-{
- mV[VX] = x;
- mV[VY] = y;
- mV[VZ] = z;
- mV[VW] = w;
-}
-
-inline void LLVector4::set(const LLVector4 &vec)
-{
- mV[VX] = vec.mV[VX];
- mV[VY] = vec.mV[VY];
- mV[VZ] = vec.mV[VZ];
- mV[VW] = vec.mV[VW];
-}
-
-inline void LLVector4::set(const LLVector3 &vec, F32 w)
-{
- mV[VX] = vec.mV[VX];
- mV[VY] = vec.mV[VY];
- mV[VZ] = vec.mV[VZ];
- mV[VW] = w;
-}
-
-inline void LLVector4::set(const F32 *vec)
-{
- mV[VX] = vec[VX];
- mV[VY] = vec[VY];
- mV[VZ] = vec[VZ];
- mV[VW] = vec[VW];
-}
-
-
-// deprecated
-inline void LLVector4::setVec(F32 x, F32 y, F32 z)
-{
- mV[VX] = x;
- mV[VY] = y;
- mV[VZ] = z;
- mV[VW] = 1.f;
-}
-
-// deprecated
-inline void LLVector4::setVec(F32 x, F32 y, F32 z, F32 w)
-{
- mV[VX] = x;
- mV[VY] = y;
- mV[VZ] = z;
- mV[VW] = w;
-}
-
-// deprecated
-inline void LLVector4::setVec(const LLVector4 &vec)
-{
- mV[VX] = vec.mV[VX];
- mV[VY] = vec.mV[VY];
- mV[VZ] = vec.mV[VZ];
- mV[VW] = vec.mV[VW];
-}
-
-// deprecated
-inline void LLVector4::setVec(const LLVector3 &vec, F32 w)
-{
- mV[VX] = vec.mV[VX];
- mV[VY] = vec.mV[VY];
- mV[VZ] = vec.mV[VZ];
- mV[VW] = w;
-}
-
-// deprecated
-inline void LLVector4::setVec(const F32 *vec)
-{
- mV[VX] = vec[VX];
- mV[VY] = vec[VY];
- mV[VZ] = vec[VZ];
- mV[VW] = vec[VW];
-}
-
-// LLVector4 Magnitude and Normalization Functions
-
-inline F32 LLVector4::length(void) const
-{
- return (F32) sqrt(mV[VX]*mV[VX] + mV[VY]*mV[VY] + mV[VZ]*mV[VZ]);
-}
-
-inline F32 LLVector4::lengthSquared(void) const
-{
- return mV[VX]*mV[VX] + mV[VY]*mV[VY] + mV[VZ]*mV[VZ];
-}
-
-inline F32 LLVector4::magVec(void) const
-{
- return (F32) sqrt(mV[VX]*mV[VX] + mV[VY]*mV[VY] + mV[VZ]*mV[VZ]);
-}
-
-inline F32 LLVector4::magVecSquared(void) const
-{
- return mV[VX]*mV[VX] + mV[VY]*mV[VY] + mV[VZ]*mV[VZ];
-}
-
-// LLVector4 Operators
-
-inline LLVector4 operator+(const LLVector4 &a, const LLVector4 &b)
-{
- LLVector4 c(a);
- return c += b;
-}
-
-inline LLVector4 operator-(const LLVector4 &a, const LLVector4 &b)
-{
- LLVector4 c(a);
- return c -= b;
-}
-
-inline F32 operator*(const LLVector4 &a, const LLVector4 &b)
-{
- return (a.mV[VX]*b.mV[VX] + a.mV[VY]*b.mV[VY] + a.mV[VZ]*b.mV[VZ]);
-}
-
-inline LLVector4 operator%(const LLVector4 &a, const LLVector4 &b)
-{
- return LLVector4(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 LLVector4 operator/(const LLVector4 &a, F32 k)
-{
- F32 t = 1.f / k;
- return LLVector4( a.mV[VX] * t, a.mV[VY] * t, a.mV[VZ] * t );
-}
-
-
-inline LLVector4 operator*(const LLVector4 &a, F32 k)
-{
- return LLVector4( a.mV[VX] * k, a.mV[VY] * k, a.mV[VZ] * k );
-}
-
-inline LLVector4 operator*(F32 k, const LLVector4 &a)
-{
- return LLVector4( a.mV[VX] * k, a.mV[VY] * k, a.mV[VZ] * k );
-}
-
-inline bool operator==(const LLVector4 &a, const LLVector4 &b)
-{
- return ( (a.mV[VX] == b.mV[VX])
- &&(a.mV[VY] == b.mV[VY])
- &&(a.mV[VZ] == b.mV[VZ]));
-}
-
-inline bool operator!=(const LLVector4 &a, const LLVector4 &b)
-{
- return ( (a.mV[VX] != b.mV[VX])
- ||(a.mV[VY] != b.mV[VY])
- ||(a.mV[VZ] != b.mV[VZ])
- ||(a.mV[VW] != b.mV[VW]) );
-}
-
-inline const LLVector4& operator+=(LLVector4 &a, const LLVector4 &b)
-{
- a.mV[VX] += b.mV[VX];
- a.mV[VY] += b.mV[VY];
- a.mV[VZ] += b.mV[VZ];
- return a;
-}
-
-inline const LLVector4& operator-=(LLVector4 &a, const LLVector4 &b)
-{
- a.mV[VX] -= b.mV[VX];
- a.mV[VY] -= b.mV[VY];
- a.mV[VZ] -= b.mV[VZ];
- return a;
-}
-
-inline const LLVector4& operator%=(LLVector4 &a, const LLVector4 &b)
-{
- LLVector4 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 LLVector4& operator*=(LLVector4 &a, F32 k)
-{
- a.mV[VX] *= k;
- a.mV[VY] *= k;
- a.mV[VZ] *= k;
- return a;
-}
-
-inline const LLVector4& operator/=(LLVector4 &a, F32 k)
-{
- F32 t = 1.f / k;
- a.mV[VX] *= t;
- a.mV[VY] *= t;
- a.mV[VZ] *= t;
- return a;
-}
-
-inline LLVector4 operator-(const LLVector4 &a)
-{
- return LLVector4( -a.mV[VX], -a.mV[VY], -a.mV[VZ] );
-}
-
-inline F32 dist_vec(const LLVector4 &a, const LLVector4 &b)
-{
- LLVector4 vec = a - b;
- return (vec.length());
-}
-
-inline F32 dist_vec_squared(const LLVector4 &a, const LLVector4 &b)
-{
- LLVector4 vec = a - b;
- return (vec.lengthSquared());
-}
-
-inline LLVector4 lerp(const LLVector4 &a, const LLVector4 &b, F32 u)
-{
- return LLVector4(
- 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,
- a.mV[VW] + (b.mV[VW] - a.mV[VW]) * u);
-}
-
-inline F32 LLVector4::normalize(void)
-{
- 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;
- }
- else
- {
- mV[0] = 0.f;
- mV[1] = 0.f;
- mV[2] = 0.f;
- mag = 0;
- }
- return (mag);
-}
-
-// deprecated
-inline F32 LLVector4::normVec(void)
-{
- 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;
- }
- else
- {
- mV[0] = 0.f;
- mV[1] = 0.f;
- mV[2] = 0.f;
- mag = 0;
- }
- return (mag);
-}
-
-// Because apparently some parts of the viewer use this for color info.
-inline const LLVector4 srgbVector4(const LLVector4 &a) {
- LLVector4 srgbColor;
-
- srgbColor.mV[0] = linearTosRGB(a.mV[0]);
- srgbColor.mV[1] = linearTosRGB(a.mV[1]);
- srgbColor.mV[2] = linearTosRGB(a.mV[2]);
- srgbColor.mV[3] = a.mV[3];
-
- return srgbColor;
-}
-
-
-#endif
-
+/**
+ * @file v4math.h
+ * @brief LLVector4 class header file.
+ *
+ * $LicenseInfo:firstyear=2000&license=viewerlgpl$
+ * 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
+ * $/LicenseInfo$
+ */
+
+#ifndef LL_V4MATH_H
+#define LL_V4MATH_H
+
+#include "llerror.h"
+#include "llmath.h"
+#include "v3math.h"
+#include "v2math.h"
+
+class LLMatrix3;
+class LLMatrix4;
+class LLQuaternion;
+
+// LLVector4 = |x y z w|
+
+static const U32 LENGTHOFVECTOR4 = 4;
+
+class LLVector4
+{
+ public:
+ F32 mV[LENGTHOFVECTOR4];
+ LLVector4(); // Initializes LLVector4 to (0, 0, 0, 1)
+ explicit LLVector4(const F32 *vec); // Initializes LLVector4 to (vec[0]. vec[1], vec[2], vec[3])
+ explicit LLVector4(const F64 *vec); // Initialized LLVector4 to ((F32) vec[0], (F32) vec[1], (F32) vec[3], (F32) vec[4]);
+ explicit LLVector4(const LLVector2 &vec);
+ explicit LLVector4(const LLVector2 &vec, F32 z, F32 w);
+ explicit LLVector4(const LLVector3 &vec); // Initializes LLVector4 to (vec, 1)
+ explicit LLVector4(const LLVector3 &vec, F32 w); // Initializes LLVector4 to (vec, w)
+ explicit LLVector4(const LLSD &sd);
+ LLVector4(F32 x, F32 y, F32 z); // Initializes LLVector4 to (x. y, z, 1)
+ LLVector4(F32 x, F32 y, F32 z, F32 w);
+
+ LLSD getValue() const
+ {
+ LLSD ret;
+ ret[0] = mV[0];
+ ret[1] = mV[1];
+ ret[2] = mV[2];
+ ret[3] = mV[3];
+ return ret;
+ }
+
+ void setValue(const LLSD& sd)
+ {
+ mV[0] = sd[0].asReal();
+ mV[1] = sd[1].asReal();
+ mV[2] = sd[2].asReal();
+ mV[3] = sd[3].asReal();
+ }
+
+
+ inline bool isFinite() const; // checks to see if all values of LLVector3 are finite
+
+ inline void clear(); // Clears LLVector4 to (0, 0, 0, 1)
+ inline void clearVec(); // deprecated
+ inline void zeroVec(); // deprecated
+
+ inline void set(F32 x, F32 y, F32 z); // Sets LLVector4 to (x, y, z, 1)
+ inline void set(F32 x, F32 y, F32 z, F32 w); // Sets LLVector4 to (x, y, z, w)
+ inline void set(const LLVector4 &vec); // Sets LLVector4 to vec
+ inline void set(const LLVector3 &vec, F32 w = 1.f); // Sets LLVector4 to LLVector3 vec
+ inline void set(const F32 *vec); // Sets LLVector4 to vec
+
+ inline void setVec(F32 x, F32 y, F32 z); // deprecated
+ inline void setVec(F32 x, F32 y, F32 z, F32 w); // deprecated
+ inline void setVec(const LLVector4 &vec); // deprecated
+ inline void setVec(const LLVector3 &vec, F32 w = 1.f); // deprecated
+ inline void setVec(const F32 *vec); // deprecated
+
+ F32 length() const; // Returns magnitude of LLVector4
+ F32 lengthSquared() const; // Returns magnitude squared of LLVector4
+ F32 normalize(); // Normalizes and returns the magnitude of LLVector4
+
+ F32 magVec() const; // deprecated
+ F32 magVecSquared() const; // deprecated
+ F32 normVec(); // deprecated
+
+ // Sets all values to absolute value of their original values
+ // Returns true if data changed
+ bool abs();
+
+ bool isExactlyClear() const { return (mV[VW] == 1.0f) && !mV[VX] && !mV[VY] && !mV[VZ]; }
+ bool isExactlyZero() const { return !mV[VW] && !mV[VX] && !mV[VY] && !mV[VZ]; }
+
+ const LLVector4& rotVec(const LLMatrix4 &mat); // Rotates by MAT4 mat
+ const LLVector4& rotVec(const LLQuaternion &q); // Rotates by QUAT q
+
+ const LLVector4& scaleVec(const LLVector4& vec); // Scales component-wise by vec
+
+ F32 operator[](int idx) const { return mV[idx]; }
+ F32 &operator[](int idx) { return mV[idx]; }
+
+ friend std::ostream& operator<<(std::ostream& s, const LLVector4 &a); // Print a
+ friend LLVector4 operator+(const LLVector4 &a, const LLVector4 &b); // Return vector a + b
+ friend LLVector4 operator-(const LLVector4 &a, const LLVector4 &b); // Return vector a minus b
+ friend F32 operator*(const LLVector4 &a, const LLVector4 &b); // Return a dot b
+ friend LLVector4 operator%(const LLVector4 &a, const LLVector4 &b); // Return a cross b
+ friend LLVector4 operator/(const LLVector4 &a, F32 k); // Return a divided by scaler k
+ friend LLVector4 operator*(const LLVector4 &a, F32 k); // Return a times scaler k
+ friend LLVector4 operator*(F32 k, const LLVector4 &a); // Return a times scaler k
+ friend bool operator==(const LLVector4 &a, const LLVector4 &b); // Return a == b
+ friend bool operator!=(const LLVector4 &a, const LLVector4 &b); // Return a != b
+
+ friend const LLVector4& operator+=(LLVector4 &a, const LLVector4 &b); // Return vector a + b
+ friend const LLVector4& operator-=(LLVector4 &a, const LLVector4 &b); // Return vector a minus b
+ friend const LLVector4& operator%=(LLVector4 &a, const LLVector4 &b); // Return a cross b
+ friend const LLVector4& operator*=(LLVector4 &a, F32 k); // Return a times scaler k
+ friend const LLVector4& operator/=(LLVector4 &a, F32 k); // Return a divided by scaler k
+
+ friend LLVector4 operator-(const LLVector4 &a); // Return vector -a
+};
+
+// Non-member functions
+F32 angle_between(const LLVector4 &a, const LLVector4 &b); // Returns angle (radians) between a and b
+bool are_parallel(const LLVector4 &a, const LLVector4 &b, F32 epsilon = F_APPROXIMATELY_ZERO); // Returns true if a and b are very close to parallel
+F32 dist_vec(const LLVector4 &a, const LLVector4 &b); // Returns distance between a and b
+F32 dist_vec_squared(const LLVector4 &a, const LLVector4 &b); // Returns distance squared between a and b
+LLVector3 vec4to3(const LLVector4 &vec);
+LLVector4 vec3to4(const LLVector3 &vec);
+LLVector4 lerp(const LLVector4 &a, const LLVector4 &b, F32 u); // Returns a vector that is a linear interpolation between a and b
+
+// Constructors
+
+inline LLVector4::LLVector4(void)
+{
+ mV[VX] = 0.f;
+ mV[VY] = 0.f;
+ mV[VZ] = 0.f;
+ mV[VW] = 1.f;
+}
+
+inline LLVector4::LLVector4(F32 x, F32 y, F32 z)
+{
+ mV[VX] = x;
+ mV[VY] = y;
+ mV[VZ] = z;
+ mV[VW] = 1.f;
+}
+
+inline LLVector4::LLVector4(F32 x, F32 y, F32 z, F32 w)
+{
+ mV[VX] = x;
+ mV[VY] = y;
+ mV[VZ] = z;
+ mV[VW] = w;
+}
+
+inline LLVector4::LLVector4(const F32 *vec)
+{
+ mV[VX] = vec[VX];
+ mV[VY] = vec[VY];
+ mV[VZ] = vec[VZ];
+ mV[VW] = vec[VW];
+}
+
+inline LLVector4::LLVector4(const F64 *vec)
+{
+ mV[VX] = (F32) vec[VX];
+ mV[VY] = (F32) vec[VY];
+ mV[VZ] = (F32) vec[VZ];
+ mV[VW] = (F32) vec[VW];
+}
+
+inline LLVector4::LLVector4(const LLVector2 &vec)
+{
+ mV[VX] = vec[VX];
+ mV[VY] = vec[VY];
+ mV[VZ] = 0.f;
+ mV[VW] = 0.f;
+}
+
+inline LLVector4::LLVector4(const LLVector2 &vec, F32 z, F32 w)
+{
+ mV[VX] = vec[VX];
+ mV[VY] = vec[VY];
+ mV[VZ] = z;
+ mV[VW] = w;
+}
+
+inline LLVector4::LLVector4(const LLVector3 &vec)
+{
+ mV[VX] = vec.mV[VX];
+ mV[VY] = vec.mV[VY];
+ mV[VZ] = vec.mV[VZ];
+ mV[VW] = 1.f;
+}
+
+inline LLVector4::LLVector4(const LLVector3 &vec, F32 w)
+{
+ mV[VX] = vec.mV[VX];
+ mV[VY] = vec.mV[VY];
+ mV[VZ] = vec.mV[VZ];
+ mV[VW] = w;
+}
+
+inline LLVector4::LLVector4(const LLSD &sd)
+{
+ setValue(sd);
+}
+
+
+inline bool LLVector4::isFinite() const
+{
+ return (llfinite(mV[VX]) && llfinite(mV[VY]) && llfinite(mV[VZ]) && llfinite(mV[VW]));
+}
+
+// Clear and Assignment Functions
+
+inline void LLVector4::clear(void)
+{
+ mV[VX] = 0.f;
+ mV[VY] = 0.f;
+ mV[VZ] = 0.f;
+ mV[VW] = 1.f;
+}
+
+// deprecated
+inline void LLVector4::clearVec(void)
+{
+ mV[VX] = 0.f;
+ mV[VY] = 0.f;
+ mV[VZ] = 0.f;
+ mV[VW] = 1.f;
+}
+
+// deprecated
+inline void LLVector4::zeroVec(void)
+{
+ mV[VX] = 0.f;
+ mV[VY] = 0.f;
+ mV[VZ] = 0.f;
+ mV[VW] = 0.f;
+}
+
+inline void LLVector4::set(F32 x, F32 y, F32 z)
+{
+ mV[VX] = x;
+ mV[VY] = y;
+ mV[VZ] = z;
+ mV[VW] = 1.f;
+}
+
+inline void LLVector4::set(F32 x, F32 y, F32 z, F32 w)
+{
+ mV[VX] = x;
+ mV[VY] = y;
+ mV[VZ] = z;
+ mV[VW] = w;
+}
+
+inline void LLVector4::set(const LLVector4 &vec)
+{
+ mV[VX] = vec.mV[VX];
+ mV[VY] = vec.mV[VY];
+ mV[VZ] = vec.mV[VZ];
+ mV[VW] = vec.mV[VW];
+}
+
+inline void LLVector4::set(const LLVector3 &vec, F32 w)
+{
+ mV[VX] = vec.mV[VX];
+ mV[VY] = vec.mV[VY];
+ mV[VZ] = vec.mV[VZ];
+ mV[VW] = w;
+}
+
+inline void LLVector4::set(const F32 *vec)
+{
+ mV[VX] = vec[VX];
+ mV[VY] = vec[VY];
+ mV[VZ] = vec[VZ];
+ mV[VW] = vec[VW];
+}
+
+
+// deprecated
+inline void LLVector4::setVec(F32 x, F32 y, F32 z)
+{
+ mV[VX] = x;
+ mV[VY] = y;
+ mV[VZ] = z;
+ mV[VW] = 1.f;
+}
+
+// deprecated
+inline void LLVector4::setVec(F32 x, F32 y, F32 z, F32 w)
+{
+ mV[VX] = x;
+ mV[VY] = y;
+ mV[VZ] = z;
+ mV[VW] = w;
+}
+
+// deprecated
+inline void LLVector4::setVec(const LLVector4 &vec)
+{
+ mV[VX] = vec.mV[VX];
+ mV[VY] = vec.mV[VY];
+ mV[VZ] = vec.mV[VZ];
+ mV[VW] = vec.mV[VW];
+}
+
+// deprecated
+inline void LLVector4::setVec(const LLVector3 &vec, F32 w)
+{
+ mV[VX] = vec.mV[VX];
+ mV[VY] = vec.mV[VY];
+ mV[VZ] = vec.mV[VZ];
+ mV[VW] = w;
+}
+
+// deprecated
+inline void LLVector4::setVec(const F32 *vec)
+{
+ mV[VX] = vec[VX];
+ mV[VY] = vec[VY];
+ mV[VZ] = vec[VZ];
+ mV[VW] = vec[VW];
+}
+
+// LLVector4 Magnitude and Normalization Functions
+
+inline F32 LLVector4::length(void) const
+{
+ return (F32) sqrt(mV[VX]*mV[VX] + mV[VY]*mV[VY] + mV[VZ]*mV[VZ]);
+}
+
+inline F32 LLVector4::lengthSquared(void) const
+{
+ return mV[VX]*mV[VX] + mV[VY]*mV[VY] + mV[VZ]*mV[VZ];
+}
+
+inline F32 LLVector4::magVec(void) const
+{
+ return (F32) sqrt(mV[VX]*mV[VX] + mV[VY]*mV[VY] + mV[VZ]*mV[VZ]);
+}
+
+inline F32 LLVector4::magVecSquared(void) const
+{
+ return mV[VX]*mV[VX] + mV[VY]*mV[VY] + mV[VZ]*mV[VZ];
+}
+
+// LLVector4 Operators
+
+inline LLVector4 operator+(const LLVector4 &a, const LLVector4 &b)
+{
+ LLVector4 c(a);
+ return c += b;
+}
+
+inline LLVector4 operator-(const LLVector4 &a, const LLVector4 &b)
+{
+ LLVector4 c(a);
+ return c -= b;
+}
+
+inline F32 operator*(const LLVector4 &a, const LLVector4 &b)
+{
+ return (a.mV[VX]*b.mV[VX] + a.mV[VY]*b.mV[VY] + a.mV[VZ]*b.mV[VZ]);
+}
+
+inline LLVector4 operator%(const LLVector4 &a, const LLVector4 &b)
+{
+ return LLVector4(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 LLVector4 operator/(const LLVector4 &a, F32 k)
+{
+ F32 t = 1.f / k;
+ return LLVector4( a.mV[VX] * t, a.mV[VY] * t, a.mV[VZ] * t );
+}
+
+
+inline LLVector4 operator*(const LLVector4 &a, F32 k)
+{
+ return LLVector4( a.mV[VX] * k, a.mV[VY] * k, a.mV[VZ] * k );
+}
+
+inline LLVector4 operator*(F32 k, const LLVector4 &a)
+{
+ return LLVector4( a.mV[VX] * k, a.mV[VY] * k, a.mV[VZ] * k );
+}
+
+inline bool operator==(const LLVector4 &a, const LLVector4 &b)
+{
+ return ( (a.mV[VX] == b.mV[VX])
+ &&(a.mV[VY] == b.mV[VY])
+ &&(a.mV[VZ] == b.mV[VZ]));
+}
+
+inline bool operator!=(const LLVector4 &a, const LLVector4 &b)
+{
+ return ( (a.mV[VX] != b.mV[VX])
+ ||(a.mV[VY] != b.mV[VY])
+ ||(a.mV[VZ] != b.mV[VZ])
+ ||(a.mV[VW] != b.mV[VW]) );
+}
+
+inline const LLVector4& operator+=(LLVector4 &a, const LLVector4 &b)
+{
+ a.mV[VX] += b.mV[VX];
+ a.mV[VY] += b.mV[VY];
+ a.mV[VZ] += b.mV[VZ];
+ return a;
+}
+
+inline const LLVector4& operator-=(LLVector4 &a, const LLVector4 &b)
+{
+ a.mV[VX] -= b.mV[VX];
+ a.mV[VY] -= b.mV[VY];
+ a.mV[VZ] -= b.mV[VZ];
+ return a;
+}
+
+inline const LLVector4& operator%=(LLVector4 &a, const LLVector4 &b)
+{
+ LLVector4 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 LLVector4& operator*=(LLVector4 &a, F32 k)
+{
+ a.mV[VX] *= k;
+ a.mV[VY] *= k;
+ a.mV[VZ] *= k;
+ return a;
+}
+
+inline const LLVector4& operator/=(LLVector4 &a, F32 k)
+{
+ F32 t = 1.f / k;
+ a.mV[VX] *= t;
+ a.mV[VY] *= t;
+ a.mV[VZ] *= t;
+ return a;
+}
+
+inline LLVector4 operator-(const LLVector4 &a)
+{
+ return LLVector4( -a.mV[VX], -a.mV[VY], -a.mV[VZ] );
+}
+
+inline F32 dist_vec(const LLVector4 &a, const LLVector4 &b)
+{
+ LLVector4 vec = a - b;
+ return (vec.length());
+}
+
+inline F32 dist_vec_squared(const LLVector4 &a, const LLVector4 &b)
+{
+ LLVector4 vec = a - b;
+ return (vec.lengthSquared());
+}
+
+inline LLVector4 lerp(const LLVector4 &a, const LLVector4 &b, F32 u)
+{
+ return LLVector4(
+ 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,
+ a.mV[VW] + (b.mV[VW] - a.mV[VW]) * u);
+}
+
+inline F32 LLVector4::normalize(void)
+{
+ 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;
+ }
+ else
+ {
+ mV[0] = 0.f;
+ mV[1] = 0.f;
+ mV[2] = 0.f;
+ mag = 0;
+ }
+ return (mag);
+}
+
+// deprecated
+inline F32 LLVector4::normVec(void)
+{
+ 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;
+ }
+ else
+ {
+ mV[0] = 0.f;
+ mV[1] = 0.f;
+ mV[2] = 0.f;
+ mag = 0;
+ }
+ return (mag);
+}
+
+// Because apparently some parts of the viewer use this for color info.
+inline const LLVector4 srgbVector4(const LLVector4 &a) {
+ LLVector4 srgbColor;
+
+ srgbColor.mV[0] = linearTosRGB(a.mV[0]);
+ srgbColor.mV[1] = linearTosRGB(a.mV[1]);
+ srgbColor.mV[2] = linearTosRGB(a.mV[2]);
+ srgbColor.mV[3] = a.mV[3];
+
+ return srgbColor;
+}
+
+
+#endif
+