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-rw-r--r--indra/llmath/v4math.h16
1 files changed, 7 insertions, 9 deletions
diff --git a/indra/llmath/v4math.h b/indra/llmath/v4math.h
index 7f0020af6b..7ed22212d3 100644
--- a/indra/llmath/v4math.h
+++ b/indra/llmath/v4math.h
@@ -74,7 +74,7 @@ class LLVector4
}
- inline BOOL isFinite() const; // checks to see if all values of LLVector3 are finite
+ 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
@@ -101,14 +101,12 @@ class LLVector4
F32 normVec(); // deprecated
// Sets all values to absolute value of their original values
- // Returns TRUE if data changed
- BOOL abs();
+ // 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]; }
+ 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
@@ -139,7 +137,7 @@ class LLVector4
// 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
+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);
@@ -226,7 +224,7 @@ inline LLVector4::LLVector4(const LLSD &sd)
}
-inline BOOL LLVector4::isFinite() const
+inline bool LLVector4::isFinite() const
{
return (llfinite(mV[VX]) && llfinite(mV[VY]) && llfinite(mV[VZ]) && llfinite(mV[VW]));
}