From e2e37cced861b98de8c1a7c9c0d3a50d2d90e433 Mon Sep 17 00:00:00 2001 From: Ansariel Date: Wed, 22 May 2024 21:25:21 +0200 Subject: Fix line endlings --- indra/llmath/v4math.h | 1098 ++++++++++++++++++++++++------------------------- 1 file changed, 549 insertions(+), 549 deletions(-) (limited to 'indra/llmath/v4math.h') diff --git a/indra/llmath/v4math.h b/indra/llmath/v4math.h index 2a21edf198..7ed22212d3 100644 --- a/indra/llmath/v4math.h +++ b/indra/llmath/v4math.h @@ -1,549 +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(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 + -- cgit v1.2.3