/** * @file v3dmath.cpp * @brief LLVector3d class implementation. * * Copyright (c) 2000-$CurrentYear$, Linden Research, Inc. * $License$ */ #include "linden_common.h" //#include // gcc 2.95.2 doesn't support sstream #include "v3dmath.h" //#include "vmath.h" #include "v4math.h" #include "m4math.h" #include "m3math.h" #include "llquaternion.h" #include "llquantize.h" // LLVector3d // WARNING: Don't use these for global const definitions! // For example: // const LLQuaternion(0.5f * F_PI, LLVector3d::zero); // at the top of a *.cpp file might not give you what you think. const LLVector3d LLVector3d::zero(0,0,0); const LLVector3d LLVector3d::x_axis(1, 0, 0); const LLVector3d LLVector3d::y_axis(0, 1, 0); const LLVector3d LLVector3d::z_axis(0, 0, 1); const LLVector3d LLVector3d::x_axis_neg(-1, 0, 0); const LLVector3d LLVector3d::y_axis_neg(0, -1, 0); const LLVector3d LLVector3d::z_axis_neg(0, 0, -1); // Clamps each values to range (min,max). // Returns TRUE if data changed. BOOL LLVector3d::clamp(F64 min, F64 max) { BOOL ret = FALSE; if (mdV[0] < min) { mdV[0] = min; ret = TRUE; } if (mdV[1] < min) { mdV[1] = min; ret = TRUE; } if (mdV[2] < min) { mdV[2] = min; ret = TRUE; } if (mdV[0] > max) { mdV[0] = max; ret = TRUE; } if (mdV[1] > max) { mdV[1] = max; ret = TRUE; } if (mdV[2] > max) { mdV[2] = max; ret = TRUE; } return ret; } // Sets all values to absolute value of their original values // Returns TRUE if data changed BOOL LLVector3d::abs() { BOOL ret = FALSE; if (mdV[0] < 0.0) { mdV[0] = -mdV[0]; ret = TRUE; } if (mdV[1] < 0.0) { mdV[1] = -mdV[1]; ret = TRUE; } if (mdV[2] < 0.0) { mdV[2] = -mdV[2]; ret = TRUE; } return ret; } std::ostream& operator<<(std::ostream& s, const LLVector3d &a) { s << "{ " << a.mdV[VX] << ", " << a.mdV[VY] << ", " << a.mdV[VZ] << " }"; return s; } const LLVector3d& LLVector3d::operator=(const LLVector4 &a) { mdV[0] = a.mV[0]; mdV[1] = a.mV[1]; mdV[2] = a.mV[2]; return *this; } const LLVector3d& LLVector3d::rotVec(const LLMatrix3 &mat) { *this = *this * mat; return *this; } const LLVector3d& LLVector3d::rotVec(const LLQuaternion &q) { *this = *this * q; return *this; } const LLVector3d& LLVector3d::rotVec(F64 angle, const LLVector3d &vec) { if ( !vec.isExactlyZero() && angle ) { *this = *this * LLMatrix3((F32)angle, vec); } return *this; } const LLVector3d& LLVector3d::rotVec(F64 angle, F64 x, F64 y, F64 z) { LLVector3d vec(x, y, z); if ( !vec.isExactlyZero() && angle ) { *this = *this * LLMatrix3((F32)angle, vec); } return *this; } BOOL LLVector3d::parseVector3d(const char* buf, LLVector3d* value) { if( buf == NULL || buf[0] == '\0' || value == NULL) { return FALSE; } LLVector3d v; S32 count = sscanf( buf, "%lf %lf %lf", v.mdV + 0, v.mdV + 1, v.mdV + 2 ); if( 3 == count ) { value->setVec( v ); return TRUE; } return FALSE; }