/** * @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 * $/LicenseInfo$ */ #include "linden_common.h" #include "v3math.h" #include "v4math.h" #include "m4math.h" #include "m3math.h" #include "llquaternion.h" // LLVector4 // Axis-Angle rotations const LLVector4& LLVector4::rotVec(const LLMatrix4& mat) { *this = *this * mat; return *this; } const LLVector4& LLVector4::rotVec(const LLQuaternion& q) { *this = *this * q; return *this; } 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]; return *this; } // Sets all values to absolute value of their original values // Returns true if data changed bool LLVector4::abs() { bool ret{ false }; if (mV[VX] < 0.f) { mV[VX] = -mV[VX]; ret = true; } if (mV[VY] < 0.f) { mV[VY] = -mV[VY]; ret = true; } if (mV[VZ] < 0.f) { mV[VZ] = -mV[VZ]; ret = true; } if (mV[VW] < 0.f) { mV[VW] = -mV[VW]; ret = true; } return ret; } std::ostream& operator<<(std::ostream& s, const LLVector4& a) { s << "{ " << a.mV[VX] << ", " << a.mV[VY] << ", " << a.mV[VZ] << ", " << a.mV[VW] << " }"; return s; } // Non-member functions 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; } 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; } LLVector3 vec4to3(const LLVector4& vec) { 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]); }