/** * @file v4math.cpp * @brief LLVector4 class implementation. * * Copyright (c) 2000-$CurrentYear$, Linden Research, Inc. * $License$ */ #include "linden_common.h" //#include "vmath.h" #include "v3math.h" #include "v4math.h" #include "m4math.h" #include "m3math.h" #include "llquaternion.h" // LLVector4 // Axis-Angle rotations /* const LLVector4& LLVector4::rotVec(F32 angle, const LLVector4 &vec) { if ( !vec.isExactlyZero() && angle ) { *this = *this * LLMatrix4(angle, vec); } return *this; } const LLVector4& LLVector4::rotVec(F32 angle, F32 x, F32 y, F32 z) { LLVector3 vec(x, y, z); if ( !vec.isExactlyZero() && angle ) { *this = *this * LLMatrix4(angle, vec); } return *this; } */ 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[0] < 0.f) { mV[0] = -mV[0]; ret = TRUE; } if (mV[1] < 0.f) { mV[1] = -mV[1]; ret = TRUE; } if (mV[2] < 0.f) { mV[2] = -mV[2]; ret = TRUE; } if (mV[3] < 0.f) { mV[3] = -mV[3]; 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.normVec(); bn.normVec(); 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.normVec(); bn.normVec(); 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]); }