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/**
* @file v2math.h
* @brief LLVector2 class header file.
*
* Copyright (c) 2000-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#ifndef LL_V2MATH_H
#define LL_V2MATH_H
#include <math.h>
#include "llmath.h"
class LLVector4;
class LLMatrix3;
class LLQuaternion;
// Llvector2 = |x y z w|
static const U32 LENGTHOFVECTOR2 = 2;
class LLVector2
{
public:
F32 mV[LENGTHOFVECTOR2];
static LLVector2 zero;
LLVector2(); // Initializes LLVector2 to (0, 0)
LLVector2(F32 x, F32 y); // Initializes LLVector2 to (x. y)
LLVector2(const F32 *vec); // Initializes LLVector2 to (vec[0]. vec[1])
// Clears LLVector2 to (0, 0). DEPRECATED - prefer zeroVec.
void clearVec();
// Zero LLVector2 to (0, 0)
void zeroVec();
void setVec(F32 x, F32 y); // Sets LLVector2 to (x, y)
void setVec(const LLVector2 &vec); // Sets LLVector2 to vec
void setVec(const F32 *vec); // Sets LLVector2 to vec
F32 magVec() const; // Returns magnitude of LLVector2
F32 magVecSquared() const; // Returns magnitude squared of LLVector2
F32 normVec(); // Normalizes and returns the magnitude of LLVector2
BOOL abs(); // sets all values to absolute value of original value (first octant), returns TRUE if changed
const LLVector2& scaleVec(const LLVector2& vec); // scales per component by vec
BOOL isNull(); // Returns TRUE if vector has a _very_small_ length
BOOL isExactlyZero() const { return !mV[VX] && !mV[VY]; }
F32 operator[](int idx) const { return mV[idx]; }
F32 &operator[](int idx) { return mV[idx]; }
friend bool operator<(const LLVector2 &a, const LLVector2 &b); // For sorting. x is "more significant" than y
friend LLVector2 operator+(const LLVector2 &a, const LLVector2 &b); // Return vector a + b
friend LLVector2 operator-(const LLVector2 &a, const LLVector2 &b); // Return vector a minus b
friend F32 operator*(const LLVector2 &a, const LLVector2 &b); // Return a dot b
friend LLVector2 operator%(const LLVector2 &a, const LLVector2 &b); // Return a cross b
friend LLVector2 operator/(const LLVector2 &a, F32 k); // Return a divided by scaler k
friend LLVector2 operator*(const LLVector2 &a, F32 k); // Return a times scaler k
friend LLVector2 operator*(F32 k, const LLVector2 &a); // Return a times scaler k
friend bool operator==(const LLVector2 &a, const LLVector2 &b); // Return a == b
friend bool operator!=(const LLVector2 &a, const LLVector2 &b); // Return a != b
friend const LLVector2& operator+=(LLVector2 &a, const LLVector2 &b); // Return vector a + b
friend const LLVector2& operator-=(LLVector2 &a, const LLVector2 &b); // Return vector a minus b
friend const LLVector2& operator%=(LLVector2 &a, const LLVector2 &b); // Return a cross b
friend const LLVector2& operator*=(LLVector2 &a, F32 k); // Return a times scaler k
friend const LLVector2& operator/=(LLVector2 &a, F32 k); // Return a divided by scaler k
friend LLVector2 operator-(const LLVector2 &a); // Return vector -a
friend std::ostream& operator<<(std::ostream& s, const LLVector2 &a); // Stream a
};
// Non-member functions
F32 angle_between(const LLVector2 &a, const LLVector2 &b); // Returns angle (radians) between a and b
BOOL are_parallel(const LLVector2 &a, const LLVector2 &b, F32 epsilon=F_APPROXIMATELY_ZERO); // Returns TRUE if a and b are very close to parallel
F32 dist_vec(const LLVector2 &a, const LLVector2 &b); // Returns distance between a and b
F32 dist_vec_squared(const LLVector2 &a, const LLVector2 &b);// Returns distance sqaured between a and b
F32 dist_vec_squared2D(const LLVector2 &a, const LLVector2 &b);// Returns distance sqaured between a and b ignoring Z component
LLVector2 lerp(const LLVector2 &a, const LLVector2 &b, F32 u); // Returns a vector that is a linear interpolation between a and b
// Constructors
inline LLVector2::LLVector2(void)
{
mV[VX] = 0.f;
mV[VY] = 0.f;
}
inline LLVector2::LLVector2(F32 x, F32 y)
{
mV[VX] = x;
mV[VY] = y;
}
inline LLVector2::LLVector2(const F32 *vec)
{
mV[VX] = vec[VX];
mV[VY] = vec[VY];
}
// Clear and Assignment Functions
inline void LLVector2::clearVec(void)
{
mV[VX] = 0.f;
mV[VY] = 0.f;
}
inline void LLVector2::zeroVec(void)
{
mV[VX] = 0.f;
mV[VY] = 0.f;
}
inline void LLVector2::setVec(F32 x, F32 y)
{
mV[VX] = x;
mV[VY] = y;
}
inline void LLVector2::setVec(const LLVector2 &vec)
{
mV[VX] = vec.mV[VX];
mV[VY] = vec.mV[VY];
}
inline void LLVector2::setVec(const F32 *vec)
{
mV[VX] = vec[VX];
mV[VY] = vec[VY];
}
// LLVector2 Magnitude and Normalization Functions
inline F32 LLVector2::magVec(void) const
{
return fsqrtf(mV[0]*mV[0] + mV[1]*mV[1]);
}
inline F32 LLVector2::magVecSquared(void) const
{
return mV[0]*mV[0] + mV[1]*mV[1];
}
inline F32 LLVector2::normVec(void)
{
F32 mag = fsqrtf(mV[0]*mV[0] + mV[1]*mV[1]);
F32 oomag;
if (mag > FP_MAG_THRESHOLD)
{
oomag = 1.f/mag;
mV[0] *= oomag;
mV[1] *= oomag;
}
else
{
mV[0] = 0.f;
mV[1] = 0.f;
mag = 0;
}
return (mag);
}
inline const LLVector2& LLVector2::scaleVec(const LLVector2& vec)
{
mV[VX] *= vec.mV[VX];
mV[VY] *= vec.mV[VY];
return *this;
}
inline BOOL LLVector2::isNull()
{
if ( F_APPROXIMATELY_ZERO > mV[VX]*mV[VX] + mV[VY]*mV[VY] )
{
return TRUE;
}
return FALSE;
}
// LLVector2 Operators
// For sorting. By convention, x is "more significant" than y.
inline bool operator<(const LLVector2 &a, const LLVector2 &b)
{
if( a.mV[VX] == b.mV[VX] )
{
return a.mV[VY] < b.mV[VY];
}
else
{
return a.mV[VX] < b.mV[VX];
}
}
inline LLVector2 operator+(const LLVector2 &a, const LLVector2 &b)
{
LLVector2 c(a);
return c += b;
}
inline LLVector2 operator-(const LLVector2 &a, const LLVector2 &b)
{
LLVector2 c(a);
return c -= b;
}
inline F32 operator*(const LLVector2 &a, const LLVector2 &b)
{
return (a.mV[0]*b.mV[0] + a.mV[1]*b.mV[1]);
}
inline LLVector2 operator%(const LLVector2 &a, const LLVector2 &b)
{
return LLVector2(a.mV[0]*b.mV[1] - b.mV[0]*a.mV[1], a.mV[1]*b.mV[0] - b.mV[1]*a.mV[0]);
}
inline LLVector2 operator/(const LLVector2 &a, F32 k)
{
F32 t = 1.f / k;
return LLVector2( a.mV[0] * t, a.mV[1] * t );
}
inline LLVector2 operator*(const LLVector2 &a, F32 k)
{
return LLVector2( a.mV[0] * k, a.mV[1] * k );
}
inline LLVector2 operator*(F32 k, const LLVector2 &a)
{
return LLVector2( a.mV[0] * k, a.mV[1] * k );
}
inline bool operator==(const LLVector2 &a, const LLVector2 &b)
{
return ( (a.mV[0] == b.mV[0])
&&(a.mV[1] == b.mV[1]));
}
inline bool operator!=(const LLVector2 &a, const LLVector2 &b)
{
return ( (a.mV[0] != b.mV[0])
||(a.mV[1] != b.mV[1]));
}
inline const LLVector2& operator+=(LLVector2 &a, const LLVector2 &b)
{
a.mV[0] += b.mV[0];
a.mV[1] += b.mV[1];
return a;
}
inline const LLVector2& operator-=(LLVector2 &a, const LLVector2 &b)
{
a.mV[0] -= b.mV[0];
a.mV[1] -= b.mV[1];
return a;
}
inline const LLVector2& operator%=(LLVector2 &a, const LLVector2 &b)
{
LLVector2 ret(a.mV[0]*b.mV[1] - b.mV[0]*a.mV[1], a.mV[1]*b.mV[0] - b.mV[1]*a.mV[0]);
a = ret;
return a;
}
inline const LLVector2& operator*=(LLVector2 &a, F32 k)
{
a.mV[0] *= k;
a.mV[1] *= k;
return a;
}
inline const LLVector2& operator/=(LLVector2 &a, F32 k)
{
F32 t = 1.f / k;
a.mV[0] *= t;
a.mV[1] *= t;
return a;
}
inline LLVector2 operator-(const LLVector2 &a)
{
return LLVector2( -a.mV[0], -a.mV[1] );
}
inline std::ostream& operator<<(std::ostream& s, const LLVector2 &a)
{
s << "{ " << a.mV[VX] << ", " << a.mV[VY] << " }";
return s;
}
#endif
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