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/**
* @file v3dmath.cpp
* @brief LLVector3d 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 <sstream> // 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[VX] < min) { mdV[VX] = min; ret = true; }
if (mdV[VY] < min) { mdV[VY] = min; ret = true; }
if (mdV[VZ] < min) { mdV[VZ] = min; ret = true; }
if (mdV[VX] > max) { mdV[VX] = max; ret = true; }
if (mdV[VY] > max) { mdV[VY] = max; ret = true; }
if (mdV[VZ] > max) { mdV[VZ] = 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[VX] < 0.0) { mdV[VX] = -mdV[VX]; ret = true; }
if (mdV[VY] < 0.0) { mdV[VY] = -mdV[VY]; ret = true; }
if (mdV[VZ] < 0.0) { mdV[VZ] = -mdV[VZ]; 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[VX] = a.mV[VX];
mdV[VY] = a.mV[VY];
mdV[VZ] = a.mV[VZ];
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 std::string& buf, LLVector3d* value)
{
if( buf.empty() || value == nullptr)
{
return false;
}
LLVector3d v;
S32 count = sscanf( buf.c_str(), "%lf %lf %lf", v.mdV + 0, v.mdV + 1, v.mdV + 2 );
if( 3 == count )
{
value->setVec( v );
return true;
}
return false;
}
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