summaryrefslogtreecommitdiff
path: root/indra/llmath/v3dmath.cpp
blob: faa877a5cbd666002706a70d5fb396a000b33c1f (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
/**
 * @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[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 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;
}