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
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
|
/**
* @file v3math.cpp
* @brief LLVector3 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 "vmath.h"
#include "v2math.h"
#include "v4math.h"
#include "m4math.h"
#include "m3math.h"
#include "llquaternion.h"
#include "llquantize.h"
#include "v3dmath.h"
// LLVector3
// WARNING: Don't use these for global const definitions!
// For example:
// const LLQuaternion(0.5f * F_PI, LLVector3::zero);
// at the top of a *.cpp file might not give you what you think.
const LLVector3 LLVector3::zero(0,0,0);
const LLVector3 LLVector3::x_axis(1.f, 0, 0);
const LLVector3 LLVector3::y_axis(0, 1.f, 0);
const LLVector3 LLVector3::z_axis(0, 0, 1.f);
const LLVector3 LLVector3::x_axis_neg(-1.f, 0, 0);
const LLVector3 LLVector3::y_axis_neg(0, -1.f, 0);
const LLVector3 LLVector3::z_axis_neg(0, 0, -1.f);
const LLVector3 LLVector3::all_one(1.f,1.f,1.f);
// Clamps each values to range (min,max).
// Returns TRUE if data changed.
BOOL LLVector3::clamp(F32 min, F32 max)
{
BOOL ret = FALSE;
if (mV[0] < min) { mV[0] = min; ret = TRUE; }
if (mV[1] < min) { mV[1] = min; ret = TRUE; }
if (mV[2] < min) { mV[2] = min; ret = TRUE; }
if (mV[0] > max) { mV[0] = max; ret = TRUE; }
if (mV[1] > max) { mV[1] = max; ret = TRUE; }
if (mV[2] > max) { mV[2] = max; ret = TRUE; }
return ret;
}
// Clamps length to an upper limit.
// Returns TRUE if the data changed
BOOL LLVector3::clampLength( F32 length_limit )
{
BOOL changed = FALSE;
F32 len = length();
if (llfinite(len))
{
if ( len > length_limit)
{
normalize();
if (length_limit < 0.f)
{
length_limit = 0.f;
}
mV[0] *= length_limit;
mV[1] *= length_limit;
mV[2] *= length_limit;
changed = TRUE;
}
}
else
{ // this vector may still be salvagable
F32 max_abs_component = 0.f;
for (S32 i = 0; i < 3; ++i)
{
F32 abs_component = fabs(mV[i]);
if (llfinite(abs_component))
{
if (abs_component > max_abs_component)
{
max_abs_component = abs_component;
}
}
else
{
// no it can't be salvaged --> clear it
clear();
changed = TRUE;
break;
}
}
if (!changed)
{
// yes it can be salvaged -->
// bring the components down before we normalize
mV[0] /= max_abs_component;
mV[1] /= max_abs_component;
mV[2] /= max_abs_component;
normalize();
if (length_limit < 0.f)
{
length_limit = 0.f;
}
mV[0] *= length_limit;
mV[1] *= length_limit;
mV[2] *= length_limit;
}
}
return changed;
}
// Sets all values to absolute value of their original values
// Returns TRUE if data changed
BOOL LLVector3::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; }
return ret;
}
// Quatizations
void LLVector3::quantize16(F32 lowerxy, F32 upperxy, F32 lowerz, F32 upperz)
{
F32 x = mV[VX];
F32 y = mV[VY];
F32 z = mV[VZ];
x = U16_to_F32(F32_to_U16(x, lowerxy, upperxy), lowerxy, upperxy);
y = U16_to_F32(F32_to_U16(y, lowerxy, upperxy), lowerxy, upperxy);
z = U16_to_F32(F32_to_U16(z, lowerz, upperz), lowerz, upperz);
mV[VX] = x;
mV[VY] = y;
mV[VZ] = z;
}
void LLVector3::quantize8(F32 lowerxy, F32 upperxy, F32 lowerz, F32 upperz)
{
mV[VX] = U8_to_F32(F32_to_U8(mV[VX], lowerxy, upperxy), lowerxy, upperxy);;
mV[VY] = U8_to_F32(F32_to_U8(mV[VY], lowerxy, upperxy), lowerxy, upperxy);
mV[VZ] = U8_to_F32(F32_to_U8(mV[VZ], lowerz, upperz), lowerz, upperz);
}
void LLVector3::snap(S32 sig_digits)
{
mV[VX] = snap_to_sig_figs(mV[VX], sig_digits);
mV[VY] = snap_to_sig_figs(mV[VY], sig_digits);
mV[VZ] = snap_to_sig_figs(mV[VZ], sig_digits);
}
const LLVector3& LLVector3::rotVec(const LLMatrix3 &mat)
{
*this = *this * mat;
return *this;
}
const LLVector3& LLVector3::rotVec(const LLQuaternion &q)
{
*this = *this * q;
return *this;
}
const LLVector3& LLVector3::transVec(const LLMatrix4& mat)
{
setVec(
mV[VX] * mat.mMatrix[VX][VX] +
mV[VY] * mat.mMatrix[VX][VY] +
mV[VZ] * mat.mMatrix[VX][VZ] +
mat.mMatrix[VX][VW],
mV[VX] * mat.mMatrix[VY][VX] +
mV[VY] * mat.mMatrix[VY][VY] +
mV[VZ] * mat.mMatrix[VY][VZ] +
mat.mMatrix[VY][VW],
mV[VX] * mat.mMatrix[VZ][VX] +
mV[VY] * mat.mMatrix[VZ][VY] +
mV[VZ] * mat.mMatrix[VZ][VZ] +
mat.mMatrix[VZ][VW]);
return *this;
}
const LLVector3& LLVector3::rotVec(F32 angle, const LLVector3 &vec)
{
if ( !vec.isExactlyZero() && angle )
{
*this = *this * LLQuaternion(angle, vec);
}
return *this;
}
const LLVector3& LLVector3::rotVec(F32 angle, F32 x, F32 y, F32 z)
{
LLVector3 vec(x, y, z);
if ( !vec.isExactlyZero() && angle )
{
*this = *this * LLQuaternion(angle, vec);
}
return *this;
}
const LLVector3& LLVector3::scaleVec(const LLVector3& vec)
{
mV[VX] *= vec.mV[VX];
mV[VY] *= vec.mV[VY];
mV[VZ] *= vec.mV[VZ];
return *this;
}
LLVector3 LLVector3::scaledVec(const LLVector3& vec) const
{
LLVector3 ret = LLVector3(*this);
ret.scaleVec(vec);
return ret;
}
const LLVector3& LLVector3::set(const LLVector3d &vec)
{
mV[0] = (F32)vec.mdV[0];
mV[1] = (F32)vec.mdV[1];
mV[2] = (F32)vec.mdV[2];
return (*this);
}
const LLVector3& LLVector3::set(const LLVector4 &vec)
{
mV[0] = vec.mV[0];
mV[1] = vec.mV[1];
mV[2] = vec.mV[2];
return (*this);
}
const LLVector3& LLVector3::setVec(const LLVector3d &vec)
{
mV[0] = (F32)vec.mdV[0];
mV[1] = (F32)vec.mdV[1];
mV[2] = (F32)vec.mdV[2];
return (*this);
}
const LLVector3& LLVector3::setVec(const LLVector4 &vec)
{
mV[0] = vec.mV[0];
mV[1] = vec.mV[1];
mV[2] = vec.mV[2];
return (*this);
}
LLVector3::LLVector3(const LLVector2 &vec)
{
mV[VX] = (F32)vec.mV[VX];
mV[VY] = (F32)vec.mV[VY];
mV[VZ] = 0;
}
LLVector3::LLVector3(const LLVector3d &vec)
{
mV[VX] = (F32)vec.mdV[VX];
mV[VY] = (F32)vec.mdV[VY];
mV[VZ] = (F32)vec.mdV[VZ];
}
LLVector3::LLVector3(const LLVector4 &vec)
{
mV[VX] = (F32)vec.mV[VX];
mV[VY] = (F32)vec.mV[VY];
mV[VZ] = (F32)vec.mV[VZ];
}
LLVector3::LLVector3(const LLSD& sd)
{
setValue(sd);
}
LLSD LLVector3::getValue() const
{
LLSD ret;
ret[0] = mV[0];
ret[1] = mV[1];
ret[2] = mV[2];
return ret;
}
void LLVector3::setValue(const LLSD& sd)
{
mV[0] = (F32) sd[0].asReal();
mV[1] = (F32) sd[1].asReal();
mV[2] = (F32) sd[2].asReal();
}
const LLVector3& operator*=(LLVector3 &a, const LLQuaternion &rot)
{
const F32 rw = - rot.mQ[VX] * a.mV[VX] - rot.mQ[VY] * a.mV[VY] - rot.mQ[VZ] * a.mV[VZ];
const F32 rx = rot.mQ[VW] * a.mV[VX] + rot.mQ[VY] * a.mV[VZ] - rot.mQ[VZ] * a.mV[VY];
const F32 ry = rot.mQ[VW] * a.mV[VY] + rot.mQ[VZ] * a.mV[VX] - rot.mQ[VX] * a.mV[VZ];
const F32 rz = rot.mQ[VW] * a.mV[VZ] + rot.mQ[VX] * a.mV[VY] - rot.mQ[VY] * a.mV[VX];
a.mV[VX] = - rw * rot.mQ[VX] + rx * rot.mQ[VW] - ry * rot.mQ[VZ] + rz * rot.mQ[VY];
a.mV[VY] = - rw * rot.mQ[VY] + ry * rot.mQ[VW] - rz * rot.mQ[VX] + rx * rot.mQ[VZ];
a.mV[VZ] = - rw * rot.mQ[VZ] + rz * rot.mQ[VW] - rx * rot.mQ[VY] + ry * rot.mQ[VX];
return a;
}
// static
BOOL LLVector3::parseVector3(const std::string& buf, LLVector3* value)
{
if( buf.empty() || value == NULL)
{
return FALSE;
}
LLVector3 v;
S32 count = sscanf( buf.c_str(), "%f %f %f", v.mV + 0, v.mV + 1, v.mV + 2 );
if( 3 == count )
{
value->setVec( v );
return TRUE;
}
return FALSE;
}
|