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/**
* @file v4math.cpp
* @brief LLVector4 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 "v4math.h"
#include "m4math.h"
#include "m3math.h"
#include "llquaternion.h"
// LLVector4
// Axis-Angle rotations
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[VX] < 0.f) { mV[VX] = -mV[VX]; ret = true; }
if (mV[VY] < 0.f) { mV[VY] = -mV[VY]; ret = true; }
if (mV[VZ] < 0.f) { mV[VZ] = -mV[VZ]; ret = true; }
if (mV[VW] < 0.f) { mV[VW] = -mV[VW]; 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.normalize();
bn.normalize();
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.normalize();
bn.normalize();
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]);
}
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