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/**
* @file v4math.cpp
* @brief LLVector4 class implementation.
*
* Copyright (c) 2000-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#include "linden_common.h"
//#include "vmath.h"
#include "v3math.h"
#include "v4math.h"
#include "m4math.h"
#include "m3math.h"
#include "llquaternion.h"
// LLVector4
// Axis-Angle rotations
/*
const LLVector4& LLVector4::rotVec(F32 angle, const LLVector4 &vec)
{
if ( !vec.isExactlyZero() && angle )
{
*this = *this * LLMatrix4(angle, vec);
}
return *this;
}
const LLVector4& LLVector4::rotVec(F32 angle, F32 x, F32 y, F32 z)
{
LLVector3 vec(x, y, z);
if ( !vec.isExactlyZero() && angle )
{
*this = *this * LLMatrix4(angle, vec);
}
return *this;
}
*/
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[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; }
if (mV[3] < 0.f) { mV[3] = -mV[3]; 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.normVec();
bn.normVec();
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.normVec();
bn.normVec();
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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