/** * @file llsdutil_math.cpp * @author Phoenix * @date 2006-05-24 * @brief Implementation of classes, functions, etc, for using structured data. * * $LicenseInfo:firstyear=2006&license=viewergpl$ * * Copyright (c) 2006-2010, Linden Research, Inc. * * Second Life Viewer Source Code * The source code in this file ("Source Code") is provided by Linden Lab * to you under the terms of the GNU General Public License, version 2.0 * ("GPL"), unless you have obtained a separate licensing agreement * ("Other License"), formally executed by you and Linden Lab. Terms of * the GPL can be found in doc/GPL-license.txt in this distribution, or * online at http://secondlife.com/developers/opensource/gplv2 * * There are special exceptions to the terms and conditions of the GPL as * it is applied to this Source Code. View the full text of the exception * in the file doc/FLOSS-exception.txt in this software distribution, or * online at * http://secondlife.com/developers/opensource/flossexception * * By copying, modifying or distributing this software, you acknowledge * that you have read and understood your obligations described above, * and agree to abide by those obligations. * * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, * COMPLETENESS OR PERFORMANCE. * $/LicenseInfo$ * */ #include "linden_common.h" #include "llsdutil_math.h" #include "v3math.h" #include "v4math.h" #include "v3dmath.h" #include "v2math.h" #include "llquaternion.h" #include "v4color.h" #if LL_WINDOWS # define WIN32_LEAN_AND_MEAN # include // for htonl #elif LL_LINUX || LL_SOLARIS # include #elif LL_DARWIN # include #endif #include "llsdserialize.h" // vector3 LLSD ll_sd_from_vector3(const LLVector3& vec) { LLSD rv; rv.append((F64)vec.mV[VX]); rv.append((F64)vec.mV[VY]); rv.append((F64)vec.mV[VZ]); return rv; } LLVector3 ll_vector3_from_sd(const LLSD& sd, S32 start_index) { LLVector3 rv; rv.mV[VX] = (F32)sd[start_index].asReal(); rv.mV[VY] = (F32)sd[++start_index].asReal(); rv.mV[VZ] = (F32)sd[++start_index].asReal(); return rv; } // vector4 LLSD ll_sd_from_vector4(const LLVector4& vec) { LLSD rv; rv.append((F64)vec.mV[VX]); rv.append((F64)vec.mV[VY]); rv.append((F64)vec.mV[VZ]); rv.append((F64)vec.mV[VW]); return rv; } LLVector4 ll_vector4_from_sd(const LLSD& sd, S32 start_index) { LLVector4 rv; rv.mV[VX] = (F32)sd[start_index].asReal(); rv.mV[VY] = (F32)sd[++start_index].asReal(); rv.mV[VZ] = (F32)sd[++start_index].asReal(); rv.mV[VW] = (F32)sd[++start_index].asReal(); return rv; } // vector3d LLSD ll_sd_from_vector3d(const LLVector3d& vec) { LLSD rv; rv.append(vec.mdV[VX]); rv.append(vec.mdV[VY]); rv.append(vec.mdV[VZ]); return rv; } LLVector3d ll_vector3d_from_sd(const LLSD& sd, S32 start_index) { LLVector3d rv; rv.mdV[VX] = sd[start_index].asReal(); rv.mdV[VY] = sd[++start_index].asReal(); rv.mdV[VZ] = sd[++start_index].asReal(); return rv; } //vector2 LLSD ll_sd_from_vector2(const LLVector2& vec) { LLSD rv; rv.append((F64)vec.mV[VX]); rv.append((F64)vec.mV[VY]); return rv; } LLVector2 ll_vector2_from_sd(const LLSD& sd) { LLVector2 rv; rv.mV[VX] = (F32)sd[0].asReal(); rv.mV[VY] = (F32)sd[1].asReal(); return rv; } // Quaternion LLSD ll_sd_from_quaternion(const LLQuaternion& quat) { LLSD rv; rv.append((F64)quat.mQ[VX]); rv.append((F64)quat.mQ[VY]); rv.append((F64)quat.mQ[VZ]); rv.append((F64)quat.mQ[VW]); return rv; } LLQuaternion ll_quaternion_from_sd(const LLSD& sd) { LLQuaternion quat; quat.mQ[VX] = (F32)sd[0].asReal(); quat.mQ[VY] = (F32)sd[1].asReal(); quat.mQ[VZ] = (F32)sd[2].asReal(); quat.mQ[VW] = (F32)sd[3].asReal(); return quat; } // color4 LLSD ll_sd_from_color4(const LLColor4& c) { LLSD rv; rv.append(c.mV[0]); rv.append(c.mV[1]); rv.append(c.mV[2]); rv.append(c.mV[3]); return rv; } LLColor4 ll_color4_from_sd(const LLSD& sd) { LLColor4 c; c.setValue(sd); return c; }