/** * @file v3math.cpp * @brief LLVector3 class implementation. * * $LicenseInfo:firstyear=2000&license=viewergpl$ * * Copyright (c) 2000-2009, 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://secondlifegrid.net/programs/open_source/licensing/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://secondlifegrid.net/programs/open_source/licensing/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 "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); } std::ostream& operator<<(std::ostream& s, const LLVector3 &a) { s << "{ " << a.mV[VX] << ", " << a.mV[VY] << ", " << a.mV[VZ] << " }"; return s; } 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::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& LLVector3::operator=(const LLSD& sd) { setValue(sd); return *this; } 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; }