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/**
* @file v3math.h
* @brief LLVector3 class header file.
*
* Copyright (c) 2000-2007, 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.
*/
#ifndef LL_V3MATH_H
#define LL_V3MATH_H
#include "llerror.h"
#include "llmath.h"
#include "llsd.h"
class LLVector4;
class LLMatrix3;
class LLVector3d;
class LLQuaternion;
// LLvector3 = |x y z w|
static const U32 LENGTHOFVECTOR3 = 3;
class LLVector3
{
public:
F32 mV[LENGTHOFVECTOR3];
static const LLVector3 zero;
static const LLVector3 x_axis;
static const LLVector3 y_axis;
static const LLVector3 z_axis;
static const LLVector3 x_axis_neg;
static const LLVector3 y_axis_neg;
static const LLVector3 z_axis_neg;
static const LLVector3 all_one;
inline LLVector3(); // Initializes LLVector3 to (0, 0, 0)
inline LLVector3(const F32 x, const F32 y, const F32 z); // Initializes LLVector3 to (x. y, z)
inline explicit LLVector3(const F32 *vec); // Initializes LLVector3 to (vec[0]. vec[1], vec[2])
explicit LLVector3(const LLVector3d &vec); // Initializes LLVector3 to (vec[0]. vec[1], vec[2])
explicit LLVector3(const LLVector4 &vec); // Initializes LLVector4 to (vec[0]. vec[1], vec[2])
LLVector3(const LLSD& sd);
LLSD getValue() const;
void setValue(const LLSD& sd);
const LLVector3& operator=(const LLSD& sd);
inline BOOL isFinite() const; // checks to see if all values of LLVector3 are finite
BOOL clamp(F32 min, F32 max); // Clamps all values to (min,max), returns TRUE if data changed
void quantize16(F32 lowerxy, F32 upperxy, F32 lowerz, F32 upperz); // changes the vector to reflect quatization
void quantize8(F32 lowerxy, F32 upperxy, F32 lowerz, F32 upperz); // changes the vector to reflect quatization
void snap(S32 sig_digits); // snaps x,y,z to sig_digits decimal places
BOOL abs(); // sets all values to absolute value of original value (first octant), returns TRUE if changed
inline void clearVec(); // Clears LLVector3 to (0, 0, 0, 1)
inline void zeroVec(); // Zero LLVector3 to (0, 0, 0, 0)
inline void setVec(F32 x, F32 y, F32 z); // Sets LLVector3 to (x, y, z, 1)
inline void setVec(const LLVector3 &vec); // Sets LLVector3 to vec
inline void setVec(const F32 *vec); // Sets LLVector3 to vec
const LLVector3& setVec(const LLVector4 &vec);
const LLVector3& setVec(const LLVector3d &vec); // Sets LLVector3 to vec
F32 magVec() const; // Returns magnitude of LLVector3
F32 magVecSquared() const; // Returns magnitude squared of LLVector3
inline F32 normVec(); // Normalizes and returns the magnitude of LLVector3
const LLVector3& rotVec(F32 angle, const LLVector3 &vec); // Rotates about vec by angle radians
const LLVector3& rotVec(F32 angle, F32 x, F32 y, F32 z); // Rotates about x,y,z by angle radians
const LLVector3& rotVec(const LLMatrix3 &mat); // Rotates by LLMatrix4 mat
const LLVector3& rotVec(const LLQuaternion &q); // Rotates by LLQuaternion q
const LLVector3& scaleVec(const LLVector3& vec); // scales per component by vec
LLVector3 scaledVec(const LLVector3& vec) const; // get a copy of this vector scaled by vec
BOOL isNull() const; // Returns TRUE if vector has a _very_small_ length
BOOL isExactlyZero() const { return !mV[VX] && !mV[VY] && !mV[VZ]; }
F32 operator[](int idx) const { return mV[idx]; }
F32 &operator[](int idx) { return mV[idx]; }
friend LLVector3 operator+(const LLVector3 &a, const LLVector3 &b); // Return vector a + b
friend LLVector3 operator-(const LLVector3 &a, const LLVector3 &b); // Return vector a minus b
friend F32 operator*(const LLVector3 &a, const LLVector3 &b); // Return a dot b
friend LLVector3 operator%(const LLVector3 &a, const LLVector3 &b); // Return a cross b
friend LLVector3 operator*(const LLVector3 &a, F32 k); // Return a times scaler k
friend LLVector3 operator/(const LLVector3 &a, F32 k); // Return a divided by scaler k
friend LLVector3 operator*(F32 k, const LLVector3 &a); // Return a times scaler k
friend bool operator==(const LLVector3 &a, const LLVector3 &b); // Return a == b
friend bool operator!=(const LLVector3 &a, const LLVector3 &b); // Return a != b
// less than operator useful for using vectors as std::map keys
friend bool operator<(const LLVector3 &a, const LLVector3 &b); // Return a < b
friend const LLVector3& operator+=(LLVector3 &a, const LLVector3 &b); // Return vector a + b
friend const LLVector3& operator-=(LLVector3 &a, const LLVector3 &b); // Return vector a minus b
friend const LLVector3& operator%=(LLVector3 &a, const LLVector3 &b); // Return a cross b
friend const LLVector3& operator*=(LLVector3 &a, const LLVector3 &b); // Returns a * b;
friend const LLVector3& operator*=(LLVector3 &a, F32 k); // Return a times scaler k
friend const LLVector3& operator/=(LLVector3 &a, F32 k); // Return a divided by scaler k
friend const LLVector3& operator*=(LLVector3 &a, const LLQuaternion &b); // Returns a * b;
friend LLVector3 operator-(const LLVector3 &a); // Return vector -a
friend std::ostream& operator<<(std::ostream& s, const LLVector3 &a); // Stream a
static BOOL parseVector3(const char* buf, LLVector3* value);
};
typedef LLVector3 LLSimLocalVec;
// Non-member functions
F32 angle_between(const LLVector3 &a, const LLVector3 &b); // Returns angle (radians) between a and b
BOOL are_parallel(const LLVector3 &a, const LLVector3 &b, F32 epsilon=F_APPROXIMATELY_ZERO); // Returns TRUE if a and b are very close to parallel
F32 dist_vec(const LLVector3 &a, const LLVector3 &b); // Returns distance between a and b
F32 dist_vec_squared(const LLVector3 &a, const LLVector3 &b);// Returns distance sqaured between a and b
F32 dist_vec_squared2D(const LLVector3 &a, const LLVector3 &b);// Returns distance sqaured between a and b ignoring Z component
LLVector3 projected_vec(const LLVector3 &a, const LLVector3 &b); // Returns vector a projected on vector b
LLVector3 lerp(const LLVector3 &a, const LLVector3 &b, F32 u); // Returns a vector that is a linear interpolation between a and b
inline LLVector3::LLVector3(void)
{
mV[0] = 0.f;
mV[1] = 0.f;
mV[2] = 0.f;
}
inline LLVector3::LLVector3(const F32 x, const F32 y, const F32 z)
{
mV[VX] = x;
mV[VY] = y;
mV[VZ] = z;
}
inline LLVector3::LLVector3(const F32 *vec)
{
mV[VX] = vec[VX];
mV[VY] = vec[VY];
mV[VZ] = vec[VZ];
}
/*
inline LLVector3::LLVector3(const LLVector3 ©)
{
mV[VX] = copy.mV[VX];
mV[VY] = copy.mV[VY];
mV[VZ] = copy.mV[VZ];
}
*/
// Destructors
// checker
inline BOOL LLVector3::isFinite() const
{
return (llfinite(mV[VX]) && llfinite(mV[VY]) && llfinite(mV[VZ]));
}
// Clear and Assignment Functions
inline void LLVector3::clearVec(void)
{
mV[0] = 0.f;
mV[1] = 0.f;
mV[2] = 0.f;
}
inline void LLVector3::zeroVec(void)
{
mV[0] = 0.f;
mV[1] = 0.f;
mV[2] = 0.f;
}
inline void LLVector3::setVec(F32 x, F32 y, F32 z)
{
mV[VX] = x;
mV[VY] = y;
mV[VZ] = z;
}
inline void LLVector3::setVec(const LLVector3 &vec)
{
mV[0] = vec.mV[0];
mV[1] = vec.mV[1];
mV[2] = vec.mV[2];
}
inline void LLVector3::setVec(const F32 *vec)
{
mV[0] = vec[0];
mV[1] = vec[1];
mV[2] = vec[2];
}
inline F32 LLVector3::normVec(void)
{
F32 mag = fsqrtf(mV[0]*mV[0] + mV[1]*mV[1] + mV[2]*mV[2]);
F32 oomag;
if (mag > FP_MAG_THRESHOLD)
{
oomag = 1.f/mag;
mV[0] *= oomag;
mV[1] *= oomag;
mV[2] *= oomag;
}
else
{
mV[0] = 0.f;
mV[1] = 0.f;
mV[2] = 0.f;
mag = 0;
}
return (mag);
}
// LLVector3 Magnitude and Normalization Functions
inline F32 LLVector3::magVec(void) const
{
return fsqrtf(mV[0]*mV[0] + mV[1]*mV[1] + mV[2]*mV[2]);
}
inline F32 LLVector3::magVecSquared(void) const
{
return mV[0]*mV[0] + mV[1]*mV[1] + mV[2]*mV[2];
}
inline LLVector3 operator+(const LLVector3 &a, const LLVector3 &b)
{
LLVector3 c(a);
return c += b;
}
inline LLVector3 operator-(const LLVector3 &a, const LLVector3 &b)
{
LLVector3 c(a);
return c -= b;
}
inline F32 operator*(const LLVector3 &a, const LLVector3 &b)
{
return (a.mV[0]*b.mV[0] + a.mV[1]*b.mV[1] + a.mV[2]*b.mV[2]);
}
inline LLVector3 operator%(const LLVector3 &a, const LLVector3 &b)
{
return LLVector3( a.mV[1]*b.mV[2] - b.mV[1]*a.mV[2], a.mV[2]*b.mV[0] - b.mV[2]*a.mV[0], a.mV[0]*b.mV[1] - b.mV[0]*a.mV[1] );
}
inline LLVector3 operator/(const LLVector3 &a, F32 k)
{
F32 t = 1.f / k;
return LLVector3( a.mV[0] * t, a.mV[1] * t, a.mV[2] * t );
}
inline LLVector3 operator*(const LLVector3 &a, F32 k)
{
return LLVector3( a.mV[0] * k, a.mV[1] * k, a.mV[2] * k );
}
inline LLVector3 operator*(F32 k, const LLVector3 &a)
{
return LLVector3( a.mV[0] * k, a.mV[1] * k, a.mV[2] * k );
}
inline bool operator==(const LLVector3 &a, const LLVector3 &b)
{
return ( (a.mV[0] == b.mV[0])
&&(a.mV[1] == b.mV[1])
&&(a.mV[2] == b.mV[2]));
}
inline bool operator!=(const LLVector3 &a, const LLVector3 &b)
{
return ( (a.mV[0] != b.mV[0])
||(a.mV[1] != b.mV[1])
||(a.mV[2] != b.mV[2]));
}
inline bool operator<(const LLVector3 &a, const LLVector3 &b)
{
return (a.mV[0] < b.mV[0]
|| (a.mV[0] == b.mV[0]
&& (a.mV[1] < b.mV[1]
|| (a.mV[1] == b.mV[1])
&& a.mV[2] < b.mV[2])));
}
inline const LLVector3& operator+=(LLVector3 &a, const LLVector3 &b)
{
a.mV[0] += b.mV[0];
a.mV[1] += b.mV[1];
a.mV[2] += b.mV[2];
return a;
}
inline const LLVector3& operator-=(LLVector3 &a, const LLVector3 &b)
{
a.mV[0] -= b.mV[0];
a.mV[1] -= b.mV[1];
a.mV[2] -= b.mV[2];
return a;
}
inline const LLVector3& operator%=(LLVector3 &a, const LLVector3 &b)
{
LLVector3 ret( a.mV[1]*b.mV[2] - b.mV[1]*a.mV[2], a.mV[2]*b.mV[0] - b.mV[2]*a.mV[0], a.mV[0]*b.mV[1] - b.mV[0]*a.mV[1]);
a = ret;
return a;
}
inline const LLVector3& operator*=(LLVector3 &a, F32 k)
{
a.mV[0] *= k;
a.mV[1] *= k;
a.mV[2] *= k;
return a;
}
inline const LLVector3& operator*=(LLVector3 &a, const LLVector3 &b)
{
a.mV[0] *= b.mV[0];
a.mV[1] *= b.mV[1];
a.mV[2] *= b.mV[2];
return a;
}
inline const LLVector3& operator/=(LLVector3 &a, F32 k)
{
F32 t = 1.f / k;
a.mV[0] *= t;
a.mV[1] *= t;
a.mV[2] *= t;
return a;
}
inline LLVector3 operator-(const LLVector3 &a)
{
return LLVector3( -a.mV[0], -a.mV[1], -a.mV[2] );
}
inline F32 dist_vec(const LLVector3 &a, const LLVector3 &b)
{
F32 x = a.mV[0] - b.mV[0];
F32 y = a.mV[1] - b.mV[1];
F32 z = a.mV[2] - b.mV[2];
return fsqrtf( x*x + y*y + z*z );
}
inline F32 dist_vec_squared(const LLVector3 &a, const LLVector3 &b)
{
F32 x = a.mV[0] - b.mV[0];
F32 y = a.mV[1] - b.mV[1];
F32 z = a.mV[2] - b.mV[2];
return x*x + y*y + z*z;
}
inline F32 dist_vec_squared2D(const LLVector3 &a, const LLVector3 &b)
{
F32 x = a.mV[0] - b.mV[0];
F32 y = a.mV[1] - b.mV[1];
return x*x + y*y;
}
inline LLVector3 projected_vec(const LLVector3 &a, const LLVector3 &b)
{
LLVector3 project_axis = b;
project_axis.normVec();
return project_axis * (a * project_axis);
}
inline LLVector3 lerp(const LLVector3 &a, const LLVector3 &b, F32 u)
{
return LLVector3(
a.mV[VX] + (b.mV[VX] - a.mV[VX]) * u,
a.mV[VY] + (b.mV[VY] - a.mV[VY]) * u,
a.mV[VZ] + (b.mV[VZ] - a.mV[VZ]) * u);
}
inline BOOL LLVector3::isNull() const
{
if ( F_APPROXIMATELY_ZERO > mV[VX]*mV[VX] + mV[VY]*mV[VY] + mV[VZ]*mV[VZ] )
{
return TRUE;
}
return FALSE;
}
inline void update_min_max(LLVector3& min, LLVector3& max, const LLVector3& pos)
{
for (U32 i = 0; i < 3; i++)
{
if (min.mV[i] > pos.mV[i])
{
min.mV[i] = pos.mV[i];
}
if (max.mV[i] < pos.mV[i])
{
max.mV[i] = pos.mV[i];
}
}
}
inline F32 angle_between(const LLVector3& a, const LLVector3& b)
{
LLVector3 an = a;
LLVector3 bn = b;
an.normVec();
bn.normVec();
F32 cosine = an * bn;
F32 angle = (cosine >= 1.0f) ? 0.0f :
(cosine <= -1.0f) ? F_PI :
(F32)acos(cosine);
return angle;
}
inline BOOL are_parallel(const LLVector3 &a, const LLVector3 &b, F32 epsilon)
{
LLVector3 an = a;
LLVector3 bn = b;
an.normVec();
bn.normVec();
F32 dot = an * bn;
if ( (1.0f - fabs(dot)) < epsilon)
{
return TRUE;
}
return FALSE;
}
#endif
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