Restore llmath improvements from archived develop branch:

* Make eligible functions constexpr
* Use constants for vector indices where applicable
* Reformat to match actual coding conventions
master
Ansariel 2025-04-17 19:50:30 +02:00
parent 441c844ec8
commit 4c6afbbb75
28 changed files with 1799 additions and 2031 deletions

View File

@ -31,15 +31,15 @@
class LLUUID;
static const F32 REGION_WIDTH_METERS = 256.f;
static const S32 REGION_WIDTH_UNITS = 256;
static const U32 REGION_WIDTH_U32 = 256;
static constexpr F32 REGION_WIDTH_METERS = 256.f;
static constexpr S32 REGION_WIDTH_UNITS = 256;
static constexpr U32 REGION_WIDTH_U32 = 256;
const F32 REGION_HEIGHT_METERS = 4096.f;
constexpr F32 REGION_HEIGHT_METERS = 4096.f;
const F32 DEFAULT_AGENT_DEPTH = 0.45f;
const F32 DEFAULT_AGENT_WIDTH = 0.60f;
const F32 DEFAULT_AGENT_HEIGHT = 1.9f;
constexpr F32 DEFAULT_AGENT_DEPTH = 0.45f;
constexpr F32 DEFAULT_AGENT_WIDTH = 0.60f;
constexpr F32 DEFAULT_AGENT_HEIGHT = 1.9f;
enum ETerrainBrushType
{
@ -67,112 +67,112 @@ enum EMouseClickType{
// keys
// Bit masks for various keyboard modifier keys.
const MASK MASK_NONE = 0x0000;
const MASK MASK_CONTROL = 0x0001; // Mapped to cmd on Macs
const MASK MASK_ALT = 0x0002;
const MASK MASK_SHIFT = 0x0004;
const MASK MASK_NORMALKEYS = 0x0007; // A real mask - only get the bits for normal modifier keys
const MASK MASK_MAC_CONTROL = 0x0008; // Un-mapped Ctrl key on Macs, not used on Windows
const MASK MASK_MODIFIERS = MASK_CONTROL|MASK_ALT|MASK_SHIFT|MASK_MAC_CONTROL;
constexpr MASK MASK_NONE = 0x0000;
constexpr MASK MASK_CONTROL = 0x0001; // Mapped to cmd on Macs
constexpr MASK MASK_ALT = 0x0002;
constexpr MASK MASK_SHIFT = 0x0004;
constexpr MASK MASK_NORMALKEYS = 0x0007; // A real mask - only get the bits for normal modifier keys
constexpr MASK MASK_MAC_CONTROL = 0x0008; // Un-mapped Ctrl key on Macs, not used on Windows
constexpr MASK MASK_MODIFIERS = MASK_CONTROL|MASK_ALT|MASK_SHIFT|MASK_MAC_CONTROL;
// Special keys go into >128
const KEY KEY_SPECIAL = 0x80; // special keys start here
const KEY KEY_RETURN = 0x81;
const KEY KEY_LEFT = 0x82;
const KEY KEY_RIGHT = 0x83;
const KEY KEY_UP = 0x84;
const KEY KEY_DOWN = 0x85;
const KEY KEY_ESCAPE = 0x86;
const KEY KEY_BACKSPACE =0x87;
const KEY KEY_DELETE = 0x88;
const KEY KEY_SHIFT = 0x89;
const KEY KEY_CONTROL = 0x8A;
const KEY KEY_ALT = 0x8B;
const KEY KEY_HOME = 0x8C;
const KEY KEY_END = 0x8D;
const KEY KEY_PAGE_UP = 0x8E;
const KEY KEY_PAGE_DOWN = 0x8F;
const KEY KEY_HYPHEN = 0x90;
const KEY KEY_EQUALS = 0x91;
const KEY KEY_INSERT = 0x92;
const KEY KEY_CAPSLOCK = 0x93;
const KEY KEY_TAB = 0x94;
const KEY KEY_ADD = 0x95;
const KEY KEY_SUBTRACT =0x96;
const KEY KEY_MULTIPLY =0x97;
const KEY KEY_DIVIDE = 0x98;
const KEY KEY_F1 = 0xA1;
const KEY KEY_F2 = 0xA2;
const KEY KEY_F3 = 0xA3;
const KEY KEY_F4 = 0xA4;
const KEY KEY_F5 = 0xA5;
const KEY KEY_F6 = 0xA6;
const KEY KEY_F7 = 0xA7;
const KEY KEY_F8 = 0xA8;
const KEY KEY_F9 = 0xA9;
const KEY KEY_F10 = 0xAA;
const KEY KEY_F11 = 0xAB;
const KEY KEY_F12 = 0xAC;
constexpr KEY KEY_SPECIAL = 0x80; // special keys start here
constexpr KEY KEY_RETURN = 0x81;
constexpr KEY KEY_LEFT = 0x82;
constexpr KEY KEY_RIGHT = 0x83;
constexpr KEY KEY_UP = 0x84;
constexpr KEY KEY_DOWN = 0x85;
constexpr KEY KEY_ESCAPE = 0x86;
constexpr KEY KEY_BACKSPACE =0x87;
constexpr KEY KEY_DELETE = 0x88;
constexpr KEY KEY_SHIFT = 0x89;
constexpr KEY KEY_CONTROL = 0x8A;
constexpr KEY KEY_ALT = 0x8B;
constexpr KEY KEY_HOME = 0x8C;
constexpr KEY KEY_END = 0x8D;
constexpr KEY KEY_PAGE_UP = 0x8E;
constexpr KEY KEY_PAGE_DOWN = 0x8F;
constexpr KEY KEY_HYPHEN = 0x90;
constexpr KEY KEY_EQUALS = 0x91;
constexpr KEY KEY_INSERT = 0x92;
constexpr KEY KEY_CAPSLOCK = 0x93;
constexpr KEY KEY_TAB = 0x94;
constexpr KEY KEY_ADD = 0x95;
constexpr KEY KEY_SUBTRACT =0x96;
constexpr KEY KEY_MULTIPLY =0x97;
constexpr KEY KEY_DIVIDE = 0x98;
constexpr KEY KEY_F1 = 0xA1;
constexpr KEY KEY_F2 = 0xA2;
constexpr KEY KEY_F3 = 0xA3;
constexpr KEY KEY_F4 = 0xA4;
constexpr KEY KEY_F5 = 0xA5;
constexpr KEY KEY_F6 = 0xA6;
constexpr KEY KEY_F7 = 0xA7;
constexpr KEY KEY_F8 = 0xA8;
constexpr KEY KEY_F9 = 0xA9;
constexpr KEY KEY_F10 = 0xAA;
constexpr KEY KEY_F11 = 0xAB;
constexpr KEY KEY_F12 = 0xAC;
const KEY KEY_PAD_UP = 0xC0;
const KEY KEY_PAD_DOWN = 0xC1;
const KEY KEY_PAD_LEFT = 0xC2;
const KEY KEY_PAD_RIGHT = 0xC3;
const KEY KEY_PAD_HOME = 0xC4;
const KEY KEY_PAD_END = 0xC5;
const KEY KEY_PAD_PGUP = 0xC6;
const KEY KEY_PAD_PGDN = 0xC7;
const KEY KEY_PAD_CENTER = 0xC8; // the 5 in the middle
const KEY KEY_PAD_INS = 0xC9;
const KEY KEY_PAD_DEL = 0xCA;
const KEY KEY_PAD_RETURN = 0xCB;
const KEY KEY_PAD_ADD = 0xCC; // not used
const KEY KEY_PAD_SUBTRACT = 0xCD; // not used
const KEY KEY_PAD_MULTIPLY = 0xCE; // not used
const KEY KEY_PAD_DIVIDE = 0xCF; // not used
constexpr KEY KEY_PAD_UP = 0xC0;
constexpr KEY KEY_PAD_DOWN = 0xC1;
constexpr KEY KEY_PAD_LEFT = 0xC2;
constexpr KEY KEY_PAD_RIGHT = 0xC3;
constexpr KEY KEY_PAD_HOME = 0xC4;
constexpr KEY KEY_PAD_END = 0xC5;
constexpr KEY KEY_PAD_PGUP = 0xC6;
constexpr KEY KEY_PAD_PGDN = 0xC7;
constexpr KEY KEY_PAD_CENTER = 0xC8; // the 5 in the middle
constexpr KEY KEY_PAD_INS = 0xC9;
constexpr KEY KEY_PAD_DEL = 0xCA;
constexpr KEY KEY_PAD_RETURN = 0xCB;
constexpr KEY KEY_PAD_ADD = 0xCC; // not used
constexpr KEY KEY_PAD_SUBTRACT = 0xCD; // not used
constexpr KEY KEY_PAD_MULTIPLY = 0xCE; // not used
constexpr KEY KEY_PAD_DIVIDE = 0xCF; // not used
const KEY KEY_BUTTON0 = 0xD0;
const KEY KEY_BUTTON1 = 0xD1;
const KEY KEY_BUTTON2 = 0xD2;
const KEY KEY_BUTTON3 = 0xD3;
const KEY KEY_BUTTON4 = 0xD4;
const KEY KEY_BUTTON5 = 0xD5;
const KEY KEY_BUTTON6 = 0xD6;
const KEY KEY_BUTTON7 = 0xD7;
const KEY KEY_BUTTON8 = 0xD8;
const KEY KEY_BUTTON9 = 0xD9;
const KEY KEY_BUTTON10 = 0xDA;
const KEY KEY_BUTTON11 = 0xDB;
const KEY KEY_BUTTON12 = 0xDC;
const KEY KEY_BUTTON13 = 0xDD;
const KEY KEY_BUTTON14 = 0xDE;
const KEY KEY_BUTTON15 = 0xDF;
constexpr KEY KEY_BUTTON0 = 0xD0;
constexpr KEY KEY_BUTTON1 = 0xD1;
constexpr KEY KEY_BUTTON2 = 0xD2;
constexpr KEY KEY_BUTTON3 = 0xD3;
constexpr KEY KEY_BUTTON4 = 0xD4;
constexpr KEY KEY_BUTTON5 = 0xD5;
constexpr KEY KEY_BUTTON6 = 0xD6;
constexpr KEY KEY_BUTTON7 = 0xD7;
constexpr KEY KEY_BUTTON8 = 0xD8;
constexpr KEY KEY_BUTTON9 = 0xD9;
constexpr KEY KEY_BUTTON10 = 0xDA;
constexpr KEY KEY_BUTTON11 = 0xDB;
constexpr KEY KEY_BUTTON12 = 0xDC;
constexpr KEY KEY_BUTTON13 = 0xDD;
constexpr KEY KEY_BUTTON14 = 0xDE;
constexpr KEY KEY_BUTTON15 = 0xDF;
const KEY KEY_NONE = 0xFF; // not sent from keyboard. For internal use only.
constexpr KEY KEY_NONE = 0xFF; // not sent from keyboard. For internal use only.
const S32 KEY_COUNT = 256;
constexpr S32 KEY_COUNT = 256;
const F32 DEFAULT_WATER_HEIGHT = 20.0f;
constexpr F32 DEFAULT_WATER_HEIGHT = 20.0f;
// Maturity ratings for simulators
const U8 SIM_ACCESS_MIN = 0; // Treated as 'unknown', usually ends up being SIM_ACCESS_PG
const U8 SIM_ACCESS_PG = 13;
const U8 SIM_ACCESS_MATURE = 21;
const U8 SIM_ACCESS_ADULT = 42; // Seriously Adult Only
const U8 SIM_ACCESS_DOWN = 254;
const U8 SIM_ACCESS_MAX = SIM_ACCESS_ADULT;
constexpr U8 SIM_ACCESS_MIN = 0; // Treated as 'unknown', usually ends up being SIM_ACCESS_PG
constexpr U8 SIM_ACCESS_PG = 13;
constexpr U8 SIM_ACCESS_MATURE = 21;
constexpr U8 SIM_ACCESS_ADULT = 42; // Seriously Adult Only
constexpr U8 SIM_ACCESS_DOWN = 254;
constexpr U8 SIM_ACCESS_MAX = SIM_ACCESS_ADULT;
// attachment constants
const U8 ATTACHMENT_ADD = 0x80;
constexpr U8 ATTACHMENT_ADD = 0x80;
// god levels
const U8 GOD_MAINTENANCE = 250;
const U8 GOD_FULL = 200;
const U8 GOD_LIAISON = 150;
const U8 GOD_CUSTOMER_SERVICE = 100;
const U8 GOD_LIKE = 1;
const U8 GOD_NOT = 0;
constexpr U8 GOD_MAINTENANCE = 250;
constexpr U8 GOD_FULL = 200;
constexpr U8 GOD_LIAISON = 150;
constexpr U8 GOD_CUSTOMER_SERVICE = 100;
constexpr U8 GOD_LIKE = 1;
constexpr U8 GOD_NOT = 0;
// "agent id" for things that should be done to ALL agents
LL_COMMON_API extern const LLUUID LL_UUID_ALL_AGENTS;
@ -239,120 +239,120 @@ LL_COMMON_API extern const LLUUID BLANK_OBJECT_NORMAL;
LL_COMMON_API extern const LLUUID BLANK_MATERIAL_ASSET_ID;
// radius within which a chat message is fully audible
const F32 CHAT_NORMAL_RADIUS = 20.f;
constexpr F32 CHAT_NORMAL_RADIUS = 20.f;
// media commands
const U32 PARCEL_MEDIA_COMMAND_STOP = 0;
const U32 PARCEL_MEDIA_COMMAND_PAUSE = 1;
const U32 PARCEL_MEDIA_COMMAND_PLAY = 2;
const U32 PARCEL_MEDIA_COMMAND_LOOP = 3;
const U32 PARCEL_MEDIA_COMMAND_TEXTURE = 4;
const U32 PARCEL_MEDIA_COMMAND_URL = 5;
const U32 PARCEL_MEDIA_COMMAND_TIME = 6;
const U32 PARCEL_MEDIA_COMMAND_AGENT = 7;
const U32 PARCEL_MEDIA_COMMAND_UNLOAD = 8;
const U32 PARCEL_MEDIA_COMMAND_AUTO_ALIGN = 9;
const U32 PARCEL_MEDIA_COMMAND_TYPE = 10;
const U32 PARCEL_MEDIA_COMMAND_SIZE = 11;
const U32 PARCEL_MEDIA_COMMAND_DESC = 12;
const U32 PARCEL_MEDIA_COMMAND_LOOP_SET = 13;
constexpr U32 PARCEL_MEDIA_COMMAND_STOP = 0;
constexpr U32 PARCEL_MEDIA_COMMAND_PAUSE = 1;
constexpr U32 PARCEL_MEDIA_COMMAND_PLAY = 2;
constexpr U32 PARCEL_MEDIA_COMMAND_LOOP = 3;
constexpr U32 PARCEL_MEDIA_COMMAND_TEXTURE = 4;
constexpr U32 PARCEL_MEDIA_COMMAND_URL = 5;
constexpr U32 PARCEL_MEDIA_COMMAND_TIME = 6;
constexpr U32 PARCEL_MEDIA_COMMAND_AGENT = 7;
constexpr U32 PARCEL_MEDIA_COMMAND_UNLOAD = 8;
constexpr U32 PARCEL_MEDIA_COMMAND_AUTO_ALIGN = 9;
constexpr U32 PARCEL_MEDIA_COMMAND_TYPE = 10;
constexpr U32 PARCEL_MEDIA_COMMAND_SIZE = 11;
constexpr U32 PARCEL_MEDIA_COMMAND_DESC = 12;
constexpr U32 PARCEL_MEDIA_COMMAND_LOOP_SET = 13;
const S32 CHAT_CHANNEL_DEBUG = S32_MAX;
// agent constants
const U32 CONTROL_AT_POS_INDEX = 0;
const U32 CONTROL_AT_NEG_INDEX = 1;
const U32 CONTROL_LEFT_POS_INDEX = 2;
const U32 CONTROL_LEFT_NEG_INDEX = 3;
const U32 CONTROL_UP_POS_INDEX = 4;
const U32 CONTROL_UP_NEG_INDEX = 5;
const U32 CONTROL_PITCH_POS_INDEX = 6;
const U32 CONTROL_PITCH_NEG_INDEX = 7;
const U32 CONTROL_YAW_POS_INDEX = 8;
const U32 CONTROL_YAW_NEG_INDEX = 9;
const U32 CONTROL_FAST_AT_INDEX = 10;
const U32 CONTROL_FAST_LEFT_INDEX = 11;
const U32 CONTROL_FAST_UP_INDEX = 12;
const U32 CONTROL_FLY_INDEX = 13;
const U32 CONTROL_STOP_INDEX = 14;
const U32 CONTROL_FINISH_ANIM_INDEX = 15;
const U32 CONTROL_STAND_UP_INDEX = 16;
const U32 CONTROL_SIT_ON_GROUND_INDEX = 17;
const U32 CONTROL_MOUSELOOK_INDEX = 18;
const U32 CONTROL_NUDGE_AT_POS_INDEX = 19;
const U32 CONTROL_NUDGE_AT_NEG_INDEX = 20;
const U32 CONTROL_NUDGE_LEFT_POS_INDEX = 21;
const U32 CONTROL_NUDGE_LEFT_NEG_INDEX = 22;
const U32 CONTROL_NUDGE_UP_POS_INDEX = 23;
const U32 CONTROL_NUDGE_UP_NEG_INDEX = 24;
const U32 CONTROL_TURN_LEFT_INDEX = 25;
const U32 CONTROL_TURN_RIGHT_INDEX = 26;
const U32 CONTROL_AWAY_INDEX = 27;
const U32 CONTROL_LBUTTON_DOWN_INDEX = 28;
const U32 CONTROL_LBUTTON_UP_INDEX = 29;
const U32 CONTROL_ML_LBUTTON_DOWN_INDEX = 30;
const U32 CONTROL_ML_LBUTTON_UP_INDEX = 31;
const U32 TOTAL_CONTROLS = 32;
constexpr U32 CONTROL_AT_POS_INDEX = 0;
constexpr U32 CONTROL_AT_NEG_INDEX = 1;
constexpr U32 CONTROL_LEFT_POS_INDEX = 2;
constexpr U32 CONTROL_LEFT_NEG_INDEX = 3;
constexpr U32 CONTROL_UP_POS_INDEX = 4;
constexpr U32 CONTROL_UP_NEG_INDEX = 5;
constexpr U32 CONTROL_PITCH_POS_INDEX = 6;
constexpr U32 CONTROL_PITCH_NEG_INDEX = 7;
constexpr U32 CONTROL_YAW_POS_INDEX = 8;
constexpr U32 CONTROL_YAW_NEG_INDEX = 9;
constexpr U32 CONTROL_FAST_AT_INDEX = 10;
constexpr U32 CONTROL_FAST_LEFT_INDEX = 11;
constexpr U32 CONTROL_FAST_UP_INDEX = 12;
constexpr U32 CONTROL_FLY_INDEX = 13;
constexpr U32 CONTROL_STOP_INDEX = 14;
constexpr U32 CONTROL_FINISH_ANIM_INDEX = 15;
constexpr U32 CONTROL_STAND_UP_INDEX = 16;
constexpr U32 CONTROL_SIT_ON_GROUND_INDEX = 17;
constexpr U32 CONTROL_MOUSELOOK_INDEX = 18;
constexpr U32 CONTROL_NUDGE_AT_POS_INDEX = 19;
constexpr U32 CONTROL_NUDGE_AT_NEG_INDEX = 20;
constexpr U32 CONTROL_NUDGE_LEFT_POS_INDEX = 21;
constexpr U32 CONTROL_NUDGE_LEFT_NEG_INDEX = 22;
constexpr U32 CONTROL_NUDGE_UP_POS_INDEX = 23;
constexpr U32 CONTROL_NUDGE_UP_NEG_INDEX = 24;
constexpr U32 CONTROL_TURN_LEFT_INDEX = 25;
constexpr U32 CONTROL_TURN_RIGHT_INDEX = 26;
constexpr U32 CONTROL_AWAY_INDEX = 27;
constexpr U32 CONTROL_LBUTTON_DOWN_INDEX = 28;
constexpr U32 CONTROL_LBUTTON_UP_INDEX = 29;
constexpr U32 CONTROL_ML_LBUTTON_DOWN_INDEX = 30;
constexpr U32 CONTROL_ML_LBUTTON_UP_INDEX = 31;
constexpr U32 TOTAL_CONTROLS = 32;
const U32 AGENT_CONTROL_AT_POS = 0x1 << CONTROL_AT_POS_INDEX; // 0x00000001
const U32 AGENT_CONTROL_AT_NEG = 0x1 << CONTROL_AT_NEG_INDEX; // 0x00000002
const U32 AGENT_CONTROL_LEFT_POS = 0x1 << CONTROL_LEFT_POS_INDEX; // 0x00000004
const U32 AGENT_CONTROL_LEFT_NEG = 0x1 << CONTROL_LEFT_NEG_INDEX; // 0x00000008
const U32 AGENT_CONTROL_UP_POS = 0x1 << CONTROL_UP_POS_INDEX; // 0x00000010
const U32 AGENT_CONTROL_UP_NEG = 0x1 << CONTROL_UP_NEG_INDEX; // 0x00000020
const U32 AGENT_CONTROL_PITCH_POS = 0x1 << CONTROL_PITCH_POS_INDEX; // 0x00000040
const U32 AGENT_CONTROL_PITCH_NEG = 0x1 << CONTROL_PITCH_NEG_INDEX; // 0x00000080
const U32 AGENT_CONTROL_YAW_POS = 0x1 << CONTROL_YAW_POS_INDEX; // 0x00000100
const U32 AGENT_CONTROL_YAW_NEG = 0x1 << CONTROL_YAW_NEG_INDEX; // 0x00000200
constexpr U32 AGENT_CONTROL_AT_POS = 0x1 << CONTROL_AT_POS_INDEX; // 0x00000001
constexpr U32 AGENT_CONTROL_AT_NEG = 0x1 << CONTROL_AT_NEG_INDEX; // 0x00000002
constexpr U32 AGENT_CONTROL_LEFT_POS = 0x1 << CONTROL_LEFT_POS_INDEX; // 0x00000004
constexpr U32 AGENT_CONTROL_LEFT_NEG = 0x1 << CONTROL_LEFT_NEG_INDEX; // 0x00000008
constexpr U32 AGENT_CONTROL_UP_POS = 0x1 << CONTROL_UP_POS_INDEX; // 0x00000010
constexpr U32 AGENT_CONTROL_UP_NEG = 0x1 << CONTROL_UP_NEG_INDEX; // 0x00000020
constexpr U32 AGENT_CONTROL_PITCH_POS = 0x1 << CONTROL_PITCH_POS_INDEX; // 0x00000040
constexpr U32 AGENT_CONTROL_PITCH_NEG = 0x1 << CONTROL_PITCH_NEG_INDEX; // 0x00000080
constexpr U32 AGENT_CONTROL_YAW_POS = 0x1 << CONTROL_YAW_POS_INDEX; // 0x00000100
constexpr U32 AGENT_CONTROL_YAW_NEG = 0x1 << CONTROL_YAW_NEG_INDEX; // 0x00000200
const U32 AGENT_CONTROL_FAST_AT = 0x1 << CONTROL_FAST_AT_INDEX; // 0x00000400
const U32 AGENT_CONTROL_FAST_LEFT = 0x1 << CONTROL_FAST_LEFT_INDEX; // 0x00000800
const U32 AGENT_CONTROL_FAST_UP = 0x1 << CONTROL_FAST_UP_INDEX; // 0x00001000
constexpr U32 AGENT_CONTROL_FAST_AT = 0x1 << CONTROL_FAST_AT_INDEX; // 0x00000400
constexpr U32 AGENT_CONTROL_FAST_LEFT = 0x1 << CONTROL_FAST_LEFT_INDEX; // 0x00000800
constexpr U32 AGENT_CONTROL_FAST_UP = 0x1 << CONTROL_FAST_UP_INDEX; // 0x00001000
const U32 AGENT_CONTROL_FLY = 0x1 << CONTROL_FLY_INDEX; // 0x00002000
const U32 AGENT_CONTROL_STOP = 0x1 << CONTROL_STOP_INDEX; // 0x00004000
const U32 AGENT_CONTROL_FINISH_ANIM = 0x1 << CONTROL_FINISH_ANIM_INDEX; // 0x00008000
const U32 AGENT_CONTROL_STAND_UP = 0x1 << CONTROL_STAND_UP_INDEX; // 0x00010000
const U32 AGENT_CONTROL_SIT_ON_GROUND = 0x1 << CONTROL_SIT_ON_GROUND_INDEX; // 0x00020000
const U32 AGENT_CONTROL_MOUSELOOK = 0x1 << CONTROL_MOUSELOOK_INDEX; // 0x00040000
constexpr U32 AGENT_CONTROL_FLY = 0x1 << CONTROL_FLY_INDEX; // 0x00002000
constexpr U32 AGENT_CONTROL_STOP = 0x1 << CONTROL_STOP_INDEX; // 0x00004000
constexpr U32 AGENT_CONTROL_FINISH_ANIM = 0x1 << CONTROL_FINISH_ANIM_INDEX; // 0x00008000
constexpr U32 AGENT_CONTROL_STAND_UP = 0x1 << CONTROL_STAND_UP_INDEX; // 0x00010000
constexpr U32 AGENT_CONTROL_SIT_ON_GROUND = 0x1 << CONTROL_SIT_ON_GROUND_INDEX; // 0x00020000
constexpr U32 AGENT_CONTROL_MOUSELOOK = 0x1 << CONTROL_MOUSELOOK_INDEX; // 0x00040000
const U32 AGENT_CONTROL_NUDGE_AT_POS = 0x1 << CONTROL_NUDGE_AT_POS_INDEX; // 0x00080000
const U32 AGENT_CONTROL_NUDGE_AT_NEG = 0x1 << CONTROL_NUDGE_AT_NEG_INDEX; // 0x00100000
const U32 AGENT_CONTROL_NUDGE_LEFT_POS = 0x1 << CONTROL_NUDGE_LEFT_POS_INDEX; // 0x00200000
const U32 AGENT_CONTROL_NUDGE_LEFT_NEG = 0x1 << CONTROL_NUDGE_LEFT_NEG_INDEX; // 0x00400000
const U32 AGENT_CONTROL_NUDGE_UP_POS = 0x1 << CONTROL_NUDGE_UP_POS_INDEX; // 0x00800000
const U32 AGENT_CONTROL_NUDGE_UP_NEG = 0x1 << CONTROL_NUDGE_UP_NEG_INDEX; // 0x01000000
const U32 AGENT_CONTROL_TURN_LEFT = 0x1 << CONTROL_TURN_LEFT_INDEX; // 0x02000000
const U32 AGENT_CONTROL_TURN_RIGHT = 0x1 << CONTROL_TURN_RIGHT_INDEX; // 0x04000000
constexpr U32 AGENT_CONTROL_NUDGE_AT_POS = 0x1 << CONTROL_NUDGE_AT_POS_INDEX; // 0x00080000
constexpr U32 AGENT_CONTROL_NUDGE_AT_NEG = 0x1 << CONTROL_NUDGE_AT_NEG_INDEX; // 0x00100000
constexpr U32 AGENT_CONTROL_NUDGE_LEFT_POS = 0x1 << CONTROL_NUDGE_LEFT_POS_INDEX; // 0x00200000
constexpr U32 AGENT_CONTROL_NUDGE_LEFT_NEG = 0x1 << CONTROL_NUDGE_LEFT_NEG_INDEX; // 0x00400000
constexpr U32 AGENT_CONTROL_NUDGE_UP_POS = 0x1 << CONTROL_NUDGE_UP_POS_INDEX; // 0x00800000
constexpr U32 AGENT_CONTROL_NUDGE_UP_NEG = 0x1 << CONTROL_NUDGE_UP_NEG_INDEX; // 0x01000000
constexpr U32 AGENT_CONTROL_TURN_LEFT = 0x1 << CONTROL_TURN_LEFT_INDEX; // 0x02000000
constexpr U32 AGENT_CONTROL_TURN_RIGHT = 0x1 << CONTROL_TURN_RIGHT_INDEX; // 0x04000000
const U32 AGENT_CONTROL_AWAY = 0x1 << CONTROL_AWAY_INDEX; // 0x08000000
constexpr U32 AGENT_CONTROL_AWAY = 0x1 << CONTROL_AWAY_INDEX; // 0x08000000
const U32 AGENT_CONTROL_LBUTTON_DOWN = 0x1 << CONTROL_LBUTTON_DOWN_INDEX; // 0x10000000
const U32 AGENT_CONTROL_LBUTTON_UP = 0x1 << CONTROL_LBUTTON_UP_INDEX; // 0x20000000
const U32 AGENT_CONTROL_ML_LBUTTON_DOWN = 0x1 << CONTROL_ML_LBUTTON_DOWN_INDEX; // 0x40000000
const U32 AGENT_CONTROL_ML_LBUTTON_UP = ((U32)0x1) << CONTROL_ML_LBUTTON_UP_INDEX; // 0x80000000
constexpr U32 AGENT_CONTROL_LBUTTON_DOWN = 0x1 << CONTROL_LBUTTON_DOWN_INDEX; // 0x10000000
constexpr U32 AGENT_CONTROL_LBUTTON_UP = 0x1 << CONTROL_LBUTTON_UP_INDEX; // 0x20000000
constexpr U32 AGENT_CONTROL_ML_LBUTTON_DOWN = 0x1 << CONTROL_ML_LBUTTON_DOWN_INDEX; // 0x40000000
constexpr U32 AGENT_CONTROL_ML_LBUTTON_UP = ((U32)0x1) << CONTROL_ML_LBUTTON_UP_INDEX; // 0x80000000
// move these up so that we can hide them in "State" for object updates
// (for now)
const U32 AGENT_ATTACH_OFFSET = 4;
const U32 AGENT_ATTACH_MASK = 0xf << AGENT_ATTACH_OFFSET;
constexpr U32 AGENT_ATTACH_OFFSET = 4;
constexpr U32 AGENT_ATTACH_MASK = 0xf << AGENT_ATTACH_OFFSET;
// RN: this method swaps the upper and lower nibbles to maintain backward
// compatibility with old objects that only used the upper nibble
#define ATTACHMENT_ID_FROM_STATE(state) ((S32)((((U8)state & AGENT_ATTACH_MASK) >> 4) | (((U8)state & ~AGENT_ATTACH_MASK) << 4)))
// DO NOT CHANGE THE SEQUENCE OF THIS LIST!!
const U8 CLICK_ACTION_NONE = 0;
const U8 CLICK_ACTION_TOUCH = 0;
const U8 CLICK_ACTION_SIT = 1;
const U8 CLICK_ACTION_BUY = 2;
const U8 CLICK_ACTION_PAY = 3;
const U8 CLICK_ACTION_OPEN = 4;
const U8 CLICK_ACTION_PLAY = 5;
const U8 CLICK_ACTION_OPEN_MEDIA = 6;
const U8 CLICK_ACTION_ZOOM = 7;
const U8 CLICK_ACTION_DISABLED = 8;
const U8 CLICK_ACTION_IGNORE = 9;
constexpr U8 CLICK_ACTION_NONE = 0;
constexpr U8 CLICK_ACTION_TOUCH = 0;
constexpr U8 CLICK_ACTION_SIT = 1;
constexpr U8 CLICK_ACTION_BUY = 2;
constexpr U8 CLICK_ACTION_PAY = 3;
constexpr U8 CLICK_ACTION_OPEN = 4;
constexpr U8 CLICK_ACTION_PLAY = 5;
constexpr U8 CLICK_ACTION_OPEN_MEDIA = 6;
constexpr U8 CLICK_ACTION_ZOOM = 7;
constexpr U8 CLICK_ACTION_DISABLED = 8;
constexpr U8 CLICK_ACTION_IGNORE = 9;
// DO NOT CHANGE THE SEQUENCE OF THIS LIST!!
constexpr U32 BEACON_SHOW_MAP = 0x0001;

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@ -171,13 +171,13 @@ constexpr U32 MAXADDRSTR = 17; // 123.567.901.345 = 15 chars + \0 +
// recursion tail
template <typename T>
inline auto llmax(T data)
constexpr auto llmax(T data)
{
return data;
}
template <typename T0, typename T1, typename... Ts>
inline auto llmax(T0 d0, T1 d1, Ts... rest)
constexpr auto llmax(T0 d0, T1 d1, Ts... rest)
{
auto maxrest = llmax(d1, rest...);
return (d0 > maxrest)? d0 : maxrest;
@ -185,20 +185,20 @@ inline auto llmax(T0 d0, T1 d1, Ts... rest)
// recursion tail
template <typename T>
inline auto llmin(T data)
constexpr auto llmin(T data)
{
return data;
}
template <typename T0, typename T1, typename... Ts>
inline auto llmin(T0 d0, T1 d1, Ts... rest)
constexpr auto llmin(T0 d0, T1 d1, Ts... rest)
{
auto minrest = llmin(d1, rest...);
return (d0 < minrest) ? d0 : minrest;
}
template <typename A, typename MIN, typename MAX>
inline A llclamp(A a, MIN minval, MAX maxval)
constexpr A llclamp(A a, MIN minval, MAX maxval)
{
A aminval{ static_cast<A>(minval) }, amaxval{ static_cast<A>(maxval) };
if ( a < aminval )
@ -213,13 +213,13 @@ inline A llclamp(A a, MIN minval, MAX maxval)
}
template <class LLDATATYPE>
inline LLDATATYPE llclampf(LLDATATYPE a)
constexpr LLDATATYPE llclampf(LLDATATYPE a)
{
return llmin(llmax(a, LLDATATYPE(0)), LLDATATYPE(1));
}
template <class LLDATATYPE>
inline LLDATATYPE llclampb(LLDATATYPE a)
constexpr LLDATATYPE llclampb(LLDATATYPE a)
{
return llmin(llmax(a, LLDATATYPE(0)), LLDATATYPE(255));
}

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@ -164,14 +164,14 @@ private:
FROM mValue;
public:
narrow(FROM value): mValue(value) {}
constexpr narrow(FROM value): mValue(value) {}
/*---------------------- Narrowing unsigned to signed ----------------------*/
template <typename TO,
typename std::enable_if<std::is_unsigned<FROM>::value &&
std::is_signed<TO>::value,
bool>::type = true>
inline
constexpr
operator TO() const
{
// The reason we skip the
@ -189,7 +189,7 @@ public:
typename std::enable_if<! (std::is_unsigned<FROM>::value &&
std::is_signed<TO>::value),
bool>::type = true>
inline
constexpr
operator TO() const
{
// two different assert()s so we can tell which condition failed

View File

@ -33,23 +33,23 @@
#include "llplane.h"
#include "llvector4a.h"
const F32 DEFAULT_FIELD_OF_VIEW = 60.f * DEG_TO_RAD;
const F32 DEFAULT_ASPECT_RATIO = 640.f / 480.f;
const F32 DEFAULT_NEAR_PLANE = 0.25f;
const F32 DEFAULT_FAR_PLANE = 64.f; // far reaches across two horizontal, not diagonal, regions
constexpr F32 DEFAULT_FIELD_OF_VIEW = 60.f * DEG_TO_RAD;
constexpr F32 DEFAULT_ASPECT_RATIO = 640.f / 480.f;
constexpr F32 DEFAULT_NEAR_PLANE = 0.25f;
constexpr F32 DEFAULT_FAR_PLANE = 64.f; // far reaches across two horizontal, not diagonal, regions
const F32 MAX_ASPECT_RATIO = 50.0f;
const F32 MAX_NEAR_PLANE = 1023.9f; // Clamp the near plane just before the skybox ends
const F32 MAX_FAR_PLANE = 100000.0f; //1000000.0f; // Max allowed. Not good Z precision though.
const F32 MAX_FAR_CLIP = 512.0f;
constexpr F32 MAX_ASPECT_RATIO = 50.0f;
constexpr F32 MAX_NEAR_PLANE = 1023.9f; // Clamp the near plane just before the skybox ends
constexpr F32 MAX_FAR_PLANE = 100000.0f; //1000000.0f; // Max allowed. Not good Z precision though.
constexpr F32 MAX_FAR_CLIP = 512.0f;
const F32 MIN_ASPECT_RATIO = 0.02f;
const F32 MIN_NEAR_PLANE = 0.1f;
const F32 MIN_FAR_PLANE = 0.2f;
constexpr F32 MIN_ASPECT_RATIO = 0.02f;
constexpr F32 MIN_NEAR_PLANE = 0.1f;
constexpr F32 MIN_FAR_PLANE = 0.2f;
// Min/Max FOV values for square views. Call getMin/MaxView to get extremes based on current aspect ratio.
static const F32 MIN_FIELD_OF_VIEW = 5.0f * DEG_TO_RAD;
static const F32 MAX_FIELD_OF_VIEW = 175.f * DEG_TO_RAD;
constexpr F32 MIN_FIELD_OF_VIEW = 5.0f * DEG_TO_RAD;
constexpr F32 MAX_FIELD_OF_VIEW = 175.f * DEG_TO_RAD;
// An LLCamera is an LLCoorFrame with a view frustum.
// This means that it has several methods for moving it around

View File

@ -26,7 +26,6 @@
#include "linden_common.h"
//#include "vmath.h"
#include "v3math.h"
#include "m3math.h"
#include "v4math.h"

View File

@ -61,7 +61,7 @@ public:
//LLCoordFrame(const F32 *origin, const F32 *rotation); // Assumes "origin" is 1x3 and "rotation" is 1x9 array
//LLCoordFrame(const F32 *origin_and_rotation); // Assumes "origin_and_rotation" is 1x12 array
bool isFinite() { return mOrigin.isFinite() && mXAxis.isFinite() && mYAxis.isFinite() && mZAxis.isFinite(); }
bool isFinite() const { return mOrigin.isFinite() && mXAxis.isFinite() && mYAxis.isFinite() && mZAxis.isFinite(); }
void reset();
void resetAxes();

View File

@ -33,7 +33,7 @@
#include "stdtypes.h"
#include "v3math.h"
const F32 DEFAULT_INTERSECTION_ERROR = 0.000001f;
constexpr F32 DEFAULT_INTERSECTION_ERROR = 0.000001f;
class LLLine
{

View File

@ -79,7 +79,7 @@ constexpr F32 GIMBAL_THRESHOLD = 0.000436f; // sets the gimballock threshold 0
constexpr F32 FP_MAG_THRESHOLD = 0.0000001f;
// TODO: Replace with logic like is_approx_equal
inline bool is_approx_zero( F32 f ) { return (-F_APPROXIMATELY_ZERO < f) && (f < F_APPROXIMATELY_ZERO); }
constexpr bool is_approx_zero(F32 f) { return (-F_APPROXIMATELY_ZERO < f) && (f < F_APPROXIMATELY_ZERO); }
// These functions work by interpreting sign+exp+mantissa as an unsigned
// integer.
@ -138,33 +138,17 @@ inline F64 llabs(const F64 a)
return F64(std::fabs(a));
}
inline S32 lltrunc( F32 f )
constexpr S32 lltrunc(F32 f)
{
#if LL_WINDOWS && !defined( __INTEL_COMPILER ) && (ADDRESS_SIZE == 32)
// Avoids changing the floating point control word.
// Add or subtract 0.5 - epsilon and then round
const static U32 zpfp[] = { 0xBEFFFFFF, 0x3EFFFFFF };
S32 result;
__asm {
fld f
mov eax, f
shr eax, 29
and eax, 4
fadd dword ptr [zpfp + eax]
fistp result
}
return result;
#else
return (S32)f;
#endif
return narrow(f);
}
inline S32 lltrunc( F64 f )
constexpr S32 lltrunc(F64 f)
{
return (S32)f;
return narrow(f);
}
inline S32 llfloor( F32 f )
inline S32 llfloor(F32 f)
{
#if LL_WINDOWS && !defined( __INTEL_COMPILER ) && (ADDRESS_SIZE == 32)
// Avoids changing the floating point control word.
@ -274,7 +258,7 @@ constexpr F32 FAST_MAG_BETA = 0.397824734759f;
//constexpr F32 FAST_MAG_ALPHA = 0.948059448969f;
//constexpr F32 FAST_MAG_BETA = 0.392699081699f;
inline F32 fastMagnitude(F32 a, F32 b)
constexpr F32 fastMagnitude(F32 a, F32 b)
{
a = (a > 0) ? a : -a;
b = (b > 0) ? b : -b;
@ -332,7 +316,7 @@ inline F32 llfastpow(const F32 x, const F32 y)
}
inline F32 snap_to_sig_figs(F32 foo, S32 sig_figs)
constexpr F32 snap_to_sig_figs(F32 foo, S32 sig_figs)
{
// compute the power of ten
F32 bar = 1.f;
@ -350,7 +334,7 @@ inline F32 snap_to_sig_figs(F32 foo, S32 sig_figs)
using std::lerp;
inline F32 lerp2d(F32 x00, F32 x01, F32 x10, F32 x11, F32 u, F32 v)
constexpr F32 lerp2d(F32 x00, F32 x01, F32 x10, F32 x11, F32 u, F32 v)
{
F32 a = x00 + (x01-x00)*u;
F32 b = x10 + (x11-x10)*u;
@ -358,17 +342,17 @@ inline F32 lerp2d(F32 x00, F32 x01, F32 x10, F32 x11, F32 u, F32 v)
return r;
}
inline F32 ramp(F32 x, F32 a, F32 b)
constexpr F32 ramp(F32 x, F32 a, F32 b)
{
return (a == b) ? 0.0f : ((a - x) / (a - b));
}
inline F32 rescale(F32 x, F32 x1, F32 x2, F32 y1, F32 y2)
constexpr F32 rescale(F32 x, F32 x1, F32 x2, F32 y1, F32 y2)
{
return lerp(y1, y2, ramp(x, x1, x2));
}
inline F32 clamp_rescale(F32 x, F32 x1, F32 x2, F32 y1, F32 y2)
constexpr F32 clamp_rescale(F32 x, F32 x1, F32 x2, F32 y1, F32 y2)
{
if (y1 < y2)
{
@ -381,7 +365,7 @@ inline F32 clamp_rescale(F32 x, F32 x1, F32 x2, F32 y1, F32 y2)
}
inline F32 cubic_step( F32 x, F32 x0, F32 x1, F32 s0, F32 s1 )
constexpr F32 cubic_step( F32 x, F32 x0, F32 x1, F32 s0, F32 s1 )
{
if (x <= x0)
return s0;
@ -394,14 +378,14 @@ inline F32 cubic_step( F32 x, F32 x0, F32 x1, F32 s0, F32 s1 )
return s0 + (s1 - s0) * (f * f) * (3.0f - 2.0f * f);
}
inline F32 cubic_step( F32 x )
constexpr F32 cubic_step( F32 x )
{
x = llclampf(x);
return (x * x) * (3.0f - 2.0f * x);
}
inline F32 quadratic_step( F32 x, F32 x0, F32 x1, F32 s0, F32 s1 )
constexpr F32 quadratic_step( F32 x, F32 x0, F32 x1, F32 s0, F32 s1 )
{
if (x <= x0)
return s0;
@ -415,7 +399,7 @@ inline F32 quadratic_step( F32 x, F32 x0, F32 x1, F32 s0, F32 s1 )
return (s0 * (1.f - f_squared)) + ((s1 - s0) * f_squared);
}
inline F32 llsimple_angle(F32 angle)
constexpr F32 llsimple_angle(F32 angle)
{
while(angle <= -F_PI)
angle += F_TWO_PI;
@ -425,7 +409,7 @@ inline F32 llsimple_angle(F32 angle)
}
//SDK - Renamed this to get_lower_power_two, since this is what this actually does.
inline U32 get_lower_power_two(U32 val, U32 max_power_two)
constexpr U32 get_lower_power_two(U32 val, U32 max_power_two)
{
if(!max_power_two)
{
@ -447,7 +431,7 @@ inline U32 get_lower_power_two(U32 val, U32 max_power_two)
// number of digits, then add one. We subtract 1 initially to handle
// the case where the number passed in is actually a power of two.
// WARNING: this only works with 32 bit ints.
inline U32 get_next_power_two(U32 val, U32 max_power_two)
constexpr U32 get_next_power_two(U32 val, U32 max_power_two)
{
if(!max_power_two)
{
@ -473,7 +457,7 @@ inline U32 get_next_power_two(U32 val, U32 max_power_two)
//get the gaussian value given the linear distance from axis x and guassian value o
inline F32 llgaussian(F32 x, F32 o)
{
return 1.f/(F_SQRT_TWO_PI*o)*powf(F_E, -(x*x)/(2*o*o));
return 1.f/(F_SQRT_TWO_PI*o)*powf(F_E, -(x*x)/(2.f*o*o));
}
//helper function for removing outliers
@ -526,7 +510,8 @@ inline void ll_remove_outliers(std::vector<VEC_TYPE>& data, F32 k)
// Note: in our code, values labeled as sRGB are ALWAYS gamma corrected linear values, NOT linear values with monitor gamma applied
// Note: stored color values should always be gamma corrected linear (i.e. the values returned from an on-screen color swatch)
// Note: DO NOT cache the conversion. This leads to error prone synchronization and is actually slower in the typical case due to cache misses
inline float linearTosRGB(const float val) {
inline float linearTosRGB(const float val)
{
if (val < 0.0031308f) {
return val * 12.92f;
}
@ -541,7 +526,8 @@ inline float linearTosRGB(const float val) {
// Note: Stored color values should generally be gamma corrected sRGB.
// If you're serializing the return value of this function, you're probably doing it wrong.
// Note: DO NOT cache the conversion. This leads to error prone synchronization and is actually slower in the typical case due to cache misses.
inline float sRGBtoLinear(const float val) {
inline float sRGBtoLinear(const float val)
{
if (val < 0.04045f) {
return val / 12.92f;
}

View File

@ -30,7 +30,6 @@
#include "llquaternion.h"
//#include "vmath.h"
#include "v3math.h"
#include "v3dmath.h"
#include "v4math.h"

View File

@ -45,7 +45,6 @@ class LLVolumeOctree;
#include "lluuid.h"
#include "v4color.h"
//#include "vmath.h"
#include "v2math.h"
#include "v3math.h"
#include "v3dmath.h"

View File

@ -26,7 +26,6 @@
#include "linden_common.h"
//#include "vmath.h"
#include "v3math.h"
#include "v3dmath.h"
#include "v4math.h"

View File

@ -26,7 +26,6 @@
#include "linden_common.h"
//#include "vmath.h"
#include "v3math.h"
#include "v4math.h"
#include "m4math.h"

View File

@ -26,7 +26,6 @@
#include "linden_common.h"
//#include "vmath.h"
#include "v2math.h"
#include "v3math.h"
#include "v4math.h"
@ -47,8 +46,8 @@ bool LLVector2::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[VX] < 0.f) { mV[VX] = -mV[VX]; ret = true; }
if (mV[VY] < 0.f) { mV[VY] = -mV[VY]; ret = true; }
return ret;
}
@ -67,14 +66,14 @@ F32 angle_between(const LLVector2& a, const LLVector2& b)
return angle;
}
bool are_parallel(const LLVector2 &a, const LLVector2 &b, float epsilon)
bool are_parallel(const LLVector2& a, const LLVector2& b, F32 epsilon)
{
LLVector2 an = a;
LLVector2 bn = b;
an.normVec();
bn.normVec();
F32 dot = an * bn;
if ( (1.0f - fabs(dot)) < epsilon)
if ((1.0f - fabs(dot)) < epsilon)
{
return true;
}
@ -82,28 +81,28 @@ bool are_parallel(const LLVector2 &a, const LLVector2 &b, float epsilon)
}
F32 dist_vec(const LLVector2 &a, const LLVector2 &b)
F32 dist_vec(const LLVector2& a, const LLVector2& b)
{
F32 x = a.mV[0] - b.mV[0];
F32 y = a.mV[1] - b.mV[1];
F32 x = a.mV[VX] - b.mV[VX];
F32 y = a.mV[VY] - b.mV[VY];
return (F32) sqrt( x*x + y*y );
}
F32 dist_vec_squared(const LLVector2 &a, const LLVector2 &b)
F32 dist_vec_squared(const LLVector2& a, const LLVector2& b)
{
F32 x = a.mV[0] - b.mV[0];
F32 y = a.mV[1] - b.mV[1];
F32 x = a.mV[VX] - b.mV[VX];
F32 y = a.mV[VY] - b.mV[VY];
return x*x + y*y;
}
F32 dist_vec_squared2D(const LLVector2 &a, const LLVector2 &b)
F32 dist_vec_squared2D(const LLVector2& a, const LLVector2& b)
{
F32 x = a.mV[0] - b.mV[0];
F32 y = a.mV[1] - b.mV[1];
F32 x = a.mV[VX] - b.mV[VX];
F32 y = a.mV[VY] - b.mV[VY];
return x*x + y*y;
}
LLVector2 lerp(const LLVector2 &a, const LLVector2 &b, F32 u)
LLVector2 lerp(const LLVector2& a, const LLVector2& b, F32 u)
{
return LLVector2(
a.mV[VX] + (b.mV[VX] - a.mV[VX]) * u,
@ -113,14 +112,14 @@ LLVector2 lerp(const LLVector2 &a, const LLVector2 &b, F32 u)
LLSD LLVector2::getValue() const
{
LLSD ret;
ret[0] = mV[0];
ret[1] = mV[1];
ret[VX] = mV[VX];
ret[VY] = mV[VY];
return ret;
}
void LLVector2::setValue(const LLSD& sd)
{
mV[0] = (F32) sd[0].asReal();
mV[1] = (F32) sd[1].asReal();
mV[VX] = (F32) sd[0].asReal();
mV[VY] = (F32) sd[1].asReal();
}

View File

@ -36,7 +36,7 @@ class LLQuaternion;
// Llvector2 = |x y z w|
static const U32 LENGTHOFVECTOR2 = 2;
static constexpr U32 LENGTHOFVECTOR2 = 2;
class LLVector2
{
@ -82,7 +82,7 @@ class LLVector2
const LLVector2& scaleVec(const LLVector2& vec); // scales per component by vec
bool isNull(); // Returns true if vector has a _very_small_ length
bool isNull() const; // Returns true if vector has a _very_small_ length
bool isExactlyZero() const { return !mV[VX] && !mV[VY]; }
F32 operator[](int idx) const { return mV[idx]; }
@ -113,16 +113,16 @@ class LLVector2
// Non-member functions
F32 angle_between(const LLVector2 &a, const LLVector2 &b); // Returns angle (radians) between a and b
bool are_parallel(const LLVector2 &a, const LLVector2 &b, F32 epsilon=F_APPROXIMATELY_ZERO); // Returns true if a and b are very close to parallel
F32 dist_vec(const LLVector2 &a, const LLVector2 &b); // Returns distance between a and b
F32 dist_vec_squared(const LLVector2 &a, const LLVector2 &b);// Returns distance squared between a and b
F32 dist_vec_squared2D(const LLVector2 &a, const LLVector2 &b);// Returns distance squared between a and b ignoring Z component
LLVector2 lerp(const LLVector2 &a, const LLVector2 &b, F32 u); // Returns a vector that is a linear interpolation between a and b
F32 angle_between(const LLVector2& a, const LLVector2& b); // Returns angle (radians) between a and b
bool are_parallel(const LLVector2& a, const LLVector2& b, F32 epsilon = F_APPROXIMATELY_ZERO); // Returns true if a and b are very close to parallel
F32 dist_vec(const LLVector2& a, const LLVector2& b); // Returns distance between a and b
F32 dist_vec_squared(const LLVector2& a, const LLVector2& b);// Returns distance squared between a and b
F32 dist_vec_squared2D(const LLVector2& a, const LLVector2& b);// Returns distance squared between a and b ignoring Z component
LLVector2 lerp(const LLVector2& a, const LLVector2& b, F32 u); // Returns a vector that is a linear interpolation between a and b
// Constructors
inline LLVector2::LLVector2(void)
inline LLVector2::LLVector2()
{
mV[VX] = 0.f;
mV[VY] = 0.f;
@ -153,27 +153,27 @@ inline LLVector2::LLVector2(const LLSD &sd)
// Clear and Assignment Functions
inline void LLVector2::clear(void)
inline void LLVector2::clear()
{
mV[VX] = 0.f;
mV[VY] = 0.f;
}
inline void LLVector2::setZero(void)
inline void LLVector2::setZero()
{
mV[VX] = 0.f;
mV[VY] = 0.f;
}
// deprecated
inline void LLVector2::clearVec(void)
inline void LLVector2::clearVec()
{
mV[VX] = 0.f;
mV[VY] = 0.f;
}
// deprecated
inline void LLVector2::zeroVec(void)
inline void LLVector2::zeroVec()
{
mV[VX] = 0.f;
mV[VY] = 0.f;
@ -222,31 +222,31 @@ inline void LLVector2::setVec(const F32 *vec)
// LLVector2 Magnitude and Normalization Functions
inline F32 LLVector2::length(void) const
inline F32 LLVector2::length() const
{
return (F32) sqrt(mV[0]*mV[0] + mV[1]*mV[1]);
return sqrt(mV[VX]*mV[VX] + mV[VY]*mV[VY]);
}
inline F32 LLVector2::lengthSquared(void) const
inline F32 LLVector2::lengthSquared() const
{
return mV[0]*mV[0] + mV[1]*mV[1];
return mV[VX]*mV[VX] + mV[VY]*mV[VY];
}
inline F32 LLVector2::normalize(void)
inline F32 LLVector2::normalize()
{
F32 mag = (F32) sqrt(mV[0]*mV[0] + mV[1]*mV[1]);
F32 mag = sqrt(mV[VX]*mV[VX] + mV[VY]*mV[VY]);
F32 oomag;
if (mag > FP_MAG_THRESHOLD)
{
oomag = 1.f/mag;
mV[0] *= oomag;
mV[1] *= oomag;
mV[VX] *= oomag;
mV[VY] *= oomag;
}
else
{
mV[0] = 0.f;
mV[1] = 0.f;
mV[VX] = 0.f;
mV[VY] = 0.f;
mag = 0;
}
return (mag);
@ -259,33 +259,33 @@ inline bool LLVector2::isFinite() const
}
// deprecated
inline F32 LLVector2::magVec(void) const
inline F32 LLVector2::magVec() const
{
return (F32) sqrt(mV[0]*mV[0] + mV[1]*mV[1]);
return sqrt(mV[VX]*mV[VX] + mV[VY]*mV[VY]);
}
// deprecated
inline F32 LLVector2::magVecSquared(void) const
inline F32 LLVector2::magVecSquared() const
{
return mV[0]*mV[0] + mV[1]*mV[1];
return mV[VX]*mV[VX] + mV[VY]*mV[VY];
}
// deprecated
inline F32 LLVector2::normVec(void)
inline F32 LLVector2::normVec()
{
F32 mag = (F32) sqrt(mV[0]*mV[0] + mV[1]*mV[1]);
F32 mag = sqrt(mV[VX]*mV[VX] + mV[VY]*mV[VY]);
F32 oomag;
if (mag > FP_MAG_THRESHOLD)
{
oomag = 1.f/mag;
mV[0] *= oomag;
mV[1] *= oomag;
mV[VX] *= oomag;
mV[VY] *= oomag;
}
else
{
mV[0] = 0.f;
mV[1] = 0.f;
mV[VX] = 0.f;
mV[VY] = 0.f;
mag = 0;
}
return (mag);
@ -299,9 +299,9 @@ inline const LLVector2& LLVector2::scaleVec(const LLVector2& vec)
return *this;
}
inline bool LLVector2::isNull()
inline bool LLVector2::isNull() const
{
if ( F_APPROXIMATELY_ZERO > mV[VX]*mV[VX] + mV[VY]*mV[VY] )
if (F_APPROXIMATELY_ZERO > mV[VX]*mV[VX] + mV[VY]*mV[VY])
{
return true;
}
@ -312,9 +312,9 @@ inline bool LLVector2::isNull()
// LLVector2 Operators
// For sorting. By convention, x is "more significant" than y.
inline bool operator<(const LLVector2 &a, const LLVector2 &b)
inline bool operator<(const LLVector2& a, const LLVector2& b)
{
if( a.mV[VX] == b.mV[VX] )
if (a.mV[VX] == b.mV[VX])
{
return a.mV[VY] < b.mV[VY];
}
@ -325,95 +325,95 @@ inline bool operator<(const LLVector2 &a, const LLVector2 &b)
}
inline LLVector2 operator+(const LLVector2 &a, const LLVector2 &b)
inline LLVector2 operator+(const LLVector2& a, const LLVector2& b)
{
LLVector2 c(a);
return c += b;
}
inline LLVector2 operator-(const LLVector2 &a, const LLVector2 &b)
inline LLVector2 operator-(const LLVector2& a, const LLVector2& b)
{
LLVector2 c(a);
return c -= b;
}
inline F32 operator*(const LLVector2 &a, const LLVector2 &b)
inline F32 operator*(const LLVector2& a, const LLVector2& b)
{
return (a.mV[0]*b.mV[0] + a.mV[1]*b.mV[1]);
return (a.mV[VX]*b.mV[VX] + a.mV[VY]*b.mV[VY]);
}
inline LLVector2 operator%(const LLVector2 &a, const LLVector2 &b)
inline LLVector2 operator%(const LLVector2& a, const LLVector2& b)
{
return LLVector2(a.mV[0]*b.mV[1] - b.mV[0]*a.mV[1], a.mV[1]*b.mV[0] - b.mV[1]*a.mV[0]);
return LLVector2(a.mV[VX]*b.mV[VY] - b.mV[VX]*a.mV[VY], a.mV[VY]*b.mV[VX] - b.mV[VY]*a.mV[VX]);
}
inline LLVector2 operator/(const LLVector2 &a, F32 k)
inline LLVector2 operator/(const LLVector2& a, F32 k)
{
F32 t = 1.f / k;
return LLVector2( a.mV[0] * t, a.mV[1] * t );
return LLVector2( a.mV[VX] * t, a.mV[VY] * t );
}
inline LLVector2 operator*(const LLVector2 &a, F32 k)
inline LLVector2 operator*(const LLVector2& a, F32 k)
{
return LLVector2( a.mV[0] * k, a.mV[1] * k );
return LLVector2( a.mV[VX] * k, a.mV[VY] * k );
}
inline LLVector2 operator*(F32 k, const LLVector2 &a)
inline LLVector2 operator*(F32 k, const LLVector2& a)
{
return LLVector2( a.mV[0] * k, a.mV[1] * k );
return LLVector2( a.mV[VX] * k, a.mV[VY] * k );
}
inline bool operator==(const LLVector2 &a, const LLVector2 &b)
inline bool operator==(const LLVector2& a, const LLVector2& b)
{
return ( (a.mV[0] == b.mV[0])
&&(a.mV[1] == b.mV[1]));
return ( (a.mV[VX] == b.mV[VX])
&&(a.mV[VY] == b.mV[VY]));
}
inline bool operator!=(const LLVector2 &a, const LLVector2 &b)
inline bool operator!=(const LLVector2& a, const LLVector2& b)
{
return ( (a.mV[0] != b.mV[0])
||(a.mV[1] != b.mV[1]));
return ( (a.mV[VX] != b.mV[VX])
||(a.mV[VY] != b.mV[VY]));
}
inline const LLVector2& operator+=(LLVector2 &a, const LLVector2 &b)
inline const LLVector2& operator+=(LLVector2& a, const LLVector2& b)
{
a.mV[0] += b.mV[0];
a.mV[1] += b.mV[1];
a.mV[VX] += b.mV[VX];
a.mV[VY] += b.mV[VY];
return a;
}
inline const LLVector2& operator-=(LLVector2 &a, const LLVector2 &b)
inline const LLVector2& operator-=(LLVector2& a, const LLVector2& b)
{
a.mV[0] -= b.mV[0];
a.mV[1] -= b.mV[1];
a.mV[VX] -= b.mV[VX];
a.mV[VY] -= b.mV[VY];
return a;
}
inline const LLVector2& operator%=(LLVector2 &a, const LLVector2 &b)
inline const LLVector2& operator%=(LLVector2& a, const LLVector2& b)
{
LLVector2 ret(a.mV[0]*b.mV[1] - b.mV[0]*a.mV[1], a.mV[1]*b.mV[0] - b.mV[1]*a.mV[0]);
LLVector2 ret(a.mV[VX]*b.mV[VY] - b.mV[VX]*a.mV[VY], a.mV[VY]*b.mV[VX] - b.mV[VY]*a.mV[VX]);
a = ret;
return a;
}
inline const LLVector2& operator*=(LLVector2 &a, F32 k)
inline const LLVector2& operator*=(LLVector2& a, F32 k)
{
a.mV[0] *= k;
a.mV[1] *= k;
a.mV[VX] *= k;
a.mV[VY] *= k;
return a;
}
inline const LLVector2& operator/=(LLVector2 &a, F32 k)
inline const LLVector2& operator/=(LLVector2& a, F32 k)
{
F32 t = 1.f / k;
a.mV[0] *= t;
a.mV[1] *= t;
a.mV[VX] *= t;
a.mV[VY] *= t;
return a;
}
inline LLVector2 operator-(const LLVector2 &a)
inline LLVector2 operator-(const LLVector2& a)
{
return LLVector2( -a.mV[0], -a.mV[1] );
return LLVector2( -a.mV[VX], -a.mV[VY] );
}
inline void update_min_max(LLVector2& min, LLVector2& max, const LLVector2& pos)
@ -431,7 +431,7 @@ inline void update_min_max(LLVector2& min, LLVector2& max, const LLVector2& pos)
}
}
inline std::ostream& operator<<(std::ostream& s, const LLVector2 &a)
inline std::ostream& operator<<(std::ostream& s, const LLVector2& a)
{
s << "{ " << a.mV[VX] << ", " << a.mV[VY] << " }";
return s;

View File

@ -32,74 +32,79 @@
LLColor3 LLColor3::white(1.0f, 1.0f, 1.0f);
LLColor3 LLColor3::black(0.0f, 0.0f, 0.0f);
LLColor3 LLColor3::grey (0.5f, 0.5f, 0.5f);
LLColor3 LLColor3::grey(0.5f, 0.5f, 0.5f);
LLColor3::LLColor3(const LLColor4 &a)
LLColor3::LLColor3(const LLColor4& a)
{
mV[0] = a.mV[0];
mV[1] = a.mV[1];
mV[2] = a.mV[2];
mV[VRED] = a.mV[VRED];
mV[VGREEN] = a.mV[VGREEN];
mV[VBLUE] = a.mV[VBLUE];
}
LLColor3::LLColor3(const LLVector4 &a)
LLColor3::LLColor3(const LLVector4& a)
{
mV[0] = a.mV[0];
mV[1] = a.mV[1];
mV[2] = a.mV[2];
mV[VRED] = a.mV[VRED];
mV[VGREEN] = a.mV[VGREEN];
mV[VBLUE] = a.mV[VBLUE];
}
LLColor3::LLColor3(const LLSD &sd)
LLColor3::LLColor3(const LLSD& sd)
{
setValue(sd);
}
const LLColor3& LLColor3::operator=(const LLColor4 &a)
const LLColor3& LLColor3::operator=(const LLColor4& a)
{
mV[0] = a.mV[0];
mV[1] = a.mV[1];
mV[2] = a.mV[2];
mV[VRED] = a.mV[VRED];
mV[VGREEN] = a.mV[VGREEN];
mV[VBLUE] = a.mV[VBLUE];
return (*this);
}
std::ostream& operator<<(std::ostream& s, const LLColor3 &a)
std::ostream& operator<<(std::ostream& s, const LLColor3& a)
{
s << "{ " << a.mV[VRED] << ", " << a.mV[VGREEN] << ", " << a.mV[VBLUE] << " }";
return s;
}
static F32 hueToRgb ( F32 val1In, F32 val2In, F32 valHUeIn )
static F32 hueToRgb(F32 val1In, F32 val2In, F32 valHUeIn)
{
if ( valHUeIn < 0.0f ) valHUeIn += 1.0f;
if ( valHUeIn > 1.0f ) valHUeIn -= 1.0f;
if ( ( 6.0f * valHUeIn ) < 1.0f ) return ( val1In + ( val2In - val1In ) * 6.0f * valHUeIn );
if ( ( 2.0f * valHUeIn ) < 1.0f ) return ( val2In );
if ( ( 3.0f * valHUeIn ) < 2.0f ) return ( val1In + ( val2In - val1In ) * ( ( 2.0f / 3.0f ) - valHUeIn ) * 6.0f );
return ( val1In );
if (valHUeIn < 0.0f)
valHUeIn += 1.0f;
if (valHUeIn > 1.0f)
valHUeIn -= 1.0f;
if ((6.0f * valHUeIn) < 1.0f)
return (val1In + (val2In - val1In) * 6.0f * valHUeIn);
if ((2.0f * valHUeIn) < 1.0f)
return (val2In);
if ((3.0f * valHUeIn) < 2.0f)
return (val1In + (val2In - val1In) * ((2.0f / 3.0f) - valHUeIn) * 6.0f);
return (val1In);
}
void LLColor3::setHSL ( F32 hValIn, F32 sValIn, F32 lValIn)
void LLColor3::setHSL(F32 hValIn, F32 sValIn, F32 lValIn)
{
if ( sValIn < 0.00001f )
if (sValIn < 0.00001f)
{
mV[VRED] = lValIn;
mV[VRED] = lValIn;
mV[VGREEN] = lValIn;
mV[VBLUE] = lValIn;
mV[VBLUE] = lValIn;
}
else
{
F32 interVal1;
F32 interVal2;
if ( lValIn < 0.5f )
interVal2 = lValIn * ( 1.0f + sValIn );
if (lValIn < 0.5f)
interVal2 = lValIn * (1.0f + sValIn);
else
interVal2 = ( lValIn + sValIn ) - ( sValIn * lValIn );
interVal2 = (lValIn + sValIn) - (sValIn * lValIn);
interVal1 = 2.0f * lValIn - interVal2;
mV[VRED] = hueToRgb ( interVal1, interVal2, hValIn + ( 1.f / 3.f ) );
mV[VGREEN] = hueToRgb ( interVal1, interVal2, hValIn );
mV[VBLUE] = hueToRgb ( interVal1, interVal2, hValIn - ( 1.f / 3.f ) );
mV[VRED] = hueToRgb(interVal1, interVal2, hValIn + (1.f / 3.f));
mV[VGREEN] = hueToRgb(interVal1, interVal2, hValIn);
mV[VBLUE] = hueToRgb(interVal1, interVal2, hValIn - (1.f / 3.f));
}
}
@ -109,45 +114,48 @@ void LLColor3::calcHSL(F32* hue, F32* saturation, F32* luminance) const
F32 var_G = mV[VGREEN];
F32 var_B = mV[VBLUE];
F32 var_Min = ( var_R < ( var_G < var_B ? var_G : var_B ) ? var_R : ( var_G < var_B ? var_G : var_B ) );
F32 var_Max = ( var_R > ( var_G > var_B ? var_G : var_B ) ? var_R : ( var_G > var_B ? var_G : var_B ) );
F32 var_Min = (var_R < (var_G < var_B ? var_G : var_B) ? var_R : (var_G < var_B ? var_G : var_B));
F32 var_Max = (var_R > (var_G > var_B ? var_G : var_B) ? var_R : (var_G > var_B ? var_G : var_B));
F32 del_Max = var_Max - var_Min;
F32 L = ( var_Max + var_Min ) / 2.0f;
F32 L = (var_Max + var_Min) / 2.0f;
F32 H = 0.0f;
F32 S = 0.0f;
if ( del_Max == 0.0f )
if (del_Max == 0.0f)
{
H = 0.0f;
S = 0.0f;
H = 0.0f;
S = 0.0f;
}
else
{
if ( L < 0.5 )
S = del_Max / ( var_Max + var_Min );
if (L < 0.5)
S = del_Max / (var_Max + var_Min);
else
S = del_Max / ( 2.0f - var_Max - var_Min );
S = del_Max / (2.0f - var_Max - var_Min);
F32 del_R = ( ( ( var_Max - var_R ) / 6.0f ) + ( del_Max / 2.0f ) ) / del_Max;
F32 del_G = ( ( ( var_Max - var_G ) / 6.0f ) + ( del_Max / 2.0f ) ) / del_Max;
F32 del_B = ( ( ( var_Max - var_B ) / 6.0f ) + ( del_Max / 2.0f ) ) / del_Max;
F32 del_R = (((var_Max - var_R) / 6.0f) + (del_Max / 2.0f)) / del_Max;
F32 del_G = (((var_Max - var_G) / 6.0f) + (del_Max / 2.0f)) / del_Max;
F32 del_B = (((var_Max - var_B) / 6.0f) + (del_Max / 2.0f)) / del_Max;
if ( var_R >= var_Max )
if (var_R >= var_Max)
H = del_B - del_G;
else
if ( var_G >= var_Max )
H = ( 1.0f / 3.0f ) + del_R - del_B;
else
if ( var_B >= var_Max )
H = ( 2.0f / 3.0f ) + del_G - del_R;
else if (var_G >= var_Max)
H = (1.0f / 3.0f) + del_R - del_B;
else if (var_B >= var_Max)
H = (2.0f / 3.0f) + del_G - del_R;
if ( H < 0.0f ) H += 1.0f;
if ( H > 1.0f ) H -= 1.0f;
if (H < 0.0f)
H += 1.0f;
if (H > 1.0f)
H -= 1.0f;
}
if (hue) *hue = H;
if (saturation) *saturation = S;
if (luminance) *luminance = L;
if (hue)
*hue = H;
if (saturation)
*saturation = S;
if (luminance)
*luminance = L;
}

View File

@ -33,12 +33,12 @@ class LLVector4;
#include "llerror.h"
#include "llmath.h"
#include "llsd.h"
#include "v3math.h" // needed for linearColor3v implemtation below
#include "v3math.h" // needed for linearColor3v implemtation below
#include <string.h>
// LLColor3 = |r g b|
static const U32 LENGTHOFCOLOR3 = 3;
static constexpr U32 LENGTHOFCOLOR3 = 3;
class LLColor3
{
@ -50,44 +50,43 @@ public:
static LLColor3 grey;
public:
LLColor3(); // Initializes LLColor3 to (0, 0, 0)
LLColor3(F32 r, F32 g, F32 b); // Initializes LLColor3 to (r, g, b)
LLColor3(const F32 *vec); // Initializes LLColor3 to (vec[0]. vec[1], vec[2])
LLColor3(const char *color_string); // html format color ie "#FFDDEE"
explicit LLColor3(const LLColor4& color4); // "explicit" to avoid automatic conversion
explicit LLColor3(const LLVector4& vector4); // "explicit" to avoid automatic conversion
LLColor3(); // Initializes LLColor3 to (0, 0, 0)
LLColor3(F32 r, F32 g, F32 b); // Initializes LLColor3 to (r, g, b)
LLColor3(const F32* vec); // Initializes LLColor3 to (vec[0]. vec[1], vec[2])
LLColor3(const char* color_string); // html format color ie "#FFDDEE"
explicit LLColor3(const LLColor4& color4); // "explicit" to avoid automatic conversion
explicit LLColor3(const LLVector4& vector4); // "explicit" to avoid automatic conversion
LLColor3(const LLSD& sd);
LLSD getValue() const
{
LLSD ret;
ret[0] = mV[0];
ret[1] = mV[1];
ret[2] = mV[2];
ret[VRED] = mV[VRED];
ret[VGREEN] = mV[VGREEN];
ret[VBLUE] = mV[VBLUE];
return ret;
}
void setValue(const LLSD& sd)
{
mV[0] = (F32) sd[0].asReal();;
mV[1] = (F32) sd[1].asReal();;
mV[2] = (F32) sd[2].asReal();;
mV[VRED] = (F32)sd[VRED].asReal();
mV[VGREEN] = (F32)sd[VGREEN].asReal();
mV[VBLUE] = (F32)sd[VBLUE].asReal();
}
void setHSL(F32 hue, F32 saturation, F32 luminance);
void calcHSL(F32* hue, F32* saturation, F32* luminance) const;
const LLColor3& setToBlack(); // Clears LLColor3 to (0, 0, 0)
const LLColor3& setToWhite(); // Zero LLColor3 to (0, 0, 0)
const LLColor3& setToBlack(); // Clears LLColor3 to (0, 0, 0)
const LLColor3& setToWhite(); // Zero LLColor3 to (0, 0, 0)
const LLColor3& setVec(F32 x, F32 y, F32 z); // deprecated
const LLColor3& setVec(const LLColor3 &vec); // deprecated
const LLColor3& setVec(const F32 *vec); // deprecated
const LLColor3& setVec(F32 x, F32 y, F32 z); // deprecated
const LLColor3& setVec(const LLColor3& vec); // deprecated
const LLColor3& setVec(const F32* vec); // deprecated
const LLColor3& set(F32 x, F32 y, F32 z); // Sets LLColor3 to (x, y, z)
const LLColor3& set(const LLColor3 &vec); // Sets LLColor3 to vec
const LLColor3& set(const F32 *vec); // Sets LLColor3 to vec
const LLColor3& set(F32 x, F32 y, F32 z); // Sets LLColor3 to (x, y, z)
const LLColor3& set(const LLColor3& vec); // Sets LLColor3 to vec
const LLColor3& set(const F32* vec); // Sets LLColor3 to vec
// set from a vector of unknown type and size
// may leave some data unmodified
@ -99,414 +98,390 @@ public:
template<typename T>
void write(std::vector<T>& v) const;
F32 magVec() const; // deprecated
F32 magVecSquared() const; // deprecated
F32 normVec(); // deprecated
F32 magVec() const; // deprecated
F32 magVecSquared() const; // deprecated
F32 normVec(); // deprecated
F32 length() const; // Returns magnitude of LLColor3
F32 lengthSquared() const; // Returns magnitude squared of LLColor3
F32 normalize(); // Normalizes and returns the magnitude of LLColor3
F32 length() const; // Returns magnitude of LLColor3
F32 lengthSquared() const; // Returns magnitude squared of LLColor3
F32 normalize(); // Normalizes and returns the magnitude of LLColor3
F32 brightness() const; // Returns brightness of LLColor3
F32 brightness() const; // Returns brightness of LLColor3
const LLColor3& operator=(const LLColor4 &a);
const LLColor3& operator=(const LLColor4& a);
LL_FORCE_INLINE LLColor3 divide(const LLColor3 &col2)
LL_FORCE_INLINE LLColor3 divide(const LLColor3& col2) const
{
return LLColor3(
mV[0] / col2.mV[0],
mV[1] / col2.mV[1],
mV[2] / col2.mV[2] );
return LLColor3(mV[VRED] / col2.mV[VRED], mV[VGREEN] / col2.mV[VGREEN], mV[VBLUE] / col2.mV[VBLUE]);
}
LL_FORCE_INLINE LLColor3 color_norm()
LL_FORCE_INLINE LLColor3 color_norm() const
{
F32 l = length();
return LLColor3(
mV[0] / l,
mV[1] / l,
mV[2] / l );
return LLColor3(mV[VRED] / l, mV[VGREEN] / l, mV[VBLUE] / l);
}
friend std::ostream& operator<<(std::ostream& s, const LLColor3 &a); // Print a
friend LLColor3 operator+(const LLColor3 &a, const LLColor3 &b); // Return vector a + b
friend LLColor3 operator-(const LLColor3 &a, const LLColor3 &b); // Return vector a minus b
friend std::ostream& operator<<(std::ostream& s, const LLColor3& a); // Print a
friend LLColor3 operator+(const LLColor3& a, const LLColor3& b); // Return vector a + b
friend LLColor3 operator-(const LLColor3& a, const LLColor3& b); // Return vector a minus b
friend const LLColor3& operator+=(LLColor3 &a, const LLColor3 &b); // Return vector a + b
friend const LLColor3& operator-=(LLColor3 &a, const LLColor3 &b); // Return vector a minus b
friend const LLColor3& operator*=(LLColor3 &a, const LLColor3 &b);
friend const LLColor3& operator+=(LLColor3& a, const LLColor3& b); // Return vector a + b
friend const LLColor3& operator-=(LLColor3& a, const LLColor3& b); // Return vector a minus b
friend const LLColor3& operator*=(LLColor3& a, const LLColor3& b);
friend LLColor3 operator*(const LLColor3 &a, const LLColor3 &b); // Return component wise a * b
friend LLColor3 operator*(const LLColor3 &a, F32 k); // Return a times scaler k
friend LLColor3 operator*(F32 k, const LLColor3 &a); // Return a times scaler k
friend LLColor3 operator*(const LLColor3& a, const LLColor3& b); // Return component wise a * b
friend LLColor3 operator*(const LLColor3& a, F32 k); // Return a times scaler k
friend LLColor3 operator*(F32 k, const LLColor3& a); // Return a times scaler k
friend bool operator==(const LLColor3 &a, const LLColor3 &b); // Return a == b
friend bool operator!=(const LLColor3 &a, const LLColor3 &b); // Return a != b
friend bool operator==(const LLColor3& a, const LLColor3& b); // Return a == b
friend bool operator!=(const LLColor3& a, const LLColor3& b); // Return a != b
friend const LLColor3& operator*=(LLColor3 &a, F32 k); // Return a times scaler k
friend const LLColor3& operator*=(LLColor3& a, F32 k); // Return a times scaler k
friend LLColor3 operator-(const LLColor3 &a); // Return vector 1-rgb (inverse)
friend LLColor3 operator-(const LLColor3& a); // Return vector 1-rgb (inverse)
inline void clamp();
inline void exp(); // Do an exponential on the color
inline void exp(); // Do an exponential on the color
};
LLColor3 lerp(const LLColor3 &a, const LLColor3 &b, F32 u);
LLColor3 lerp(const LLColor3& a, const LLColor3& b, F32 u);
void LLColor3::clamp()
{
// Clamp the color...
if (mV[0] < 0.f)
if (mV[VRED] < 0.f)
{
mV[0] = 0.f;
mV[VRED] = 0.f;
}
else if (mV[0] > 1.f)
else if (mV[VRED] > 1.f)
{
mV[0] = 1.f;
mV[VRED] = 1.f;
}
if (mV[1] < 0.f)
if (mV[VGREEN] < 0.f)
{
mV[1] = 0.f;
mV[VGREEN] = 0.f;
}
else if (mV[1] > 1.f)
else if (mV[VGREEN] > 1.f)
{
mV[1] = 1.f;
mV[VGREEN] = 1.f;
}
if (mV[2] < 0.f)
if (mV[VBLUE] < 0.f)
{
mV[2] = 0.f;
mV[VBLUE] = 0.f;
}
else if (mV[2] > 1.f)
else if (mV[VBLUE] > 1.f)
{
mV[2] = 1.f;
mV[VBLUE] = 1.f;
}
}
// Non-member functions
F32 distVec(const LLColor3 &a, const LLColor3 &b); // Returns distance between a and b
F32 distVec_squared(const LLColor3 &a, const LLColor3 &b);// Returns distance squared between a and b
F32 distVec(const LLColor3& a, const LLColor3& b); // Returns distance between a and b
F32 distVec_squared(const LLColor3& a, const LLColor3& b); // Returns distance squared between a and b
inline LLColor3::LLColor3(void)
inline LLColor3::LLColor3()
{
mV[0] = 0.f;
mV[1] = 0.f;
mV[2] = 0.f;
mV[VRED] = 0.f;
mV[VGREEN] = 0.f;
mV[VBLUE] = 0.f;
}
inline LLColor3::LLColor3(F32 r, F32 g, F32 b)
{
mV[VRED] = r;
mV[VRED] = r;
mV[VGREEN] = g;
mV[VBLUE] = b;
mV[VBLUE] = b;
}
inline LLColor3::LLColor3(const F32 *vec)
inline LLColor3::LLColor3(const F32* vec)
{
mV[VRED] = vec[VRED];
mV[VRED] = vec[VRED];
mV[VGREEN] = vec[VGREEN];
mV[VBLUE] = vec[VBLUE];
mV[VBLUE] = vec[VBLUE];
}
inline LLColor3::LLColor3(const char* color_string) // takes a string of format "RRGGBB" where RR is hex 00..FF
{
if (strlen(color_string) < 6) /* Flawfinder: ignore */
if (strlen(color_string) < 6) /* Flawfinder: ignore */
{
mV[0] = 0.f;
mV[1] = 0.f;
mV[2] = 0.f;
mV[VRED] = 0.f;
mV[VGREEN] = 0.f;
mV[VBLUE] = 0.f;
return;
}
char tempstr[7];
strncpy(tempstr,color_string,6); /* Flawfinder: ignore */
strncpy(tempstr, color_string, 6); /* Flawfinder: ignore */
tempstr[6] = '\0';
mV[VBLUE] = (F32)strtol(&tempstr[4],NULL,16)/255.f;
mV[VBLUE] = (F32)strtol(&tempstr[4], nullptr, 16) / 255.f;
tempstr[4] = '\0';
mV[VGREEN] = (F32)strtol(&tempstr[2],NULL,16)/255.f;
mV[VGREEN] = (F32)strtol(&tempstr[2], nullptr, 16) / 255.f;
tempstr[2] = '\0';
mV[VRED] = (F32)strtol(&tempstr[0],NULL,16)/255.f;
mV[VRED] = (F32)strtol(&tempstr[0], nullptr, 16) / 255.f;
}
inline const LLColor3& LLColor3::setToBlack(void)
inline const LLColor3& LLColor3::setToBlack()
{
mV[0] = 0.f;
mV[1] = 0.f;
mV[2] = 0.f;
mV[VRED] = 0.f;
mV[VGREEN] = 0.f;
mV[VBLUE] = 0.f;
return (*this);
}
inline const LLColor3& LLColor3::setToWhite(void)
inline const LLColor3& LLColor3::setToWhite()
{
mV[0] = 1.f;
mV[1] = 1.f;
mV[2] = 1.f;
mV[VRED] = 1.f;
mV[VGREEN] = 1.f;
mV[VBLUE] = 1.f;
return (*this);
}
inline const LLColor3& LLColor3::set(F32 r, F32 g, F32 b)
inline const LLColor3& LLColor3::set(F32 r, F32 g, F32 b)
{
mV[0] = r;
mV[1] = g;
mV[2] = b;
mV[VRED] = r;
mV[VGREEN] = g;
mV[VBLUE] = b;
return (*this);
}
inline const LLColor3& LLColor3::set(const LLColor3 &vec)
inline const LLColor3& LLColor3::set(const LLColor3& vec)
{
mV[0] = vec.mV[0];
mV[1] = vec.mV[1];
mV[2] = vec.mV[2];
mV[VRED] = vec.mV[VRED];
mV[VGREEN] = vec.mV[VGREEN];
mV[VBLUE] = vec.mV[VBLUE];
return (*this);
}
inline const LLColor3& LLColor3::set(const F32 *vec)
inline const LLColor3& LLColor3::set(const F32* vec)
{
mV[0] = vec[0];
mV[1] = vec[1];
mV[2] = vec[2];
mV[VRED] = vec[VRED];
mV[VGREEN] = vec[VGREEN];
mV[VBLUE] = vec[VBLUE];
return (*this);
}
// deprecated
inline const LLColor3& LLColor3::setVec(F32 r, F32 g, F32 b)
inline const LLColor3& LLColor3::setVec(F32 r, F32 g, F32 b)
{
mV[0] = r;
mV[1] = g;
mV[2] = b;
mV[VRED] = r;
mV[VGREEN] = g;
mV[VBLUE] = b;
return (*this);
}
// deprecated
inline const LLColor3& LLColor3::setVec(const LLColor3 &vec)
inline const LLColor3& LLColor3::setVec(const LLColor3& vec)
{
mV[0] = vec.mV[0];
mV[1] = vec.mV[1];
mV[2] = vec.mV[2];
mV[VRED] = vec.mV[VRED];
mV[VGREEN] = vec.mV[VGREEN];
mV[VBLUE] = vec.mV[VBLUE];
return (*this);
}
// deprecated
inline const LLColor3& LLColor3::setVec(const F32 *vec)
inline const LLColor3& LLColor3::setVec(const F32* vec)
{
mV[0] = vec[0];
mV[1] = vec[1];
mV[2] = vec[2];
mV[VRED] = vec[VRED];
mV[VGREEN] = vec[VGREEN];
mV[VBLUE] = vec[VBLUE];
return (*this);
}
inline F32 LLColor3::brightness(void) const
inline F32 LLColor3::brightness() const
{
return (mV[0] + mV[1] + mV[2]) / 3.0f;
return (mV[VRED] + mV[VGREEN] + mV[VBLUE]) / 3.0f;
}
inline F32 LLColor3::length(void) const
inline F32 LLColor3::length() const
{
return (F32) sqrt(mV[0]*mV[0] + mV[1]*mV[1] + mV[2]*mV[2]);
return sqrt(mV[VRED] * mV[VRED] + mV[VGREEN] * mV[VGREEN] + mV[VBLUE] * mV[VBLUE]);
}
inline F32 LLColor3::lengthSquared(void) const
inline F32 LLColor3::lengthSquared() const
{
return mV[0]*mV[0] + mV[1]*mV[1] + mV[2]*mV[2];
return mV[VRED] * mV[VRED] + mV[VGREEN] * mV[VGREEN] + mV[VBLUE] * mV[VBLUE];
}
inline F32 LLColor3::normalize(void)
inline F32 LLColor3::normalize()
{
F32 mag = (F32) sqrt(mV[0]*mV[0] + mV[1]*mV[1] + mV[2]*mV[2]);
F32 mag = sqrt(mV[VRED] * mV[VRED] + mV[VGREEN] * mV[VGREEN] + mV[VBLUE] * mV[VBLUE]);
F32 oomag;
if (mag)
{
oomag = 1.f/mag;
mV[0] *= oomag;
mV[1] *= oomag;
mV[2] *= oomag;
oomag = 1.f / mag;
mV[VRED] *= oomag;
mV[VGREEN] *= oomag;
mV[VBLUE] *= oomag;
}
return (mag);
return mag;
}
// deprecated
inline F32 LLColor3::magVec(void) const
inline F32 LLColor3::magVec() const
{
return (F32) sqrt(mV[0]*mV[0] + mV[1]*mV[1] + mV[2]*mV[2]);
return sqrt(mV[VRED] * mV[VRED] + mV[VGREEN] * mV[VGREEN] + mV[VBLUE] * mV[VBLUE]);
}
// deprecated
inline F32 LLColor3::magVecSquared(void) const
inline F32 LLColor3::magVecSquared() const
{
return mV[0]*mV[0] + mV[1]*mV[1] + mV[2]*mV[2];
return mV[VRED] * mV[VRED] + mV[VGREEN] * mV[VGREEN] + mV[VBLUE] * mV[VBLUE];
}
// deprecated
inline F32 LLColor3::normVec(void)
inline F32 LLColor3::normVec()
{
F32 mag = (F32) sqrt(mV[0]*mV[0] + mV[1]*mV[1] + mV[2]*mV[2]);
F32 mag = sqrt(mV[VRED] * mV[VRED] + mV[VGREEN] * mV[VGREEN] + mV[VBLUE] * mV[VBLUE]);
F32 oomag;
if (mag)
{
oomag = 1.f/mag;
mV[0] *= oomag;
mV[1] *= oomag;
mV[2] *= oomag;
oomag = 1.f / mag;
mV[VRED] *= oomag;
mV[VGREEN] *= oomag;
mV[VBLUE] *= oomag;
}
return (mag);
return mag;
}
inline void LLColor3::exp()
{
#if 0
mV[0] = ::exp(mV[0]);
mV[1] = ::exp(mV[1]);
mV[2] = ::exp(mV[2]);
mV[VRED] = ::exp(mV[VRED]);
mV[VGREEN] = ::exp(mV[VGREEN]);
mV[VBLUE] = ::exp(mV[VBLUE]);
#else
mV[0] = (F32)LL_FAST_EXP(mV[0]);
mV[1] = (F32)LL_FAST_EXP(mV[1]);
mV[2] = (F32)LL_FAST_EXP(mV[2]);
mV[VRED] = (F32)LL_FAST_EXP(mV[VRED]);
mV[VGREEN] = (F32)LL_FAST_EXP(mV[VGREEN]);
mV[VBLUE] = (F32)LL_FAST_EXP(mV[VBLUE]);
#endif
}
inline LLColor3 operator+(const LLColor3 &a, const LLColor3 &b)
inline LLColor3 operator+(const LLColor3& a, const LLColor3& b)
{
return LLColor3(
a.mV[0] + b.mV[0],
a.mV[1] + b.mV[1],
a.mV[2] + b.mV[2]);
return LLColor3(a.mV[VRED] + b.mV[VRED], a.mV[VGREEN] + b.mV[VGREEN], a.mV[VBLUE] + b.mV[VBLUE]);
}
inline LLColor3 operator-(const LLColor3 &a, const LLColor3 &b)
inline LLColor3 operator-(const LLColor3& a, const LLColor3& b)
{
return LLColor3(
a.mV[0] - b.mV[0],
a.mV[1] - b.mV[1],
a.mV[2] - b.mV[2]);
return LLColor3(a.mV[VRED] - b.mV[VRED], a.mV[VGREEN] - b.mV[VGREEN], a.mV[VBLUE] - b.mV[VBLUE]);
}
inline LLColor3 operator*(const LLColor3 &a, const LLColor3 &b)
inline LLColor3 operator*(const LLColor3& a, const LLColor3& b)
{
return LLColor3(
a.mV[0] * b.mV[0],
a.mV[1] * b.mV[1],
a.mV[2] * b.mV[2]);
return LLColor3(a.mV[VRED] * b.mV[VRED], a.mV[VGREEN] * b.mV[VGREEN], a.mV[VBLUE] * b.mV[VBLUE]);
}
inline LLColor3 operator*(const LLColor3 &a, F32 k)
inline LLColor3 operator*(const LLColor3& a, F32 k)
{
return LLColor3( a.mV[0] * k, a.mV[1] * k, a.mV[2] * k );
return LLColor3(a.mV[VRED] * k, a.mV[VGREEN] * k, a.mV[VBLUE] * k);
}
inline LLColor3 operator*(F32 k, const LLColor3 &a)
inline LLColor3 operator*(F32 k, const LLColor3& a)
{
return LLColor3( a.mV[0] * k, a.mV[1] * k, a.mV[2] * k );
return LLColor3(a.mV[VRED] * k, a.mV[VGREEN] * k, a.mV[VBLUE] * k);
}
inline bool operator==(const LLColor3 &a, const LLColor3 &b)
inline bool operator==(const LLColor3& a, const LLColor3& b)
{
return ( (a.mV[0] == b.mV[0])
&&(a.mV[1] == b.mV[1])
&&(a.mV[2] == b.mV[2]));
return ((a.mV[VRED] == b.mV[VRED]) && (a.mV[VGREEN] == b.mV[VGREEN]) && (a.mV[VBLUE] == b.mV[VBLUE]));
}
inline bool operator!=(const LLColor3 &a, const LLColor3 &b)
inline bool operator!=(const LLColor3& a, const LLColor3& b)
{
return ( (a.mV[0] != b.mV[0])
||(a.mV[1] != b.mV[1])
||(a.mV[2] != b.mV[2]));
return ((a.mV[VRED] != b.mV[VRED]) || (a.mV[VGREEN] != b.mV[VGREEN]) || (a.mV[VBLUE] != b.mV[VBLUE]));
}
inline const LLColor3 &operator*=(LLColor3 &a, const LLColor3 &b)
inline const LLColor3& operator*=(LLColor3& a, const LLColor3& b)
{
a.mV[0] *= b.mV[0];
a.mV[1] *= b.mV[1];
a.mV[2] *= b.mV[2];
a.mV[VRED] *= b.mV[VRED];
a.mV[VGREEN] *= b.mV[VGREEN];
a.mV[VBLUE] *= b.mV[VBLUE];
return a;
}
inline const LLColor3& operator+=(LLColor3 &a, const LLColor3 &b)
inline const LLColor3& operator+=(LLColor3& a, const LLColor3& b)
{
a.mV[0] += b.mV[0];
a.mV[1] += b.mV[1];
a.mV[2] += b.mV[2];
a.mV[VRED] += b.mV[VRED];
a.mV[VGREEN] += b.mV[VGREEN];
a.mV[VBLUE] += b.mV[VBLUE];
return a;
}
inline const LLColor3& operator-=(LLColor3 &a, const LLColor3 &b)
inline const LLColor3& operator-=(LLColor3& a, const LLColor3& b)
{
a.mV[0] -= b.mV[0];
a.mV[1] -= b.mV[1];
a.mV[2] -= b.mV[2];
a.mV[VRED] -= b.mV[VRED];
a.mV[VGREEN] -= b.mV[VGREEN];
a.mV[VBLUE] -= b.mV[VBLUE];
return a;
}
inline const LLColor3& operator*=(LLColor3 &a, F32 k)
inline const LLColor3& operator*=(LLColor3& a, F32 k)
{
a.mV[0] *= k;
a.mV[1] *= k;
a.mV[2] *= k;
a.mV[VRED] *= k;
a.mV[VGREEN] *= k;
a.mV[VBLUE] *= k;
return a;
}
inline LLColor3 operator-(const LLColor3 &a)
inline LLColor3 operator-(const LLColor3& a)
{
return LLColor3(
1.f - a.mV[0],
1.f - a.mV[1],
1.f - a.mV[2] );
return LLColor3(1.f - a.mV[VRED], 1.f - a.mV[VGREEN], 1.f - a.mV[VBLUE]);
}
// Non-member functions
inline F32 distVec(const LLColor3 &a, const LLColor3 &b)
inline F32 distVec(const LLColor3& a, const LLColor3& 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 (F32) sqrt( x*x + y*y + z*z );
F32 x = a.mV[VRED] - b.mV[VRED];
F32 y = a.mV[VGREEN] - b.mV[VGREEN];
F32 z = a.mV[VBLUE] - b.mV[VBLUE];
return sqrt(x * x + y * y + z * z);
}
inline F32 distVec_squared(const LLColor3 &a, const LLColor3 &b)
inline F32 distVec_squared(const LLColor3& a, const LLColor3& 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;
F32 x = a.mV[VRED] - b.mV[VRED];
F32 y = a.mV[VGREEN] - b.mV[VGREEN];
F32 z = a.mV[VBLUE] - b.mV[VBLUE];
return x * x + y * y + z * z;
}
inline LLColor3 lerp(const LLColor3 &a, const LLColor3 &b, F32 u)
inline LLColor3 lerp(const LLColor3& a, const LLColor3& b, F32 u)
{
return LLColor3(
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);
return LLColor3(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 const LLColor3 srgbColor3(const LLColor3 &a) {
inline const LLColor3 srgbColor3(const LLColor3& a)
{
LLColor3 srgbColor;
srgbColor.mV[0] = linearTosRGB(a.mV[0]);
srgbColor.mV[1] = linearTosRGB(a.mV[1]);
srgbColor.mV[2] = linearTosRGB(a.mV[2]);
srgbColor.mV[VRED] = linearTosRGB(a.mV[VRED]);
srgbColor.mV[VGREEN] = linearTosRGB(a.mV[VGREEN]);
srgbColor.mV[VBLUE] = linearTosRGB(a.mV[VBLUE]);
return srgbColor;
}
inline const LLColor3 linearColor3p(const F32* v) {
inline const LLColor3 linearColor3p(const F32* v)
{
LLColor3 linearColor;
linearColor.mV[0] = sRGBtoLinear(v[0]);
linearColor.mV[1] = sRGBtoLinear(v[1]);
linearColor.mV[2] = sRGBtoLinear(v[2]);
linearColor.mV[VRED] = sRGBtoLinear(v[VRED]);
linearColor.mV[VGREEN] = sRGBtoLinear(v[VGREEN]);
linearColor.mV[VBLUE] = sRGBtoLinear(v[VBLUE]);
return linearColor;
}
template<class T>
inline const LLColor3 linearColor3(const T& a) {
inline const LLColor3 linearColor3(const T& a)
{
return linearColor3p(a.mV);
}
template<class T>
inline const LLVector3 linearColor3v(const T& a) {
inline const LLVector3 linearColor3v(const T& a)
{
return LLVector3(linearColor3p(a.mV).mV);
}

View File

@ -30,59 +30,46 @@
#include "v3color.h"
#include "v4color.h"
inline LLColor3 componentDiv(LLColor3 const &left, LLColor3 const & right)
inline LLColor3 componentDiv(const LLColor3& left, const LLColor3& right)
{
return LLColor3(left.mV[0] / right.mV[0],
left.mV[1] / right.mV[1],
left.mV[2] / right.mV[2]);
return LLColor3(left.mV[VRED] / right.mV[VRED], left.mV[VGREEN] / right.mV[VGREEN], left.mV[VBLUE] / right.mV[VBLUE]);
}
inline LLColor3 componentMult(LLColor3 const &left, LLColor3 const & right)
inline LLColor3 componentMult(const LLColor3& left, const LLColor3& right)
{
return LLColor3(left.mV[0] * right.mV[0],
left.mV[1] * right.mV[1],
left.mV[2] * right.mV[2]);
return LLColor3(left.mV[VRED] * right.mV[VRED], left.mV[VGREEN] * right.mV[VGREEN], left.mV[VBLUE] * right.mV[VBLUE]);
}
inline LLColor3 componentExp(LLColor3 const &v)
inline LLColor3 componentExp(const LLColor3& v)
{
return LLColor3(exp(v.mV[0]),
exp(v.mV[1]),
exp(v.mV[2]));
return LLColor3(exp(v.mV[VRED]), exp(v.mV[VGREEN]), exp(v.mV[VBLUE]));
}
inline LLColor3 componentPow(LLColor3 const &v, F32 exponent)
inline LLColor3 componentPow(const LLColor3& v, F32 exponent)
{
return LLColor3(pow(v.mV[0], exponent),
pow(v.mV[1], exponent),
pow(v.mV[2], exponent));
return LLColor3(pow(v.mV[VRED], exponent), pow(v.mV[VGREEN], exponent), pow(v.mV[VBLUE], exponent));
}
inline LLColor3 componentSaturate(LLColor3 const &v)
inline LLColor3 componentSaturate(const LLColor3& v)
{
return LLColor3(std::max(std::min(v.mV[0], 1.f), 0.f),
std::max(std::min(v.mV[1], 1.f), 0.f),
std::max(std::min(v.mV[2], 1.f), 0.f));
return LLColor3(std::max(std::min(v.mV[VRED], 1.f), 0.f),
std::max(std::min(v.mV[VGREEN], 1.f), 0.f),
std::max(std::min(v.mV[VBLUE], 1.f), 0.f));
}
inline LLColor3 componentSqrt(LLColor3 const &v)
inline LLColor3 componentSqrt(const LLColor3& v)
{
return LLColor3(sqrt(v.mV[0]),
sqrt(v.mV[1]),
sqrt(v.mV[2]));
return LLColor3(sqrt(v.mV[VRED]), sqrt(v.mV[VGREEN]), sqrt(v.mV[VBLUE]));
}
inline void componentMultBy(LLColor3 & left, LLColor3 const & right)
inline void componentMultBy(LLColor3& left, const LLColor3& right)
{
left.mV[0] *= right.mV[0];
left.mV[1] *= right.mV[1];
left.mV[2] *= right.mV[2];
left.mV[VRED] *= right.mV[VRED];
left.mV[VGREEN] *= right.mV[VGREEN];
left.mV[VBLUE] *= right.mV[VBLUE];
}
inline LLColor3 colorMix(LLColor3 const & left, LLColor3 const & right, F32 amount)
inline LLColor3 colorMix(const LLColor3& left, const LLColor3& right, F32 amount)
{
return (left + ((right - left) * amount));
}
@ -92,25 +79,24 @@ inline LLColor3 smear(F32 val)
return LLColor3(val, val, val);
}
inline F32 color_intens(const LLColor3 &col)
inline F32 color_intens(const LLColor3& col)
{
return col.mV[0] + col.mV[1] + col.mV[2];
return col.mV[VRED] + col.mV[VGREEN] + col.mV[VBLUE];
}
inline F32 color_max(const LLColor3 &col)
inline F32 color_max(const LLColor3& col)
{
return llmax(col.mV[0], col.mV[1], col.mV[2]);
return llmax(col.mV[VRED], col.mV[VGREEN], col.mV[VBLUE]);
}
inline F32 color_max(const LLColor4 &col)
inline F32 color_max(const LLColor4& col)
{
return llmax(col.mV[0], col.mV[1], col.mV[2]);
return llmax(col.mV[VRED], col.mV[VGREEN], col.mV[VBLUE]);
}
inline F32 color_min(const LLColor3 &col)
inline F32 color_min(const LLColor3& col)
{
return llmin(col.mV[0], col.mV[1], col.mV[2]);
return llmin(col.mV[VRED], col.mV[VGREEN], col.mV[VBLUE]);
}
#endif

View File

@ -30,7 +30,6 @@
#include "v3dmath.h"
//#include "vmath.h"
#include "v4math.h"
#include "m4math.h"
#include "m3math.h"
@ -57,13 +56,13 @@ bool LLVector3d::clamp(F64 min, F64 max)
{
bool ret{ false };
if (mdV[0] < min) { mdV[0] = min; ret = true; }
if (mdV[1] < min) { mdV[1] = min; ret = true; }
if (mdV[2] < min) { mdV[2] = min; ret = true; }
if (mdV[VX] < min) { mdV[VX] = min; ret = true; }
if (mdV[VY] < min) { mdV[VY] = min; ret = true; }
if (mdV[VZ] < min) { mdV[VZ] = min; ret = true; }
if (mdV[0] > max) { mdV[0] = max; ret = true; }
if (mdV[1] > max) { mdV[1] = max; ret = true; }
if (mdV[2] > max) { mdV[2] = max; ret = true; }
if (mdV[VX] > max) { mdV[VX] = max; ret = true; }
if (mdV[VY] > max) { mdV[VY] = max; ret = true; }
if (mdV[VZ] > max) { mdV[VZ] = max; ret = true; }
return ret;
}
@ -74,9 +73,9 @@ bool LLVector3d::abs()
{
bool ret{ false };
if (mdV[0] < 0.0) { mdV[0] = -mdV[0]; ret = true; }
if (mdV[1] < 0.0) { mdV[1] = -mdV[1]; ret = true; }
if (mdV[2] < 0.0) { mdV[2] = -mdV[2]; ret = true; }
if (mdV[VX] < 0.0) { mdV[VX] = -mdV[VX]; ret = true; }
if (mdV[VY] < 0.0) { mdV[VY] = -mdV[VY]; ret = true; }
if (mdV[VZ] < 0.0) { mdV[VZ] = -mdV[VZ]; ret = true; }
return ret;
}
@ -89,37 +88,37 @@ std::ostream& operator<<(std::ostream& s, const LLVector3d &a)
const LLVector3d& LLVector3d::operator=(const LLVector4 &a)
{
mdV[0] = a.mV[0];
mdV[1] = a.mV[1];
mdV[2] = a.mV[2];
mdV[VX] = a.mV[VX];
mdV[VY] = a.mV[VY];
mdV[VZ] = a.mV[VZ];
return *this;
}
const LLVector3d& LLVector3d::rotVec(const LLMatrix3 &mat)
const LLVector3d& LLVector3d::rotVec(const LLMatrix3& mat)
{
*this = *this * mat;
return *this;
}
const LLVector3d& LLVector3d::rotVec(const LLQuaternion &q)
const LLVector3d& LLVector3d::rotVec(const LLQuaternion& q)
{
*this = *this * q;
return *this;
}
const LLVector3d& LLVector3d::rotVec(F64 angle, const LLVector3d &vec)
const LLVector3d& LLVector3d::rotVec(F64 angle, const LLVector3d& vec)
{
if ( !vec.isExactlyZero() && angle )
if (!vec.isExactlyZero() && angle)
{
*this = *this * LLMatrix3((F32)angle, vec);
}
return *this;
}
const LLVector3d& LLVector3d::rotVec(F64 angle, F64 x, F64 y, F64 z)
const LLVector3d& LLVector3d::rotVec(F64 angle, F64 x, F64 y, F64 z)
{
LLVector3d vec(x, y, z);
if ( !vec.isExactlyZero() && angle )
if (!vec.isExactlyZero() && angle)
{
*this = *this * LLMatrix3((F32)angle, vec);
}
@ -129,16 +128,16 @@ const LLVector3d& LLVector3d::rotVec(F64 angle, F64 x, F64 y, F64 z)
bool LLVector3d::parseVector3d(const std::string& buf, LLVector3d* value)
{
if( buf.empty() || value == nullptr)
if (buf.empty() || value == nullptr)
{
return false;
}
LLVector3d v;
S32 count = sscanf( buf.c_str(), "%lf %lf %lf", v.mdV + 0, v.mdV + 1, v.mdV + 2 );
if( 3 == count )
S32 count = sscanf(buf.c_str(), "%lf %lf %lf", v.mdV + VX, v.mdV + VY, v.mdV + VZ);
if (3 == count)
{
value->setVec( v );
value->setVec(v);
return true;
}

View File

@ -32,128 +32,127 @@
class LLVector3d
{
public:
F64 mdV[3];
public:
F64 mdV[3];
const static LLVector3d zero;
const static LLVector3d x_axis;
const static LLVector3d y_axis;
const static LLVector3d z_axis;
const static LLVector3d x_axis_neg;
const static LLVector3d y_axis_neg;
const static LLVector3d z_axis_neg;
const static LLVector3d zero;
const static LLVector3d x_axis;
const static LLVector3d y_axis;
const static LLVector3d z_axis;
const static LLVector3d x_axis_neg;
const static LLVector3d y_axis_neg;
const static LLVector3d z_axis_neg;
inline LLVector3d(); // Initializes LLVector3d to (0, 0, 0)
inline LLVector3d(const F64 x, const F64 y, const F64 z); // Initializes LLVector3d to (x. y, z)
inline explicit LLVector3d(const F64 *vec); // Initializes LLVector3d to (vec[0]. vec[1], vec[2])
inline explicit LLVector3d(const LLVector3 &vec);
explicit LLVector3d(const LLSD& sd)
{
setValue(sd);
}
inline LLVector3d(); // Initializes LLVector3d to (0, 0, 0)
inline LLVector3d(const F64 x, const F64 y, const F64 z); // Initializes LLVector3d to (x. y, z)
inline explicit LLVector3d(const F64 *vec); // Initializes LLVector3d to (vec[0]. vec[1], vec[2])
inline explicit LLVector3d(const LLVector3 &vec);
explicit LLVector3d(const LLSD& sd)
{
setValue(sd);
}
void setValue(const LLSD& sd)
{
mdV[0] = sd[0].asReal();
mdV[1] = sd[1].asReal();
mdV[2] = sd[2].asReal();
}
void setValue(const LLSD& sd)
{
mdV[VX] = sd[0].asReal();
mdV[VY] = sd[1].asReal();
mdV[VZ] = sd[2].asReal();
}
LLSD getValue() const
{
LLSD ret;
ret[0] = mdV[0];
ret[1] = mdV[1];
ret[2] = mdV[2];
return ret;
}
LLSD getValue() const
{
LLSD ret;
ret[0] = mdV[VX];
ret[1] = mdV[VY];
ret[2] = mdV[VZ];
return ret;
}
inline bool isFinite() const; // checks to see if all values of LLVector3d are finite
bool clamp(const F64 min, const F64 max); // Clamps all values to (min,max), returns true if data changed
bool abs(); // sets all values to absolute value of original value (first octant), returns true if changed
inline bool isFinite() const; // checks to see if all values of LLVector3d are finite
bool clamp(const F64 min, const F64 max); // Clamps all values to (min,max), returns true if data changed
bool abs(); // sets all values to absolute value of original value (first octant), returns true if changed
inline const LLVector3d& clear(); // Clears LLVector3d to (0, 0, 0, 1)
inline const LLVector3d& clearVec(); // deprecated
inline const LLVector3d& setZero(); // Zero LLVector3d to (0, 0, 0, 0)
inline const LLVector3d& zeroVec(); // deprecated
inline const LLVector3d& set(const F64 x, const F64 y, const F64 z); // Sets LLVector3d to (x, y, z, 1)
inline const LLVector3d& set(const LLVector3d &vec); // Sets LLVector3d to vec
inline const LLVector3d& set(const F64 *vec); // Sets LLVector3d to vec
inline const LLVector3d& set(const LLVector3 &vec);
inline const LLVector3d& setVec(const F64 x, const F64 y, const F64 z); // deprecated
inline const LLVector3d& setVec(const LLVector3d &vec); // deprecated
inline const LLVector3d& setVec(const F64 *vec); // deprecated
inline const LLVector3d& setVec(const LLVector3 &vec); // deprecated
inline const LLVector3d& clear(); // Clears LLVector3d to (0, 0, 0, 1)
inline const LLVector3d& clearVec(); // deprecated
inline const LLVector3d& setZero(); // Zero LLVector3d to (0, 0, 0, 0)
inline const LLVector3d& zeroVec(); // deprecated
inline const LLVector3d& set(const F64 x, const F64 y, const F64 z); // Sets LLVector3d to (x, y, z, 1)
inline const LLVector3d& set(const LLVector3d &vec); // Sets LLVector3d to vec
inline const LLVector3d& set(const F64 *vec); // Sets LLVector3d to vec
inline const LLVector3d& set(const LLVector3 &vec);
inline const LLVector3d& setVec(const F64 x, const F64 y, const F64 z); // deprecated
inline const LLVector3d& setVec(const LLVector3d &vec); // deprecated
inline const LLVector3d& setVec(const F64 *vec); // deprecated
inline const LLVector3d& setVec(const LLVector3 &vec); // deprecated
F64 magVec() const; // deprecated
F64 magVecSquared() const; // deprecated
inline F64 normVec(); // deprecated
F64 magVec() const; // deprecated
F64 magVecSquared() const; // deprecated
inline F64 normVec(); // deprecated
F64 length() const; // Returns magnitude of LLVector3d
F64 lengthSquared() const; // Returns magnitude squared of LLVector3d
inline F64 normalize(); // Normalizes and returns the magnitude of LLVector3d
F64 length() const; // Returns magnitude of LLVector3d
F64 lengthSquared() const; // Returns magnitude squared of LLVector3d
inline F64 normalize(); // Normalizes and returns the magnitude of LLVector3d
const LLVector3d& rotVec(const F64 angle, const LLVector3d &vec); // Rotates about vec by angle radians
const LLVector3d& rotVec(const F64 angle, const F64 x, const F64 y, const F64 z); // Rotates about x,y,z by angle radians
const LLVector3d& rotVec(const LLMatrix3 &mat); // Rotates by LLMatrix4 mat
const LLVector3d& rotVec(const LLQuaternion &q); // Rotates by LLQuaternion q
const LLVector3d& rotVec(const F64 angle, const LLVector3d &vec); // Rotates about vec by angle radians
const LLVector3d& rotVec(const F64 angle, const F64 x, const F64 y, const F64 z); // Rotates about x,y,z by angle radians
const LLVector3d& rotVec(const LLMatrix3 &mat); // Rotates by LLMatrix4 mat
const LLVector3d& rotVec(const LLQuaternion &q); // Rotates by LLQuaternion q
bool isNull() const; // Returns true if vector has a _very_small_ length
bool isExactlyZero() const { return !mdV[VX] && !mdV[VY] && !mdV[VZ]; }
bool isNull() const; // Returns true if vector has a _very_small_ length
bool isExactlyZero() const { return !mdV[VX] && !mdV[VY] && !mdV[VZ]; }
const LLVector3d& operator=(const LLVector4 &a);
const LLVector3d& operator=(const LLVector4 &a);
F64 operator[](int idx) const { return mdV[idx]; }
F64 &operator[](int idx) { return mdV[idx]; }
F64 operator[](int idx) const { return mdV[idx]; }
F64 &operator[](int idx) { return mdV[idx]; }
friend LLVector3d operator+(const LLVector3d& a, const LLVector3d& b); // Return vector a + b
friend LLVector3d operator-(const LLVector3d& a, const LLVector3d& b); // Return vector a minus b
friend F64 operator*(const LLVector3d& a, const LLVector3d& b); // Return a dot b
friend LLVector3d operator%(const LLVector3d& a, const LLVector3d& b); // Return a cross b
friend LLVector3d operator*(const LLVector3d& a, const F64 k); // Return a times scaler k
friend LLVector3d operator/(const LLVector3d& a, const F64 k); // Return a divided by scaler k
friend LLVector3d operator*(const F64 k, const LLVector3d& a); // Return a times scaler k
friend bool operator==(const LLVector3d& a, const LLVector3d& b); // Return a == b
friend bool operator!=(const LLVector3d& a, const LLVector3d& b); // Return a != b
friend LLVector3d operator+(const LLVector3d& a, const LLVector3d& b); // Return vector a + b
friend LLVector3d operator-(const LLVector3d& a, const LLVector3d& b); // Return vector a minus b
friend F64 operator*(const LLVector3d& a, const LLVector3d& b); // Return a dot b
friend LLVector3d operator%(const LLVector3d& a, const LLVector3d& b); // Return a cross b
friend LLVector3d operator*(const LLVector3d& a, const F64 k); // Return a times scaler k
friend LLVector3d operator/(const LLVector3d& a, const F64 k); // Return a divided by scaler k
friend LLVector3d operator*(const F64 k, const LLVector3d& a); // Return a times scaler k
friend bool operator==(const LLVector3d& a, const LLVector3d& b); // Return a == b
friend bool operator!=(const LLVector3d& a, const LLVector3d& b); // Return a != b
friend const LLVector3d& operator+=(LLVector3d& a, const LLVector3d& b); // Return vector a + b
friend const LLVector3d& operator-=(LLVector3d& a, const LLVector3d& b); // Return vector a minus b
friend const LLVector3d& operator%=(LLVector3d& a, const LLVector3d& b); // Return a cross b
friend const LLVector3d& operator*=(LLVector3d& a, const F64 k); // Return a times scaler k
friend const LLVector3d& operator/=(LLVector3d& a, const F64 k); // Return a divided by scaler k
friend const LLVector3d& operator+=(LLVector3d& a, const LLVector3d& b); // Return vector a + b
friend const LLVector3d& operator-=(LLVector3d& a, const LLVector3d& b); // Return vector a minus b
friend const LLVector3d& operator%=(LLVector3d& a, const LLVector3d& b); // Return a cross b
friend const LLVector3d& operator*=(LLVector3d& a, const F64 k); // Return a times scaler k
friend const LLVector3d& operator/=(LLVector3d& a, const F64 k); // Return a divided by scaler k
friend LLVector3d operator-(const LLVector3d& a); // Return vector -a
friend LLVector3d operator-(const LLVector3d& a); // Return vector -a
friend std::ostream& operator<<(std::ostream& s, const LLVector3d& a); // Stream a
static bool parseVector3d(const std::string& buf, LLVector3d* value);
friend std::ostream& operator<<(std::ostream& s, const LLVector3d& a); // Stream a
static bool parseVector3d(const std::string& buf, LLVector3d* value);
};
typedef LLVector3d LLGlobalVec;
inline const LLVector3d &LLVector3d::set(const LLVector3 &vec)
{
mdV[0] = vec.mV[0];
mdV[1] = vec.mV[1];
mdV[2] = vec.mV[2];
mdV[VX] = vec.mV[VX];
mdV[VY] = vec.mV[VY];
mdV[VZ] = vec.mV[VZ];
return *this;
}
inline const LLVector3d &LLVector3d::setVec(const LLVector3 &vec)
{
mdV[0] = vec.mV[0];
mdV[1] = vec.mV[1];
mdV[2] = vec.mV[2];
mdV[VX] = vec.mV[VX];
mdV[VY] = vec.mV[VY];
mdV[VZ] = vec.mV[VZ];
return *this;
}
inline LLVector3d::LLVector3d(void)
{
mdV[0] = 0.f;
mdV[1] = 0.f;
mdV[2] = 0.f;
mdV[VX] = 0.f;
mdV[VY] = 0.f;
mdV[VZ] = 0.f;
}
inline LLVector3d::LLVector3d(const F64 x, const F64 y, const F64 z)
@ -199,33 +198,33 @@ inline bool LLVector3d::isFinite() const
inline const LLVector3d& LLVector3d::clear(void)
{
mdV[0] = 0.f;
mdV[1] = 0.f;
mdV[2]= 0.f;
mdV[VX] = 0.f;
mdV[VY] = 0.f;
mdV[VZ] = 0.f;
return (*this);
}
inline const LLVector3d& LLVector3d::clearVec(void)
{
mdV[0] = 0.f;
mdV[1] = 0.f;
mdV[2]= 0.f;
mdV[VX] = 0.f;
mdV[VY] = 0.f;
mdV[VZ] = 0.f;
return (*this);
}
inline const LLVector3d& LLVector3d::setZero(void)
{
mdV[0] = 0.f;
mdV[1] = 0.f;
mdV[2] = 0.f;
mdV[VX] = 0.f;
mdV[VY] = 0.f;
mdV[VZ] = 0.f;
return (*this);
}
inline const LLVector3d& LLVector3d::zeroVec(void)
{
mdV[0] = 0.f;
mdV[1] = 0.f;
mdV[2] = 0.f;
mdV[VX] = 0.f;
mdV[VY] = 0.f;
mdV[VZ] = 0.f;
return (*this);
}
@ -239,17 +238,17 @@ inline const LLVector3d& LLVector3d::set(const F64 x, const F64 y, const F64
inline const LLVector3d& LLVector3d::set(const LLVector3d &vec)
{
mdV[0] = vec.mdV[0];
mdV[1] = vec.mdV[1];
mdV[2] = vec.mdV[2];
mdV[VX] = vec.mdV[VX];
mdV[VY] = vec.mdV[VY];
mdV[VZ] = vec.mdV[VZ];
return (*this);
}
inline const LLVector3d& LLVector3d::set(const F64 *vec)
{
mdV[0] = vec[0];
mdV[1] = vec[1];
mdV[2] = vec[2];
mdV[VX] = vec[0];
mdV[VY] = vec[1];
mdV[VZ] = vec[2];
return (*this);
}
@ -261,61 +260,61 @@ inline const LLVector3d& LLVector3d::setVec(const F64 x, const F64 y, const F
return (*this);
}
inline const LLVector3d& LLVector3d::setVec(const LLVector3d &vec)
inline const LLVector3d& LLVector3d::setVec(const LLVector3d& vec)
{
mdV[0] = vec.mdV[0];
mdV[1] = vec.mdV[1];
mdV[2] = vec.mdV[2];
mdV[VX] = vec.mdV[VX];
mdV[VY] = vec.mdV[VY];
mdV[VZ] = vec.mdV[VZ];
return (*this);
}
inline const LLVector3d& LLVector3d::setVec(const F64 *vec)
inline const LLVector3d& LLVector3d::setVec(const F64* vec)
{
mdV[0] = vec[0];
mdV[1] = vec[1];
mdV[2] = vec[2];
mdV[VX] = vec[VX];
mdV[VY] = vec[VY];
mdV[VZ] = vec[VZ];
return (*this);
}
inline F64 LLVector3d::normVec(void)
inline F64 LLVector3d::normVec()
{
F64 mag = (F32) sqrt(mdV[0]*mdV[0] + mdV[1]*mdV[1] + mdV[2]*mdV[2]);
F64 mag = sqrt(mdV[VX]*mdV[VX] + mdV[VY]*mdV[VY] + mdV[VZ]*mdV[VZ]);
F64 oomag;
if (mag > FP_MAG_THRESHOLD)
{
oomag = 1.f/mag;
mdV[0] *= oomag;
mdV[1] *= oomag;
mdV[2] *= oomag;
mdV[VX] *= oomag;
mdV[VY] *= oomag;
mdV[VZ] *= oomag;
}
else
{
mdV[0] = 0.f;
mdV[1] = 0.f;
mdV[2] = 0.f;
mdV[VX] = 0.f;
mdV[VY] = 0.f;
mdV[VZ] = 0.f;
mag = 0;
}
return (mag);
}
inline F64 LLVector3d::normalize(void)
inline F64 LLVector3d::normalize()
{
F64 mag = (F32) sqrt(mdV[0]*mdV[0] + mdV[1]*mdV[1] + mdV[2]*mdV[2]);
F64 mag = sqrt(mdV[VX]*mdV[VX] + mdV[VY]*mdV[VY] + mdV[VZ]*mdV[VZ]);
F64 oomag;
if (mag > FP_MAG_THRESHOLD)
{
oomag = 1.f/mag;
mdV[0] *= oomag;
mdV[1] *= oomag;
mdV[2] *= oomag;
mdV[VX] *= oomag;
mdV[VY] *= oomag;
mdV[VZ] *= oomag;
}
else
{
mdV[0] = 0.f;
mdV[1] = 0.f;
mdV[2] = 0.f;
mdV[VX] = 0.f;
mdV[VY] = 0.f;
mdV[VZ] = 0.f;
mag = 0;
}
return (mag);
@ -323,24 +322,24 @@ inline F64 LLVector3d::normalize(void)
// LLVector3d Magnitude and Normalization Functions
inline F64 LLVector3d::magVec(void) const
inline F64 LLVector3d::magVec() const
{
return (F32) sqrt(mdV[0]*mdV[0] + mdV[1]*mdV[1] + mdV[2]*mdV[2]);
return sqrt(mdV[VX]*mdV[VX] + mdV[VY]*mdV[VY] + mdV[VZ]*mdV[VZ]);
}
inline F64 LLVector3d::magVecSquared(void) const
inline F64 LLVector3d::magVecSquared() const
{
return mdV[0]*mdV[0] + mdV[1]*mdV[1] + mdV[2]*mdV[2];
return mdV[VX]*mdV[VX] + mdV[VY]*mdV[VY] + mdV[VZ]*mdV[VZ];
}
inline F64 LLVector3d::length(void) const
inline F64 LLVector3d::length() const
{
return (F32) sqrt(mdV[0]*mdV[0] + mdV[1]*mdV[1] + mdV[2]*mdV[2]);
return sqrt(mdV[VX]*mdV[VX] + mdV[VY]*mdV[VY] + mdV[VZ]*mdV[VZ]);
}
inline F64 LLVector3d::lengthSquared(void) const
inline F64 LLVector3d::lengthSquared() const
{
return mdV[0]*mdV[0] + mdV[1]*mdV[1] + mdV[2]*mdV[2];
return mdV[VX]*mdV[VX] + mdV[VY]*mdV[VY] + mdV[VZ]*mdV[VZ];
}
inline LLVector3d operator+(const LLVector3d& a, const LLVector3d& b)
@ -357,109 +356,109 @@ inline LLVector3d operator-(const LLVector3d& a, const LLVector3d& b)
inline F64 operator*(const LLVector3d& a, const LLVector3d& b)
{
return (a.mdV[0]*b.mdV[0] + a.mdV[1]*b.mdV[1] + a.mdV[2]*b.mdV[2]);
return (a.mdV[VX]*b.mdV[VX] + a.mdV[VY]*b.mdV[VY] + a.mdV[VZ]*b.mdV[VZ]);
}
inline LLVector3d operator%(const LLVector3d& a, const LLVector3d& b)
{
return LLVector3d( a.mdV[1]*b.mdV[2] - b.mdV[1]*a.mdV[2], a.mdV[2]*b.mdV[0] - b.mdV[2]*a.mdV[0], a.mdV[0]*b.mdV[1] - b.mdV[0]*a.mdV[1] );
return LLVector3d( a.mdV[VY]*b.mdV[VZ] - b.mdV[VY]*a.mdV[VZ], a.mdV[VZ]*b.mdV[VX] - b.mdV[VZ]*a.mdV[VX], a.mdV[VX]*b.mdV[VY] - b.mdV[VX]*a.mdV[VY] );
}
inline LLVector3d operator/(const LLVector3d& a, const F64 k)
{
F64 t = 1.f / k;
return LLVector3d( a.mdV[0] * t, a.mdV[1] * t, a.mdV[2] * t );
return LLVector3d( a.mdV[VX] * t, a.mdV[VY] * t, a.mdV[VZ] * t );
}
inline LLVector3d operator*(const LLVector3d& a, const F64 k)
{
return LLVector3d( a.mdV[0] * k, a.mdV[1] * k, a.mdV[2] * k );
return LLVector3d( a.mdV[VX] * k, a.mdV[VY] * k, a.mdV[VZ] * k );
}
inline LLVector3d operator*(F64 k, const LLVector3d& a)
{
return LLVector3d( a.mdV[0] * k, a.mdV[1] * k, a.mdV[2] * k );
return LLVector3d( a.mdV[VX] * k, a.mdV[VY] * k, a.mdV[VZ] * k );
}
inline bool operator==(const LLVector3d& a, const LLVector3d& b)
{
return ( (a.mdV[0] == b.mdV[0])
&&(a.mdV[1] == b.mdV[1])
&&(a.mdV[2] == b.mdV[2]));
return ( (a.mdV[VX] == b.mdV[VX])
&&(a.mdV[VY] == b.mdV[VY])
&&(a.mdV[VZ] == b.mdV[VZ]));
}
inline bool operator!=(const LLVector3d& a, const LLVector3d& b)
{
return ( (a.mdV[0] != b.mdV[0])
||(a.mdV[1] != b.mdV[1])
||(a.mdV[2] != b.mdV[2]));
return ( (a.mdV[VX] != b.mdV[VX])
||(a.mdV[VY] != b.mdV[VY])
||(a.mdV[VZ] != b.mdV[VZ]));
}
inline const LLVector3d& operator+=(LLVector3d& a, const LLVector3d& b)
{
a.mdV[0] += b.mdV[0];
a.mdV[1] += b.mdV[1];
a.mdV[2] += b.mdV[2];
a.mdV[VX] += b.mdV[VX];
a.mdV[VY] += b.mdV[VY];
a.mdV[VZ] += b.mdV[VZ];
return a;
}
inline const LLVector3d& operator-=(LLVector3d& a, const LLVector3d& b)
{
a.mdV[0] -= b.mdV[0];
a.mdV[1] -= b.mdV[1];
a.mdV[2] -= b.mdV[2];
a.mdV[VX] -= b.mdV[VX];
a.mdV[VY] -= b.mdV[VY];
a.mdV[VZ] -= b.mdV[VZ];
return a;
}
inline const LLVector3d& operator%=(LLVector3d& a, const LLVector3d& b)
{
LLVector3d ret( a.mdV[1]*b.mdV[2] - b.mdV[1]*a.mdV[2], a.mdV[2]*b.mdV[0] - b.mdV[2]*a.mdV[0], a.mdV[0]*b.mdV[1] - b.mdV[0]*a.mdV[1]);
LLVector3d ret( a.mdV[VY]*b.mdV[VZ] - b.mdV[VY]*a.mdV[VZ], a.mdV[VZ]*b.mdV[VX] - b.mdV[VZ]*a.mdV[VX], a.mdV[VX]*b.mdV[VY] - b.mdV[VX]*a.mdV[VY]);
a = ret;
return a;
}
inline const LLVector3d& operator*=(LLVector3d& a, const F64 k)
{
a.mdV[0] *= k;
a.mdV[1] *= k;
a.mdV[2] *= k;
a.mdV[VX] *= k;
a.mdV[VY] *= k;
a.mdV[VZ] *= k;
return a;
}
inline const LLVector3d& operator/=(LLVector3d& a, const F64 k)
{
F64 t = 1.f / k;
a.mdV[0] *= t;
a.mdV[1] *= t;
a.mdV[2] *= t;
a.mdV[VX] *= t;
a.mdV[VY] *= t;
a.mdV[VZ] *= t;
return a;
}
inline LLVector3d operator-(const LLVector3d& a)
{
return LLVector3d( -a.mdV[0], -a.mdV[1], -a.mdV[2] );
return LLVector3d( -a.mdV[VX], -a.mdV[VY], -a.mdV[VZ] );
}
inline F64 dist_vec(const LLVector3d& a, const LLVector3d& b)
{
F64 x = a.mdV[0] - b.mdV[0];
F64 y = a.mdV[1] - b.mdV[1];
F64 z = a.mdV[2] - b.mdV[2];
F64 x = a.mdV[VX] - b.mdV[VX];
F64 y = a.mdV[VY] - b.mdV[VY];
F64 z = a.mdV[VZ] - b.mdV[VZ];
return (F32) sqrt( x*x + y*y + z*z );
}
inline F64 dist_vec_squared(const LLVector3d& a, const LLVector3d& b)
{
F64 x = a.mdV[0] - b.mdV[0];
F64 y = a.mdV[1] - b.mdV[1];
F64 z = a.mdV[2] - b.mdV[2];
F64 x = a.mdV[VX] - b.mdV[VX];
F64 y = a.mdV[VY] - b.mdV[VY];
F64 z = a.mdV[VZ] - b.mdV[VZ];
return x*x + y*y + z*z;
}
inline F64 dist_vec_squared2D(const LLVector3d& a, const LLVector3d& b)
{
F64 x = a.mdV[0] - b.mdV[0];
F64 y = a.mdV[1] - b.mdV[1];
F64 x = a.mdV[VX] - b.mdV[VX];
F64 y = a.mdV[VY] - b.mdV[VY];
return x*x + y*y;
}

View File

@ -28,7 +28,6 @@
#include "v3math.h"
//#include "vmath.h"
#include "v2math.h"
#include "v4math.h"
#include "m4math.h"
@ -58,13 +57,13 @@ 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[VX] < min) { mV[VX] = min; ret = true; }
if (mV[VY] < min) { mV[VY] = min; ret = true; }
if (mV[VZ] < min) { mV[VZ] = 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; }
if (mV[VX] > max) { mV[VX] = max; ret = true; }
if (mV[VY] > max) { mV[VY] = max; ret = true; }
if (mV[VZ] > max) { mV[VZ] = max; ret = true; }
return ret;
}
@ -85,9 +84,9 @@ bool LLVector3::clampLength( F32 length_limit )
{
length_limit = 0.f;
}
mV[0] *= length_limit;
mV[1] *= length_limit;
mV[2] *= length_limit;
mV[VX] *= length_limit;
mV[VY] *= length_limit;
mV[VZ] *= length_limit;
changed = true;
}
}
@ -116,35 +115,35 @@ bool LLVector3::clampLength( F32 length_limit )
{
// 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;
mV[VX] /= max_abs_component;
mV[VY] /= max_abs_component;
mV[VZ] /= 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;
mV[VX] *= length_limit;
mV[VY] *= length_limit;
mV[VZ] *= length_limit;
}
}
return changed;
}
bool LLVector3::clamp(const LLVector3 &min_vec, const LLVector3 &max_vec)
bool LLVector3::clamp(const LLVector3& min_vec, const LLVector3& max_vec)
{
bool ret{ false };
if (mV[0] < min_vec[0]) { mV[0] = min_vec[0]; ret = true; }
if (mV[1] < min_vec[1]) { mV[1] = min_vec[1]; ret = true; }
if (mV[2] < min_vec[2]) { mV[2] = min_vec[2]; ret = true; }
if (mV[VX] < min_vec[0]) { mV[VX] = min_vec[0]; ret = true; }
if (mV[VY] < min_vec[1]) { mV[VY] = min_vec[1]; ret = true; }
if (mV[VZ] < min_vec[2]) { mV[VZ] = min_vec[2]; ret = true; }
if (mV[0] > max_vec[0]) { mV[0] = max_vec[0]; ret = true; }
if (mV[1] > max_vec[1]) { mV[1] = max_vec[1]; ret = true; }
if (mV[2] > max_vec[2]) { mV[2] = max_vec[2]; ret = true; }
if (mV[VX] > max_vec[0]) { mV[VX] = max_vec[0]; ret = true; }
if (mV[VY] > max_vec[1]) { mV[VY] = max_vec[1]; ret = true; }
if (mV[VZ] > max_vec[2]) { mV[VZ] = max_vec[2]; ret = true; }
return ret;
}
@ -156,15 +155,15 @@ 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; }
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; }
return ret;
}
// Quatizations
void LLVector3::quantize16(F32 lowerxy, F32 upperxy, F32 lowerz, F32 upperz)
void LLVector3::quantize16(F32 lowerxy, F32 upperxy, F32 lowerz, F32 upperz)
{
F32 x = mV[VX];
F32 y = mV[VY];
@ -179,7 +178,7 @@ void LLVector3::quantize16(F32 lowerxy, F32 upperxy, F32 lowerz, F32 upperz)
mV[VZ] = z;
}
void LLVector3::quantize8(F32 lowerxy, F32 upperxy, F32 lowerz, F32 upperz)
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);
@ -187,20 +186,20 @@ void LLVector3::quantize8(F32 lowerxy, F32 upperxy, F32 lowerz, F32 upperz)
}
void LLVector3::snap(S32 sig_digits)
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);
}
const LLVector3& LLVector3::rotVec(const LLMatrix3 &mat)
const LLVector3& LLVector3::rotVec(const LLMatrix3& mat)
{
*this = *this * mat;
return *this;
}
const LLVector3& LLVector3::rotVec(const LLQuaternion &q)
const LLVector3& LLVector3::rotVec(const LLQuaternion& q)
{
*this = *this * q;
return *this;
@ -228,26 +227,26 @@ const LLVector3& LLVector3::transVec(const LLMatrix4& mat)
}
const LLVector3& LLVector3::rotVec(F32 angle, const LLVector3 &vec)
const LLVector3& LLVector3::rotVec(F32 angle, const LLVector3& vec)
{
if ( !vec.isExactlyZero() && angle )
if (!vec.isExactlyZero() && angle)
{
*this = *this * LLQuaternion(angle, vec);
}
return *this;
}
const LLVector3& LLVector3::rotVec(F32 angle, F32 x, F32 y, F32 z)
const LLVector3& LLVector3::rotVec(F32 angle, F32 x, F32 y, F32 z)
{
LLVector3 vec(x, y, z);
if ( !vec.isExactlyZero() && angle )
if (!vec.isExactlyZero() && angle)
{
*this = *this * LLQuaternion(angle, vec);
}
return *this;
}
const LLVector3& LLVector3::scaleVec(const LLVector3& vec)
const LLVector3& LLVector3::scaleVec(const LLVector3& vec)
{
mV[VX] *= vec.mV[VX];
mV[VY] *= vec.mV[VY];
@ -256,42 +255,42 @@ const LLVector3& LLVector3::scaleVec(const LLVector3& vec)
return *this;
}
LLVector3 LLVector3::scaledVec(const LLVector3& vec) const
LLVector3 LLVector3::scaledVec(const LLVector3& vec) const
{
LLVector3 ret = LLVector3(*this);
ret.scaleVec(vec);
return ret;
}
const LLVector3& LLVector3::set(const LLVector3d &vec)
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];
mV[VX] = (F32)vec.mdV[VX];
mV[VY] = (F32)vec.mdV[VY];
mV[VZ] = (F32)vec.mdV[VZ];
return (*this);
}
const LLVector3& LLVector3::set(const LLVector4 &vec)
const LLVector3& LLVector3::set(const LLVector4& vec)
{
mV[0] = vec.mV[0];
mV[1] = vec.mV[1];
mV[2] = vec.mV[2];
mV[VX] = vec.mV[VX];
mV[VY] = vec.mV[VY];
mV[VZ] = vec.mV[VZ];
return (*this);
}
const LLVector3& LLVector3::setVec(const LLVector3d &vec)
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];
mV[VX] = (F32)vec.mdV[0];
mV[VY] = (F32)vec.mdV[1];
mV[VZ] = (F32)vec.mdV[2];
return (*this);
}
const LLVector3& LLVector3::setVec(const LLVector4 &vec)
const LLVector3& LLVector3::setVec(const LLVector4& vec)
{
mV[0] = vec.mV[0];
mV[1] = vec.mV[1];
mV[2] = vec.mV[2];
mV[VX] = vec.mV[VX];
mV[VY] = vec.mV[VY];
mV[VZ] = vec.mV[VZ];
return (*this);
}
@ -299,17 +298,17 @@ LLVector3::LLVector3(const LLVector2 &vec)
{
mV[VX] = (F32)vec.mV[VX];
mV[VY] = (F32)vec.mV[VY];
mV[VZ] = 0;
mV[VZ] = 0.f;
}
LLVector3::LLVector3(const LLVector3d &vec)
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)
LLVector3::LLVector3(const LLVector4& vec)
{
mV[VX] = (F32)vec.mV[VX];
mV[VY] = (F32)vec.mV[VY];
@ -319,7 +318,6 @@ LLVector3::LLVector3(const LLVector4 &vec)
LLVector3::LLVector3(const LLVector4a& vec)
: LLVector3(vec.getF32ptr())
{
}
LLVector3::LLVector3(const LLSD& sd)
@ -330,20 +328,20 @@ LLVector3::LLVector3(const LLSD& sd)
LLSD LLVector3::getValue() const
{
LLSD ret;
ret[0] = mV[0];
ret[1] = mV[1];
ret[2] = mV[2];
ret[VX] = mV[VX];
ret[VY] = mV[VY];
ret[VZ] = mV[VZ];
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();
mV[VX] = (F32) sd[VX].asReal();
mV[VY] = (F32) sd[VY].asReal();
mV[VZ] = (F32) sd[VZ].asReal();
}
const LLVector3& operator*=(LLVector3 &a, const LLQuaternion &rot)
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];
@ -360,16 +358,16 @@ const LLVector3& operator*=(LLVector3 &a, const LLQuaternion &rot)
// static
bool LLVector3::parseVector3(const std::string& buf, LLVector3* value)
{
if( buf.empty() || value == nullptr)
if (buf.empty() || value == nullptr)
{
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 )
S32 count = sscanf(buf.c_str(), "%f %f %f", v.mV + VX, v.mV + VY, v.mV + VZ);
if (3 == count)
{
value->setVec( v );
value->setVec(v);
return true;
}
@ -381,7 +379,7 @@ bool LLVector3::parseVector3(const std::string& buf, LLVector3* value)
LLVector3 point_to_box_offset(LLVector3& pos, const LLVector3* box)
{
LLVector3 offset;
for (S32 k=0; k<3; k++)
for (S32 k = 0; k < 3; k++)
{
offset[k] = 0;
if (pos[k] < box[0][k])
@ -410,4 +408,3 @@ bool box_valid_and_non_zero(const LLVector3* box)
}
return false;
}

View File

@ -46,7 +46,7 @@ class LLQuaternion;
// LLvector3 = |x y z w|
static const U32 LENGTHOFVECTOR3 = 3;
static constexpr U32 LENGTHOFVECTOR3 = 3;
class LLVector3
{
@ -181,11 +181,11 @@ LLVector3 lerp(const LLVector3 &a, const LLVector3 &b, F32 u); // Returns a vect
LLVector3 point_to_box_offset(LLVector3& pos, const LLVector3* box); // Displacement from query point to nearest point on bounding box.
bool box_valid_and_non_zero(const LLVector3* box);
inline LLVector3::LLVector3(void)
inline LLVector3::LLVector3()
{
mV[0] = 0.f;
mV[1] = 0.f;
mV[2] = 0.f;
mV[VX] = 0.f;
mV[VY] = 0.f;
mV[VZ] = 0.f;
}
inline LLVector3::LLVector3(const F32 x, const F32 y, const F32 z)
@ -236,32 +236,32 @@ inline bool LLVector3::isFinite() const
// Clear and Assignment Functions
inline void LLVector3::clear(void)
inline void LLVector3::clear()
{
mV[0] = 0.f;
mV[1] = 0.f;
mV[2] = 0.f;
mV[VX] = 0.f;
mV[VY] = 0.f;
mV[VZ] = 0.f;
}
inline void LLVector3::setZero(void)
inline void LLVector3::setZero()
{
mV[0] = 0.f;
mV[1] = 0.f;
mV[2] = 0.f;
mV[VX] = 0.f;
mV[VY] = 0.f;
mV[VZ] = 0.f;
}
inline void LLVector3::clearVec(void)
inline void LLVector3::clearVec()
{
mV[0] = 0.f;
mV[1] = 0.f;
mV[2] = 0.f;
mV[VX] = 0.f;
mV[VY] = 0.f;
mV[VZ] = 0.f;
}
inline void LLVector3::zeroVec(void)
inline void LLVector3::zeroVec()
{
mV[0] = 0.f;
mV[1] = 0.f;
mV[2] = 0.f;
mV[VX] = 0.f;
mV[VY] = 0.f;
mV[VZ] = 0.f;
}
inline void LLVector3::set(F32 x, F32 y, F32 z)
@ -271,18 +271,18 @@ inline void LLVector3::set(F32 x, F32 y, F32 z)
mV[VZ] = z;
}
inline void LLVector3::set(const LLVector3 &vec)
inline void LLVector3::set(const LLVector3& vec)
{
mV[0] = vec.mV[0];
mV[1] = vec.mV[1];
mV[2] = vec.mV[2];
mV[VX] = vec.mV[VX];
mV[VY] = vec.mV[VY];
mV[VZ] = vec.mV[VZ];
}
inline void LLVector3::set(const F32 *vec)
inline void LLVector3::set(const F32* vec)
{
mV[0] = vec[0];
mV[1] = vec[1];
mV[2] = vec[2];
mV[VX] = vec[VX];
mV[VY] = vec[VY];
mV[VZ] = vec[VZ];
}
inline void LLVector3::set(const glm::vec4& vec)
@ -308,61 +308,61 @@ inline void LLVector3::setVec(F32 x, F32 y, F32 z)
}
// deprecated
inline void LLVector3::setVec(const LLVector3 &vec)
inline void LLVector3::setVec(const LLVector3& vec)
{
mV[0] = vec.mV[0];
mV[1] = vec.mV[1];
mV[2] = vec.mV[2];
mV[VX] = vec.mV[VX];
mV[VY] = vec.mV[VY];
mV[VZ] = vec.mV[VZ];
}
// deprecated
inline void LLVector3::setVec(const F32 *vec)
inline void LLVector3::setVec(const F32* vec)
{
mV[0] = vec[0];
mV[1] = vec[1];
mV[2] = vec[2];
mV[VX] = vec[0];
mV[VY] = vec[1];
mV[VZ] = vec[2];
}
inline F32 LLVector3::normalize(void)
inline F32 LLVector3::normalize()
{
F32 mag = (F32) sqrt(mV[0]*mV[0] + mV[1]*mV[1] + mV[2]*mV[2]);
F32 mag = (F32) sqrt(mV[VX]*mV[VX] + mV[VY]*mV[VY] + mV[VZ]*mV[VZ]);
F32 oomag;
if (mag > FP_MAG_THRESHOLD)
{
oomag = 1.f/mag;
mV[0] *= oomag;
mV[1] *= oomag;
mV[2] *= oomag;
mV[VX] *= oomag;
mV[VY] *= oomag;
mV[VZ] *= oomag;
}
else
{
mV[0] = 0.f;
mV[1] = 0.f;
mV[2] = 0.f;
mV[VX] = 0.f;
mV[VY] = 0.f;
mV[VZ] = 0.f;
mag = 0;
}
return (mag);
}
// deprecated
inline F32 LLVector3::normVec(void)
inline F32 LLVector3::normVec()
{
F32 mag = (F32) sqrt(mV[0]*mV[0] + mV[1]*mV[1] + mV[2]*mV[2]);
F32 mag = sqrt(mV[VX]*mV[VX] + mV[VY]*mV[VY] + mV[VZ]*mV[VZ]);
F32 oomag;
if (mag > FP_MAG_THRESHOLD)
{
oomag = 1.f/mag;
mV[0] *= oomag;
mV[1] *= oomag;
mV[2] *= oomag;
mV[VX] *= oomag;
mV[VY] *= oomag;
mV[VZ] *= oomag;
}
else
{
mV[0] = 0.f;
mV[1] = 0.f;
mV[2] = 0.f;
mV[VX] = 0.f;
mV[VY] = 0.f;
mV[VZ] = 0.f;
mag = 0;
}
return (mag);
@ -370,145 +370,144 @@ inline F32 LLVector3::normVec(void)
// LLVector3 Magnitude and Normalization Functions
inline F32 LLVector3::length(void) const
inline F32 LLVector3::length() const
{
return (F32) sqrt(mV[0]*mV[0] + mV[1]*mV[1] + mV[2]*mV[2]);
return sqrt(mV[VX]*mV[VX] + mV[VY]*mV[VY] + mV[VZ]*mV[VZ]);
}
inline F32 LLVector3::lengthSquared(void) const
inline F32 LLVector3::lengthSquared() const
{
return mV[0]*mV[0] + mV[1]*mV[1] + mV[2]*mV[2];
return mV[VX]*mV[VX] + mV[VY]*mV[VY] + mV[VZ]*mV[VZ];
}
inline F32 LLVector3::magVec(void) const
inline F32 LLVector3::magVec() const
{
return (F32) sqrt(mV[0]*mV[0] + mV[1]*mV[1] + mV[2]*mV[2]);
return sqrt(mV[VX]*mV[VX] + mV[VY]*mV[VY] + mV[VZ]*mV[VZ]);
}
inline F32 LLVector3::magVecSquared(void) const
inline F32 LLVector3::magVecSquared() const
{
return mV[0]*mV[0] + mV[1]*mV[1] + mV[2]*mV[2];
return mV[VX]*mV[VX] + mV[VY]*mV[VY] + mV[VZ]*mV[VZ];
}
inline bool LLVector3::inRange( F32 min, F32 max ) const
{
return mV[0] >= min && mV[0] <= max &&
mV[1] >= min && mV[1] <= max &&
mV[2] >= min && mV[2] <= max;
return mV[VX] >= min && mV[VX] <= max &&
mV[VY] >= min && mV[VY] <= max &&
mV[VZ] >= min && mV[VZ] <= max;
}
inline LLVector3 operator+(const LLVector3 &a, const LLVector3 &b)
inline LLVector3 operator+(const LLVector3& a, const LLVector3& b)
{
LLVector3 c(a);
return c += b;
}
inline LLVector3 operator-(const LLVector3 &a, const LLVector3 &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)
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]);
return (a.mV[VX]*b.mV[VX] + a.mV[VY]*b.mV[VY] + a.mV[VZ]*b.mV[VZ]);
}
inline LLVector3 operator%(const LLVector3 &a, const LLVector3 &b)
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] );
return LLVector3( a.mV[VY]*b.mV[VZ] - b.mV[VY]*a.mV[VZ], a.mV[VZ]*b.mV[VX] - b.mV[VZ]*a.mV[VX], a.mV[VX]*b.mV[VY] - b.mV[VX]*a.mV[VY] );
}
inline LLVector3 operator/(const LLVector3 &a, F32 k)
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 );
return LLVector3( a.mV[VX] * t, a.mV[VY] * t, a.mV[VZ] * t );
}
inline LLVector3 operator*(const LLVector3 &a, F32 k)
inline LLVector3 operator*(const LLVector3& a, F32 k)
{
return LLVector3( a.mV[0] * k, a.mV[1] * k, a.mV[2] * k );
return LLVector3( a.mV[VX] * k, a.mV[VY] * k, a.mV[VZ] * k );
}
inline LLVector3 operator*(F32 k, const LLVector3 &a)
inline LLVector3 operator*(F32 k, const LLVector3& a)
{
return LLVector3( a.mV[0] * k, a.mV[1] * k, a.mV[2] * k );
return LLVector3( a.mV[VX] * k, a.mV[VY] * k, a.mV[VZ] * k );
}
inline bool operator==(const LLVector3 &a, const LLVector3 &b)
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]));
return ( (a.mV[VX] == b.mV[VX])
&&(a.mV[VY] == b.mV[VY])
&&(a.mV[VZ] == b.mV[VZ]));
}
inline bool operator!=(const LLVector3 &a, const LLVector3 &b)
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]));
return ( (a.mV[VX] != b.mV[VX])
||(a.mV[VY] != b.mV[VY])
||(a.mV[VZ] != b.mV[VZ]));
}
inline bool operator<(const LLVector3 &a, const LLVector3 &b)
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]))));
return (a.mV[VX] < b.mV[VX]
|| (a.mV[VX] == b.mV[VX]
&& (a.mV[VY] < b.mV[VY]
|| ((a.mV[VY] == b.mV[VY])
&& a.mV[VZ] < b.mV[VZ]))));
}
inline const LLVector3& operator+=(LLVector3 &a, const LLVector3 &b)
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];
a.mV[VX] += b.mV[VX];
a.mV[VY] += b.mV[VY];
a.mV[VZ] += b.mV[VZ];
return a;
}
inline const LLVector3& operator-=(LLVector3 &a, const LLVector3 &b)
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];
a.mV[VX] -= b.mV[VX];
a.mV[VY] -= b.mV[VY];
a.mV[VZ] -= b.mV[VZ];
return a;
}
inline const LLVector3& operator%=(LLVector3 &a, const LLVector3 &b)
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]);
LLVector3 ret( a.mV[VY]*b.mV[VZ] - b.mV[VY]*a.mV[VZ], a.mV[VZ]*b.mV[VX] - b.mV[VZ]*a.mV[VX], a.mV[VX]*b.mV[VY] - b.mV[VX]*a.mV[VY]);
a = ret;
return a;
}
inline const LLVector3& operator*=(LLVector3 &a, F32 k)
inline const LLVector3& operator*=(LLVector3& a, F32 k)
{
a.mV[0] *= k;
a.mV[1] *= k;
a.mV[2] *= k;
a.mV[VX] *= k;
a.mV[VY] *= k;
a.mV[VZ] *= k;
return a;
}
inline const LLVector3& operator*=(LLVector3 &a, const LLVector3 &b)
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];
a.mV[VX] *= b.mV[VX];
a.mV[VY] *= b.mV[VY];
a.mV[VZ] *= b.mV[VZ];
return a;
}
inline const LLVector3& operator/=(LLVector3 &a, F32 k)
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;
a.mV[VX] /= k;
a.mV[VY] /= k;
a.mV[VZ] /= k;
return a;
}
inline LLVector3 operator-(const LLVector3 &a)
inline LLVector3 operator-(const LLVector3& a)
{
return LLVector3( -a.mV[0], -a.mV[1], -a.mV[2] );
return LLVector3(-a.mV[VX], -a.mV[VY], -a.mV[VZ]);
}
inline LLVector3::operator glm::vec3() const
@ -522,30 +521,30 @@ inline LLVector3::operator glm::vec4() const
return glm::vec4(mV[VX], mV[VY], mV[VZ], 1.f);
}
inline F32 dist_vec(const LLVector3 &a, const LLVector3 &b)
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 (F32) sqrt( x*x + y*y + z*z );
F32 x = a.mV[VX] - b.mV[VX];
F32 y = a.mV[VY] - b.mV[VY];
F32 z = a.mV[VZ] - b.mV[VZ];
return sqrt( x*x + y*y + z*z );
}
inline F32 dist_vec_squared(const LLVector3 &a, const LLVector3 &b)
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];
F32 x = a.mV[VX] - b.mV[VX];
F32 y = a.mV[VY] - b.mV[VY];
F32 z = a.mV[VZ] - b.mV[VZ];
return x*x + y*y + z*z;
}
inline F32 dist_vec_squared2D(const LLVector3 &a, const LLVector3 &b)
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];
F32 x = a.mV[VX] - b.mV[VX];
F32 y = a.mV[VY] - b.mV[VY];
return x*x + y*y;
}
inline LLVector3 projected_vec(const LLVector3 &a, const LLVector3 &b)
inline LLVector3 projected_vec(const LLVector3& a, const LLVector3& b)
{
F32 bb = b * b;
if (bb > FP_MAG_THRESHOLD * FP_MAG_THRESHOLD)
@ -570,18 +569,18 @@ inline LLVector3 inverse_projected_vec(const LLVector3& a, const LLVector3& b)
return normalized_a * (b_length / dot_product);
}
inline LLVector3 parallel_component(const LLVector3 &a, const LLVector3 &b)
inline LLVector3 parallel_component(const LLVector3& a, const LLVector3& b)
{
return projected_vec(a, b);
}
inline LLVector3 orthogonal_component(const LLVector3 &a, const LLVector3 &b)
inline LLVector3 orthogonal_component(const LLVector3& a, const LLVector3& b)
{
return a - projected_vec(a, b);
}
inline LLVector3 lerp(const LLVector3 &a, const LLVector3 &b, F32 u)
inline LLVector3 lerp(const LLVector3& a, const LLVector3& b, F32 u)
{
return LLVector3(
a.mV[VX] + (b.mV[VX] - a.mV[VX]) * u,
@ -640,7 +639,7 @@ inline F32 angle_between(const LLVector3& a, const LLVector3& b)
return atan2f(sqrtf(c * c), ab); // return the angle
}
inline bool are_parallel(const LLVector3 &a, const LLVector3 &b, F32 epsilon)
inline bool are_parallel(const LLVector3& a, const LLVector3& b, F32 epsilon)
{
LLVector3 an = a;
LLVector3 bn = b;

View File

@ -124,65 +124,64 @@ LLColor4 LLColor4::cyan6(0.2f, 0.6f, 0.6f, 1.0f);
// conversion
LLColor4::operator LLColor4U() const
{
return LLColor4U(
(U8)llclampb(ll_round(mV[VRED]*255.f)),
(U8)llclampb(ll_round(mV[VGREEN]*255.f)),
(U8)llclampb(ll_round(mV[VBLUE]*255.f)),
(U8)llclampb(ll_round(mV[VALPHA]*255.f)));
return LLColor4U((U8)llclampb(ll_round(mV[VRED] * 255.f)),
(U8)llclampb(ll_round(mV[VGREEN] * 255.f)),
(U8)llclampb(ll_round(mV[VBLUE] * 255.f)),
(U8)llclampb(ll_round(mV[VALPHA] * 255.f)));
}
LLColor4::LLColor4(const LLColor3 &vec, F32 a)
LLColor4::LLColor4(const LLColor3& vec, F32 a)
{
mV[VRED] = vec.mV[VRED];
mV[VRED] = vec.mV[VRED];
mV[VGREEN] = vec.mV[VGREEN];
mV[VBLUE] = vec.mV[VBLUE];
mV[VBLUE] = vec.mV[VBLUE];
mV[VALPHA] = a;
}
LLColor4::LLColor4(const LLColor4U& color4u)
{
const F32 SCALE = 1.f/255.f;
mV[VRED] = color4u.mV[VRED] * SCALE;
mV[VGREEN] = color4u.mV[VGREEN] * SCALE;
mV[VBLUE] = color4u.mV[VBLUE] * SCALE;
mV[VALPHA] = color4u.mV[VALPHA] * SCALE;
constexpr F32 SCALE = 1.f / 255.f;
mV[VRED] = color4u.mV[VRED] * SCALE;
mV[VGREEN] = color4u.mV[VGREEN] * SCALE;
mV[VBLUE] = color4u.mV[VBLUE] * SCALE;
mV[VALPHA] = color4u.mV[VALPHA] * SCALE;
}
LLColor4::LLColor4(const LLVector4& vector4)
{
mV[VRED] = vector4.mV[VRED];
mV[VRED] = vector4.mV[VRED];
mV[VGREEN] = vector4.mV[VGREEN];
mV[VBLUE] = vector4.mV[VBLUE];
mV[VBLUE] = vector4.mV[VBLUE];
mV[VALPHA] = vector4.mV[VALPHA];
}
const LLColor4& LLColor4::set(const LLColor4U& color4u)
{
const F32 SCALE = 1.f/255.f;
mV[VRED] = color4u.mV[VRED] * SCALE;
mV[VGREEN] = color4u.mV[VGREEN] * SCALE;
mV[VBLUE] = color4u.mV[VBLUE] * SCALE;
mV[VALPHA] = color4u.mV[VALPHA] * SCALE;
constexpr F32 SCALE = 1.f / 255.f;
mV[VRED] = color4u.mV[VRED] * SCALE;
mV[VGREEN] = color4u.mV[VGREEN] * SCALE;
mV[VBLUE] = color4u.mV[VBLUE] * SCALE;
mV[VALPHA] = color4u.mV[VALPHA] * SCALE;
return (*this);
}
const LLColor4& LLColor4::set(const LLColor3 &vec)
const LLColor4& LLColor4::set(const LLColor3& vec)
{
mV[VRED] = vec.mV[VRED];
mV[VRED] = vec.mV[VRED];
mV[VGREEN] = vec.mV[VGREEN];
mV[VBLUE] = vec.mV[VBLUE];
mV[VBLUE] = vec.mV[VBLUE];
// no change to alpha!
// mV[VALPHA] = 1.f;
// no change to alpha!
// mV[VALPHA] = 1.f;
return (*this);
}
const LLColor4& LLColor4::set(const LLColor3 &vec, F32 a)
const LLColor4& LLColor4::set(const LLColor3& vec, F32 a)
{
mV[VRED] = vec.mV[VRED];
mV[VRED] = vec.mV[VRED];
mV[VGREEN] = vec.mV[VGREEN];
mV[VBLUE] = vec.mV[VBLUE];
mV[VBLUE] = vec.mV[VBLUE];
mV[VALPHA] = a;
return (*this);
}
@ -190,33 +189,33 @@ const LLColor4& LLColor4::set(const LLColor3 &vec, F32 a)
// deprecated -- use set()
const LLColor4& LLColor4::setVec(const LLColor4U& color4u)
{
const F32 SCALE = 1.f/255.f;
mV[VRED] = color4u.mV[VRED] * SCALE;
mV[VGREEN] = color4u.mV[VGREEN] * SCALE;
mV[VBLUE] = color4u.mV[VBLUE] * SCALE;
mV[VALPHA] = color4u.mV[VALPHA] * SCALE;
constexpr F32 SCALE = 1.f / 255.f;
mV[VRED] = color4u.mV[VRED] * SCALE;
mV[VGREEN] = color4u.mV[VGREEN] * SCALE;
mV[VBLUE] = color4u.mV[VBLUE] * SCALE;
mV[VALPHA] = color4u.mV[VALPHA] * SCALE;
return (*this);
}
// deprecated -- use set()
const LLColor4& LLColor4::setVec(const LLColor3 &vec)
const LLColor4& LLColor4::setVec(const LLColor3& vec)
{
mV[VRED] = vec.mV[VRED];
mV[VRED] = vec.mV[VRED];
mV[VGREEN] = vec.mV[VGREEN];
mV[VBLUE] = vec.mV[VBLUE];
mV[VBLUE] = vec.mV[VBLUE];
// no change to alpha!
// mV[VALPHA] = 1.f;
// no change to alpha!
// mV[VALPHA] = 1.f;
return (*this);
}
// deprecated -- use set()
const LLColor4& LLColor4::setVec(const LLColor3 &vec, F32 a)
const LLColor4& LLColor4::setVec(const LLColor3& vec, F32 a)
{
mV[VRED] = vec.mV[VRED];
mV[VRED] = vec.mV[VRED];
mV[VGREEN] = vec.mV[VGREEN];
mV[VBLUE] = vec.mV[VBLUE];
mV[VBLUE] = vec.mV[VBLUE];
mV[VALPHA] = a;
return (*this);
}
@ -228,110 +227,110 @@ void LLColor4::setValue(const LLSD& sd)
F32 val;
bool out_of_range = false;
val = sd[0].asReal();
mV[0] = llclamp(val, 0.f, 1.f);
out_of_range = mV[0] != val;
mV[VRED] = llclamp(val, 0.f, 1.f);
out_of_range = mV[VRED] != val;
val = sd[1].asReal();
mV[1] = llclamp(val, 0.f, 1.f);
out_of_range |= mV[1] != val;
mV[VGREEN] = llclamp(val, 0.f, 1.f);
out_of_range |= mV[VGREEN] != val;
val = sd[2].asReal();
mV[2] = llclamp(val, 0.f, 1.f);
out_of_range |= mV[2] != val;
mV[VBLUE] = llclamp(val, 0.f, 1.f);
out_of_range |= mV[VBLUE] != val;
val = sd[3].asReal();
mV[3] = llclamp(val, 0.f, 1.f);
out_of_range |= mV[3] != val;
mV[VALPHA] = llclamp(val, 0.f, 1.f);
out_of_range |= mV[VALPHA] != val;
if (out_of_range)
{
LL_WARNS() << "LLSD color value out of range!" << LL_ENDL;
}
#else
mV[0] = (F32) sd[0].asReal();
mV[1] = (F32) sd[1].asReal();
mV[2] = (F32) sd[2].asReal();
mV[3] = (F32) sd[3].asReal();
mV[VRED] = (F32)sd[VRED].asReal();
mV[VGREEN] = (F32)sd[VGREEN].asReal();
mV[VBLUE] = (F32)sd[VBLUE].asReal();
mV[VALPHA] = (F32)sd[VALPHA].asReal();
#endif
}
const LLColor4& LLColor4::operator=(const LLColor3 &a)
const LLColor4& LLColor4::operator=(const LLColor3& a)
{
mV[VRED] = a.mV[VRED];
mV[VRED] = a.mV[VRED];
mV[VGREEN] = a.mV[VGREEN];
mV[VBLUE] = a.mV[VBLUE];
mV[VBLUE] = a.mV[VBLUE];
// converting from an rgb sets a=1 (opaque)
// converting from an rgb sets a=1 (opaque)
mV[VALPHA] = 1.f;
return (*this);
}
std::ostream& operator<<(std::ostream& s, const LLColor4 &a)
std::ostream& operator<<(std::ostream& s, const LLColor4& a)
{
s << "{ " << a.mV[VRED] << ", " << a.mV[VGREEN] << ", " << a.mV[VBLUE] << ", " << a.mV[VALPHA] << " }";
return s;
}
bool operator==(const LLColor4 &a, const LLColor3 &b)
bool operator==(const LLColor4& a, const LLColor3& b)
{
return ( (a.mV[VRED] == b.mV[VRED])
&&(a.mV[VGREEN] == b.mV[VGREEN])
&&(a.mV[VBLUE] == b.mV[VBLUE]));
return ((a.mV[VRED] == b.mV[VRED]) && (a.mV[VGREEN] == b.mV[VGREEN]) && (a.mV[VBLUE] == b.mV[VBLUE]));
}
bool operator!=(const LLColor4 &a, const LLColor3 &b)
bool operator!=(const LLColor4& a, const LLColor3& b)
{
return ( (a.mV[VRED] != b.mV[VRED])
||(a.mV[VGREEN] != b.mV[VGREEN])
||(a.mV[VBLUE] != b.mV[VBLUE]));
return ((a.mV[VRED] != b.mV[VRED]) || (a.mV[VGREEN] != b.mV[VGREEN]) || (a.mV[VBLUE] != b.mV[VBLUE]));
}
LLColor3 vec4to3(const LLColor4 &vec)
LLColor3 vec4to3(const LLColor4& vec)
{
LLColor3 temp(vec.mV[VRED], vec.mV[VGREEN], vec.mV[VBLUE]);
LLColor3 temp(vec.mV[VRED], vec.mV[VGREEN], vec.mV[VBLUE]);
return temp;
}
LLColor4 vec3to4(const LLColor3 &vec)
LLColor4 vec3to4(const LLColor3& vec)
{
LLColor3 temp(vec.mV[VRED], vec.mV[VGREEN], vec.mV[VBLUE]);
LLColor3 temp(vec.mV[VRED], vec.mV[VGREEN], vec.mV[VBLUE]);
return temp;
}
static F32 hueToRgb ( F32 val1In, F32 val2In, F32 valHUeIn )
static F32 hueToRgb(F32 val1In, F32 val2In, F32 valHUeIn)
{
if ( valHUeIn < 0.0f ) valHUeIn += 1.0f;
if ( valHUeIn > 1.0f ) valHUeIn -= 1.0f;
if ( ( 6.0f * valHUeIn ) < 1.0f ) return ( val1In + ( val2In - val1In ) * 6.0f * valHUeIn );
if ( ( 2.0f * valHUeIn ) < 1.0f ) return ( val2In );
if ( ( 3.0f * valHUeIn ) < 2.0f ) return ( val1In + ( val2In - val1In ) * ( ( 2.0f / 3.0f ) - valHUeIn ) * 6.0f );
return ( val1In );
if (valHUeIn < 0.0f)
valHUeIn += 1.0f;
if (valHUeIn > 1.0f)
valHUeIn -= 1.0f;
if ((6.0f * valHUeIn) < 1.0f)
return (val1In + (val2In - val1In) * 6.0f * valHUeIn);
if ((2.0f * valHUeIn) < 1.0f)
return (val2In);
if ((3.0f * valHUeIn) < 2.0f)
return (val1In + (val2In - val1In) * ((2.0f / 3.0f) - valHUeIn) * 6.0f);
return (val1In);
}
void LLColor4::setHSL ( F32 hValIn, F32 sValIn, F32 lValIn)
void LLColor4::setHSL(F32 hValIn, F32 sValIn, F32 lValIn)
{
if ( sValIn < 0.00001f )
if (sValIn < 0.00001f)
{
mV[VRED] = lValIn;
mV[VRED] = lValIn;
mV[VGREEN] = lValIn;
mV[VBLUE] = lValIn;
mV[VBLUE] = lValIn;
}
else
{
F32 interVal1;
F32 interVal2;
if ( lValIn < 0.5f )
interVal2 = lValIn * ( 1.0f + sValIn );
if (lValIn < 0.5f)
interVal2 = lValIn * (1.0f + sValIn);
else
interVal2 = ( lValIn + sValIn ) - ( sValIn * lValIn );
interVal2 = (lValIn + sValIn) - (sValIn * lValIn);
interVal1 = 2.0f * lValIn - interVal2;
mV[VRED] = hueToRgb ( interVal1, interVal2, hValIn + ( 1.f / 3.f ) );
mV[VGREEN] = hueToRgb ( interVal1, interVal2, hValIn );
mV[VBLUE] = hueToRgb ( interVal1, interVal2, hValIn - ( 1.f / 3.f ) );
mV[VRED] = hueToRgb(interVal1, interVal2, hValIn + (1.f / 3.f));
mV[VGREEN] = hueToRgb(interVal1, interVal2, hValIn);
mV[VBLUE] = hueToRgb(interVal1, interVal2, hValIn - (1.f / 3.f));
}
}
@ -341,58 +340,61 @@ void LLColor4::calcHSL(F32* hue, F32* saturation, F32* luminance) const
F32 var_G = mV[VGREEN];
F32 var_B = mV[VBLUE];
F32 var_Min = ( var_R < ( var_G < var_B ? var_G : var_B ) ? var_R : ( var_G < var_B ? var_G : var_B ) );
F32 var_Max = ( var_R > ( var_G > var_B ? var_G : var_B ) ? var_R : ( var_G > var_B ? var_G : var_B ) );
F32 var_Min = (var_R < (var_G < var_B ? var_G : var_B) ? var_R : (var_G < var_B ? var_G : var_B));
F32 var_Max = (var_R > (var_G > var_B ? var_G : var_B) ? var_R : (var_G > var_B ? var_G : var_B));
F32 del_Max = var_Max - var_Min;
F32 L = ( var_Max + var_Min ) / 2.0f;
F32 L = (var_Max + var_Min) / 2.0f;
F32 H = 0.0f;
F32 S = 0.0f;
if ( del_Max == 0.0f )
if (del_Max == 0.0f)
{
H = 0.0f;
S = 0.0f;
H = 0.0f;
S = 0.0f;
}
else
{
if ( L < 0.5 )
S = del_Max / ( var_Max + var_Min );
if (L < 0.5f)
S = del_Max / (var_Max + var_Min);
else
S = del_Max / ( 2.0f - var_Max - var_Min );
S = del_Max / (2.0f - var_Max - var_Min);
F32 del_R = ( ( ( var_Max - var_R ) / 6.0f ) + ( del_Max / 2.0f ) ) / del_Max;
F32 del_G = ( ( ( var_Max - var_G ) / 6.0f ) + ( del_Max / 2.0f ) ) / del_Max;
F32 del_B = ( ( ( var_Max - var_B ) / 6.0f ) + ( del_Max / 2.0f ) ) / del_Max;
F32 del_R = (((var_Max - var_R) / 6.0f) + (del_Max / 2.0f)) / del_Max;
F32 del_G = (((var_Max - var_G) / 6.0f) + (del_Max / 2.0f)) / del_Max;
F32 del_B = (((var_Max - var_B) / 6.0f) + (del_Max / 2.0f)) / del_Max;
if ( var_R >= var_Max )
if (var_R >= var_Max)
H = del_B - del_G;
else
if ( var_G >= var_Max )
H = ( 1.0f / 3.0f ) + del_R - del_B;
else
if ( var_B >= var_Max )
H = ( 2.0f / 3.0f ) + del_G - del_R;
else if (var_G >= var_Max)
H = (1.0f / 3.0f) + del_R - del_B;
else if (var_B >= var_Max)
H = (2.0f / 3.0f) + del_G - del_R;
if ( H < 0.0f ) H += 1.0f;
if ( H > 1.0f ) H -= 1.0f;
if (H < 0.0f)
H += 1.0f;
if (H > 1.0f)
H -= 1.0f;
}
if (hue) *hue = H;
if (saturation) *saturation = S;
if (luminance) *luminance = L;
if (hue)
*hue = H;
if (saturation)
*saturation = S;
if (luminance)
*luminance = L;
}
// static
bool LLColor4::parseColor(const std::string& buf, LLColor4* color)
{
if( buf.empty() || color == nullptr)
if (buf.empty() || color == nullptr)
{
return false;
}
boost_tokenizer tokens(buf, boost::char_separator<char>(", "));
boost_tokenizer tokens(buf, boost::char_separator<char>(", "));
boost_tokenizer::iterator token_iter = tokens.begin();
if (token_iter == tokens.end())
{
@ -401,16 +403,16 @@ bool LLColor4::parseColor(const std::string& buf, LLColor4* color)
// Grab the first token into a string, since we don't know
// if this is a float or a color name.
std::string color_name( (*token_iter) );
std::string color_name((*token_iter));
++token_iter;
if (token_iter != tokens.end())
{
// There are more tokens to read. This must be a vector.
LLColor4 v;
LLStringUtil::convertToF32( color_name, v.mV[VRED] );
LLStringUtil::convertToF32( *token_iter, v.mV[VGREEN] );
v.mV[VBLUE] = 0.0f;
LLStringUtil::convertToF32(color_name, v.mV[VRED]);
LLStringUtil::convertToF32(*token_iter, v.mV[VGREEN]);
v.mV[VBLUE] = 0.0f;
v.mV[VALPHA] = 1.0f;
++token_iter;
@ -422,283 +424,284 @@ bool LLColor4::parseColor(const std::string& buf, LLColor4* color)
else
{
// There is a z-component.
LLStringUtil::convertToF32( *token_iter, v.mV[VBLUE] );
LLStringUtil::convertToF32(*token_iter, v.mV[VBLUE]);
++token_iter;
if (token_iter != tokens.end())
{
// There is an alpha component.
LLStringUtil::convertToF32( *token_iter, v.mV[VALPHA] );
LLStringUtil::convertToF32(*token_iter, v.mV[VALPHA]);
}
}
// Make sure all values are between 0 and 1.
if (v.mV[VRED] > 1.f || v.mV[VGREEN] > 1.f || v.mV[VBLUE] > 1.f || v.mV[VALPHA] > 1.f)
{
v = v * (1.f / 255.f);
constexpr F32 SCALE{ 1.f / 255.f };
v *= SCALE;
}
color->set( v );
color->set(v);
}
else // Single value. Read as a named color.
{
// We have a color name
if ( "red" == color_name )
if ("red" == color_name)
{
color->set(LLColor4::red);
}
else if ( "red1" == color_name )
else if ("red1" == color_name)
{
color->set(LLColor4::red1);
}
else if ( "red2" == color_name )
else if ("red2" == color_name)
{
color->set(LLColor4::red2);
}
else if ( "red3" == color_name )
else if ("red3" == color_name)
{
color->set(LLColor4::red3);
}
else if ( "red4" == color_name )
else if ("red4" == color_name)
{
color->set(LLColor4::red4);
}
else if ( "red5" == color_name )
else if ("red5" == color_name)
{
color->set(LLColor4::red5);
}
else if( "green" == color_name )
else if ("green" == color_name)
{
color->set(LLColor4::green);
}
else if( "green1" == color_name )
else if ("green1" == color_name)
{
color->set(LLColor4::green1);
}
else if( "green2" == color_name )
else if ("green2" == color_name)
{
color->set(LLColor4::green2);
}
else if( "green3" == color_name )
else if ("green3" == color_name)
{
color->set(LLColor4::green3);
}
else if( "green4" == color_name )
else if ("green4" == color_name)
{
color->set(LLColor4::green4);
}
else if( "green5" == color_name )
else if ("green5" == color_name)
{
color->set(LLColor4::green5);
}
else if( "green6" == color_name )
else if ("green6" == color_name)
{
color->set(LLColor4::green6);
}
else if( "blue" == color_name )
else if ("blue" == color_name)
{
color->set(LLColor4::blue);
}
else if( "blue1" == color_name )
else if ("blue1" == color_name)
{
color->set(LLColor4::blue1);
}
else if( "blue2" == color_name )
else if ("blue2" == color_name)
{
color->set(LLColor4::blue2);
}
else if( "blue3" == color_name )
else if ("blue3" == color_name)
{
color->set(LLColor4::blue3);
}
else if( "blue4" == color_name )
else if ("blue4" == color_name)
{
color->set(LLColor4::blue4);
}
else if( "blue5" == color_name )
else if ("blue5" == color_name)
{
color->set(LLColor4::blue5);
}
else if( "blue6" == color_name )
else if ("blue6" == color_name)
{
color->set(LLColor4::blue6);
}
else if( "black" == color_name )
else if ("black" == color_name)
{
color->set(LLColor4::black);
}
else if( "white" == color_name )
else if ("white" == color_name)
{
color->set(LLColor4::white);
}
else if( "yellow" == color_name )
else if ("yellow" == color_name)
{
color->set(LLColor4::yellow);
}
else if( "yellow1" == color_name )
else if ("yellow1" == color_name)
{
color->set(LLColor4::yellow1);
}
else if( "yellow2" == color_name )
else if ("yellow2" == color_name)
{
color->set(LLColor4::yellow2);
}
else if( "yellow3" == color_name )
else if ("yellow3" == color_name)
{
color->set(LLColor4::yellow3);
}
else if( "yellow4" == color_name )
else if ("yellow4" == color_name)
{
color->set(LLColor4::yellow4);
}
else if( "yellow5" == color_name )
else if ("yellow5" == color_name)
{
color->set(LLColor4::yellow5);
}
else if( "yellow6" == color_name )
else if ("yellow6" == color_name)
{
color->set(LLColor4::yellow6);
}
else if( "magenta" == color_name )
else if ("magenta" == color_name)
{
color->set(LLColor4::magenta);
}
else if( "magenta1" == color_name )
else if ("magenta1" == color_name)
{
color->set(LLColor4::magenta1);
}
else if( "magenta2" == color_name )
else if ("magenta2" == color_name)
{
color->set(LLColor4::magenta2);
}
else if( "magenta3" == color_name )
else if ("magenta3" == color_name)
{
color->set(LLColor4::magenta3);
}
else if( "magenta4" == color_name )
else if ("magenta4" == color_name)
{
color->set(LLColor4::magenta4);
}
else if( "purple" == color_name )
else if ("purple" == color_name)
{
color->set(LLColor4::purple);
}
else if( "purple1" == color_name )
else if ("purple1" == color_name)
{
color->set(LLColor4::purple1);
}
else if( "purple2" == color_name )
else if ("purple2" == color_name)
{
color->set(LLColor4::purple2);
}
else if( "purple3" == color_name )
else if ("purple3" == color_name)
{
color->set(LLColor4::purple3);
}
else if( "purple4" == color_name )
else if ("purple4" == color_name)
{
color->set(LLColor4::purple4);
}
else if( "purple5" == color_name )
else if ("purple5" == color_name)
{
color->set(LLColor4::purple5);
}
else if( "purple6" == color_name )
else if ("purple6" == color_name)
{
color->set(LLColor4::purple6);
}
else if( "pink" == color_name )
else if ("pink" == color_name)
{
color->set(LLColor4::pink);
}
else if( "pink1" == color_name )
else if ("pink1" == color_name)
{
color->set(LLColor4::pink1);
}
else if( "pink2" == color_name )
else if ("pink2" == color_name)
{
color->set(LLColor4::pink2);
}
else if( "cyan" == color_name )
else if ("cyan" == color_name)
{
color->set(LLColor4::cyan);
}
else if( "cyan1" == color_name )
else if ("cyan1" == color_name)
{
color->set(LLColor4::cyan1);
}
else if( "cyan2" == color_name )
else if ("cyan2" == color_name)
{
color->set(LLColor4::cyan2);
}
else if( "cyan3" == color_name )
else if ("cyan3" == color_name)
{
color->set(LLColor4::cyan3);
}
else if( "cyan4" == color_name )
else if ("cyan4" == color_name)
{
color->set(LLColor4::cyan4);
}
else if( "cyan5" == color_name )
else if ("cyan5" == color_name)
{
color->set(LLColor4::cyan5);
}
else if( "cyan6" == color_name )
else if ("cyan6" == color_name)
{
color->set(LLColor4::cyan6);
}
else if( "smoke" == color_name )
else if ("smoke" == color_name)
{
color->set(LLColor4::smoke);
}
else if( "grey" == color_name )
else if ("grey" == color_name)
{
color->set(LLColor4::grey);
}
else if( "grey1" == color_name )
else if ("grey1" == color_name)
{
color->set(LLColor4::grey1);
}
else if( "grey2" == color_name )
else if ("grey2" == color_name)
{
color->set(LLColor4::grey2);
}
else if( "grey3" == color_name )
else if ("grey3" == color_name)
{
color->set(LLColor4::grey3);
}
else if( "grey4" == color_name )
else if ("grey4" == color_name)
{
color->set(LLColor4::grey4);
}
else if( "orange" == color_name )
else if ("orange" == color_name)
{
color->set(LLColor4::orange);
}
else if( "orange1" == color_name )
else if ("orange1" == color_name)
{
color->set(LLColor4::orange1);
}
else if( "orange2" == color_name )
else if ("orange2" == color_name)
{
color->set(LLColor4::orange2);
}
else if( "orange3" == color_name )
else if ("orange3" == color_name)
{
color->set(LLColor4::orange3);
}
else if( "orange4" == color_name )
else if ("orange4" == color_name)
{
color->set(LLColor4::orange4);
}
else if( "orange5" == color_name )
else if ("orange5" == color_name)
{
color->set(LLColor4::orange5);
}
else if( "orange6" == color_name )
else if ("orange6" == color_name)
{
color->set(LLColor4::orange6);
}
else if ( "clear" == color_name )
else if ("clear" == color_name)
{
color->set(0.f, 0.f, 0.f, 0.f);
}
@ -714,21 +717,21 @@ bool LLColor4::parseColor(const std::string& buf, LLColor4* color)
// static
bool LLColor4::parseColor4(const std::string& buf, LLColor4* value)
{
if( buf.empty() || value == nullptr)
if (buf.empty() || value == nullptr)
{
return false;
}
LLColor4 v;
S32 count = sscanf( buf.c_str(), "%f, %f, %f, %f", v.mV + 0, v.mV + 1, v.mV + 2, v.mV + 3 );
if (1 == count )
S32 count = sscanf(buf.c_str(), "%f, %f, %f, %f", v.mV + 0, v.mV + 1, v.mV + 2, v.mV + 3);
if (1 == count)
{
// try this format
count = sscanf( buf.c_str(), "%f %f %f %f", v.mV + 0, v.mV + 1, v.mV + 2, v.mV + 3 );
count = sscanf(buf.c_str(), "%f %f %f %f", v.mV + 0, v.mV + 1, v.mV + 2, v.mV + 3);
}
if( 4 == count )
if (4 == count)
{
value->setVec( v );
value->setVec(v);
return true;
}

View File

@ -28,7 +28,6 @@
#define LL_V4COLOR_H
#include "llerror.h"
//#include "vmath.h"
#include "llmath.h"
#include "llsd.h"
@ -38,213 +37,212 @@ class LLVector4;
// LLColor4 = |x y z w|
static const U32 LENGTHOFCOLOR4 = 4;
static constexpr U32 LENGTHOFCOLOR4 = 4;
static const U32 MAX_LENGTH_OF_COLOR_NAME = 15; //Give plenty of room for additional colors...
static constexpr U32 MAX_LENGTH_OF_COLOR_NAME = 15; // Give plenty of room for additional colors...
class LLColor4
{
public:
F32 mV[LENGTHOFCOLOR4];
LLColor4(); // Initializes LLColor4 to (0, 0, 0, 1)
LLColor4(F32 r, F32 g, F32 b); // Initializes LLColor4 to (r, g, b, 1)
LLColor4(F32 r, F32 g, F32 b, F32 a); // Initializes LLColor4 to (r. g, b, a)
LLColor4(const LLColor3 &vec, F32 a = 1.f); // Initializes LLColor4 to (vec, a)
explicit LLColor4(const LLSD& sd);
explicit LLColor4(const F32 *vec); // Initializes LLColor4 to (vec[0]. vec[1], vec[2], 1)
explicit LLColor4(U32 clr); // Initializes LLColor4 to (r=clr>>24, etc))
explicit LLColor4(const LLColor4U& color4u); // "explicit" to avoid automatic conversion
explicit LLColor4(const LLVector4& vector4); // "explicit" to avoid automatic conversion
public:
F32 mV[LENGTHOFCOLOR4];
LLColor4(); // Initializes LLColor4 to (0, 0, 0, 1)
LLColor4(F32 r, F32 g, F32 b); // Initializes LLColor4 to (r, g, b, 1)
LLColor4(F32 r, F32 g, F32 b, F32 a); // Initializes LLColor4 to (r. g, b, a)
LLColor4(const LLColor3& vec, F32 a = 1.f); // Initializes LLColor4 to (vec, a)
explicit LLColor4(const LLSD& sd);
explicit LLColor4(const F32* vec); // Initializes LLColor4 to (vec[0]. vec[1], vec[2], 1)
explicit LLColor4(U32 clr); // Initializes LLColor4 to (r=clr>>24, etc))
explicit LLColor4(const LLColor4U& color4u); // "explicit" to avoid automatic conversion
explicit LLColor4(const LLVector4& vector4); // "explicit" to avoid automatic conversion
LLSD getValue() const
{
LLSD ret;
ret[0] = mV[0];
ret[1] = mV[1];
ret[2] = mV[2];
ret[3] = mV[3];
return ret;
}
LLSD getValue() const
{
LLSD ret;
ret[VRED] = mV[VRED];
ret[VGREEN] = mV[VGREEN];
ret[VBLUE] = mV[VBLUE];
ret[VALPHA] = mV[VALPHA];
return ret;
}
void setValue(const LLSD& sd);
void setValue(const LLSD& sd);
void setHSL(F32 hue, F32 saturation, F32 luminance);
void calcHSL(F32* hue, F32* saturation, F32* luminance) const;
void setHSL(F32 hue, F32 saturation, F32 luminance);
void calcHSL(F32* hue, F32* saturation, F32* luminance) const;
const LLColor4& setToBlack(); // zero LLColor4 to (0, 0, 0, 1)
const LLColor4& setToWhite(); // zero LLColor4 to (0, 0, 0, 1)
const LLColor4& setToBlack(); // zero LLColor4 to (0, 0, 0, 1)
const LLColor4& setToWhite(); // zero LLColor4 to (0, 0, 0, 1)
const LLColor4& setVec(F32 r, F32 g, F32 b, F32 a); // deprecated -- use set()
const LLColor4& setVec(F32 r, F32 g, F32 b); // deprecated -- use set()
const LLColor4& setVec(const LLColor4 &vec); // deprecated -- use set()
const LLColor4& setVec(const LLColor3 &vec); // deprecated -- use set()
const LLColor4& setVec(const LLColor3 &vec, F32 a); // deprecated -- use set()
const LLColor4& setVec(const F32 *vec); // deprecated -- use set()
const LLColor4& setVec(const LLColor4U& color4u); // deprecated -- use set()
const LLColor4& setVec(F32 r, F32 g, F32 b, F32 a); // deprecated -- use set()
const LLColor4& setVec(F32 r, F32 g, F32 b); // deprecated -- use set()
const LLColor4& setVec(const LLColor4& vec); // deprecated -- use set()
const LLColor4& setVec(const LLColor3& vec); // deprecated -- use set()
const LLColor4& setVec(const LLColor3& vec, F32 a); // deprecated -- use set()
const LLColor4& setVec(const F32* vec); // deprecated -- use set()
const LLColor4& setVec(const LLColor4U& color4u); // deprecated -- use set()
const LLColor4& set(F32 r, F32 g, F32 b, F32 a); // Sets LLColor4 to (r, g, b, a)
const LLColor4& set(F32 r, F32 g, F32 b); // Sets LLColor4 to (r, g, b) (no change in a)
const LLColor4& set(const LLColor4 &vec); // Sets LLColor4 to vec
const LLColor4& set(const LLColor3 &vec); // Sets LLColor4 to LLColor3 vec (no change in alpha)
const LLColor4& set(const LLColor3 &vec, F32 a); // Sets LLColor4 to LLColor3 vec, with alpha specified
const LLColor4& set(const F32 *vec); // Sets LLColor4 to vec
const LLColor4& set(const F64 *vec); // Sets LLColor4 to (double)vec
const LLColor4& set(const LLColor4U& color4u); // Sets LLColor4 to color4u, rescaled.
const LLColor4& set(F32 r, F32 g, F32 b, F32 a); // Sets LLColor4 to (r, g, b, a)
const LLColor4& set(F32 r, F32 g, F32 b); // Sets LLColor4 to (r, g, b) (no change in a)
const LLColor4& set(const LLColor4& vec); // Sets LLColor4 to vec
const LLColor4& set(const LLColor3& vec); // Sets LLColor4 to LLColor3 vec (no change in alpha)
const LLColor4& set(const LLColor3& vec, F32 a); // Sets LLColor4 to LLColor3 vec, with alpha specified
const LLColor4& set(const F32* vec); // Sets LLColor4 to vec
const LLColor4& set(const F64* vec); // Sets LLColor4 to (double)vec
const LLColor4& set(const LLColor4U& color4u); // Sets LLColor4 to color4u, rescaled.
// set from a vector of unknown type and size
// may leave some data unmodified
template<typename T>
const LLColor4& set(const std::vector<T>& v);
// set from a vector of unknown type and size
// may leave some data unmodified
template<typename T>
const LLColor4& set(const std::vector<T>& v);
// write to a vector of unknown type and size
// maye leave some data unmodified
template<typename T>
void write(std::vector<T>& v) const;
// write to a vector of unknown type and size
// maye leave some data unmodified
template<typename T>
void write(std::vector<T>& v) const;
const LLColor4& setAlpha(F32 a);
const LLColor4& setAlpha(F32 a);
F32 magVec() const; // deprecated -- use length()
F32 magVecSquared() const; // deprecated -- use lengthSquared()
F32 normVec(); // deprecated -- use normalize()
F32 magVec() const; // deprecated -- use length()
F32 magVecSquared() const; // deprecated -- use lengthSquared()
F32 normVec(); // deprecated -- use normalize()
F32 length() const; // Returns magnitude of LLColor4
F32 lengthSquared() const; // Returns magnitude squared of LLColor4
F32 normalize(); // deprecated -- use normalize()
F32 length() const; // Returns magnitude of LLColor4
F32 lengthSquared() const; // Returns magnitude squared of LLColor4
F32 normalize(); // deprecated -- use normalize()
bool isOpaque() { return mV[VALPHA] == 1.f; }
bool isOpaque() const { return mV[VALPHA] == 1.f; }
F32 operator[](int idx) const { return mV[idx]; }
F32 &operator[](int idx) { return mV[idx]; }
F32 operator[](int idx) const { return mV[idx]; }
F32& operator[](int idx) { return mV[idx]; }
const LLColor4& operator=(const LLColor3 &a); // Assigns vec3 to vec4 and returns vec4
const LLColor4& operator=(const LLColor3& a); // Assigns vec3 to vec4 and returns vec4
bool operator<(const LLColor4& rhs) const;
friend std::ostream& operator<<(std::ostream& s, const LLColor4 &a); // Print a
friend LLColor4 operator+(const LLColor4 &a, const LLColor4 &b); // Return vector a + b
friend LLColor4 operator-(const LLColor4 &a, const LLColor4 &b); // Return vector a minus b
friend LLColor4 operator*(const LLColor4 &a, const LLColor4 &b); // Return component wise a * b
friend LLColor4 operator*(const LLColor4 &a, F32 k); // Return rgb times scaler k (no alpha change)
friend LLColor4 operator/(const LLColor4 &a, F32 k); // Return rgb divided by scalar k (no alpha change)
friend LLColor4 operator*(F32 k, const LLColor4 &a); // Return rgb times scaler k (no alpha change)
friend LLColor4 operator%(const LLColor4 &a, F32 k); // Return alpha times scaler k (no rgb change)
friend LLColor4 operator%(F32 k, const LLColor4 &a); // Return alpha times scaler k (no rgb change)
bool operator<(const LLColor4& rhs) const;
friend std::ostream& operator<<(std::ostream& s, const LLColor4& a); // Print a
friend LLColor4 operator+(const LLColor4& a, const LLColor4& b); // Return vector a + b
friend LLColor4 operator-(const LLColor4& a, const LLColor4& b); // Return vector a minus b
friend LLColor4 operator*(const LLColor4& a, const LLColor4& b); // Return component wise a * b
friend LLColor4 operator*(const LLColor4& a, F32 k); // Return rgb times scaler k (no alpha change)
friend LLColor4 operator/(const LLColor4& a, F32 k); // Return rgb divided by scalar k (no alpha change)
friend LLColor4 operator*(F32 k, const LLColor4& a); // Return rgb times scaler k (no alpha change)
friend LLColor4 operator%(const LLColor4& a, F32 k); // Return alpha times scaler k (no rgb change)
friend LLColor4 operator%(F32 k, const LLColor4& a); // Return alpha times scaler k (no rgb change)
friend bool operator==(const LLColor4 &a, const LLColor4 &b); // Return a == b
friend bool operator!=(const LLColor4 &a, const LLColor4 &b); // Return a != b
friend bool operator==(const LLColor4& a, const LLColor4& b); // Return a == b
friend bool operator!=(const LLColor4& a, const LLColor4& b); // Return a != b
friend bool operator==(const LLColor4 &a, const LLColor3 &b); // Return a == b
friend bool operator!=(const LLColor4 &a, const LLColor3 &b); // Return a != b
friend bool operator==(const LLColor4& a, const LLColor3& b); // Return a == b
friend bool operator!=(const LLColor4& a, const LLColor3& b); // Return a != b
friend const LLColor4& operator+=(LLColor4 &a, const LLColor4 &b); // Return vector a + b
friend const LLColor4& operator-=(LLColor4 &a, const LLColor4 &b); // Return vector a minus b
friend const LLColor4& operator*=(LLColor4 &a, F32 k); // Return rgb times scaler k (no alpha change)
friend const LLColor4& operator%=(LLColor4 &a, F32 k); // Return alpha times scaler k (no rgb change)
friend const LLColor4& operator+=(LLColor4& a, const LLColor4& b); // Return vector a + b
friend const LLColor4& operator-=(LLColor4& a, const LLColor4& b); // Return vector a minus b
friend const LLColor4& operator*=(LLColor4& a, F32 k); // Return rgb times scaler k (no alpha change)
friend const LLColor4& operator%=(LLColor4& a, F32 k); // Return alpha times scaler k (no rgb change)
friend const LLColor4& operator*=(LLColor4 &a, const LLColor4 &b); // Doesn't multiply alpha! (for lighting)
friend const LLColor4& operator*=(LLColor4& a, const LLColor4& b); // Doesn't multiply alpha! (for lighting)
// conversion
operator LLColor4U() const;
// conversion
operator LLColor4U() const;
// Basic color values.
static LLColor4 red;
static LLColor4 green;
static LLColor4 blue;
static LLColor4 black;
static LLColor4 white;
static LLColor4 yellow;
static LLColor4 magenta;
static LLColor4 cyan;
static LLColor4 smoke;
static LLColor4 grey;
static LLColor4 orange;
static LLColor4 purple;
static LLColor4 pink;
static LLColor4 transparent;
// Basic color values.
static LLColor4 red;
static LLColor4 green;
static LLColor4 blue;
static LLColor4 black;
static LLColor4 white;
static LLColor4 yellow;
static LLColor4 magenta;
static LLColor4 cyan;
static LLColor4 smoke;
static LLColor4 grey;
static LLColor4 orange;
static LLColor4 purple;
static LLColor4 pink;
static LLColor4 transparent;
// Extra color values.
static LLColor4 grey1;
static LLColor4 grey2;
static LLColor4 grey3;
static LLColor4 grey4;
// Extra color values.
static LLColor4 grey1;
static LLColor4 grey2;
static LLColor4 grey3;
static LLColor4 grey4;
static LLColor4 red1;
static LLColor4 red2;
static LLColor4 red3;
static LLColor4 red4;
static LLColor4 red5;
static LLColor4 red1;
static LLColor4 red2;
static LLColor4 red3;
static LLColor4 red4;
static LLColor4 red5;
static LLColor4 green1;
static LLColor4 green2;
static LLColor4 green3;
static LLColor4 green4;
static LLColor4 green5;
static LLColor4 green6;
static LLColor4 green1;
static LLColor4 green2;
static LLColor4 green3;
static LLColor4 green4;
static LLColor4 green5;
static LLColor4 green6;
static LLColor4 blue1;
static LLColor4 blue2;
static LLColor4 blue3;
static LLColor4 blue4;
static LLColor4 blue5;
static LLColor4 blue6;
static LLColor4 blue1;
static LLColor4 blue2;
static LLColor4 blue3;
static LLColor4 blue4;
static LLColor4 blue5;
static LLColor4 blue6;
static LLColor4 yellow1;
static LLColor4 yellow2;
static LLColor4 yellow3;
static LLColor4 yellow4;
static LLColor4 yellow5;
static LLColor4 yellow6;
static LLColor4 yellow7;
static LLColor4 yellow8;
static LLColor4 yellow9;
static LLColor4 yellow1;
static LLColor4 yellow2;
static LLColor4 yellow3;
static LLColor4 yellow4;
static LLColor4 yellow5;
static LLColor4 yellow6;
static LLColor4 yellow7;
static LLColor4 yellow8;
static LLColor4 yellow9;
static LLColor4 orange1;
static LLColor4 orange2;
static LLColor4 orange3;
static LLColor4 orange4;
static LLColor4 orange5;
static LLColor4 orange6;
static LLColor4 orange1;
static LLColor4 orange2;
static LLColor4 orange3;
static LLColor4 orange4;
static LLColor4 orange5;
static LLColor4 orange6;
static LLColor4 magenta1;
static LLColor4 magenta2;
static LLColor4 magenta3;
static LLColor4 magenta4;
static LLColor4 magenta1;
static LLColor4 magenta2;
static LLColor4 magenta3;
static LLColor4 magenta4;
static LLColor4 purple1;
static LLColor4 purple2;
static LLColor4 purple3;
static LLColor4 purple4;
static LLColor4 purple5;
static LLColor4 purple6;
static LLColor4 purple1;
static LLColor4 purple2;
static LLColor4 purple3;
static LLColor4 purple4;
static LLColor4 purple5;
static LLColor4 purple6;
static LLColor4 pink1;
static LLColor4 pink2;
static LLColor4 pink1;
static LLColor4 pink2;
static LLColor4 cyan1;
static LLColor4 cyan2;
static LLColor4 cyan3;
static LLColor4 cyan4;
static LLColor4 cyan5;
static LLColor4 cyan6;
static LLColor4 cyan1;
static LLColor4 cyan2;
static LLColor4 cyan3;
static LLColor4 cyan4;
static LLColor4 cyan5;
static LLColor4 cyan6;
static bool parseColor(const std::string& buf, LLColor4* color);
static bool parseColor4(const std::string& buf, LLColor4* color);
static bool parseColor(const std::string& buf, LLColor4* color);
static bool parseColor4(const std::string& buf, LLColor4* color);
inline void clamp();
inline void clamp();
};
// Non-member functions
F32 distVec(const LLColor4 &a, const LLColor4 &b); // Returns distance between a and b
F32 distVec_squared(const LLColor4 &a, const LLColor4 &b); // Returns distance squared between a and b
LLColor3 vec4to3(const LLColor4 &vec);
LLColor4 vec3to4(const LLColor3 &vec);
LLColor4 lerp(const LLColor4 &a, const LLColor4 &b, F32 u);
F32 distVec(const LLColor4& a, const LLColor4& b); // Returns distance between a and b
F32 distVec_squared(const LLColor4& a, const LLColor4& b); // Returns distance squared between a and b
LLColor3 vec4to3(const LLColor4& vec);
LLColor4 vec3to4(const LLColor3& vec);
LLColor4 lerp(const LLColor4& a, const LLColor4& b, F32 u);
inline LLColor4::LLColor4(void)
inline LLColor4::LLColor4()
{
mV[VRED] = 0.f;
mV[VRED] = 0.f;
mV[VGREEN] = 0.f;
mV[VBLUE] = 0.f;
mV[VBLUE] = 0.f;
mV[VALPHA] = 1.f;
}
@ -255,149 +253,146 @@ inline LLColor4::LLColor4(const LLSD& sd)
inline LLColor4::LLColor4(F32 r, F32 g, F32 b)
{
mV[VRED] = r;
mV[VRED] = r;
mV[VGREEN] = g;
mV[VBLUE] = b;
mV[VBLUE] = b;
mV[VALPHA] = 1.f;
}
inline LLColor4::LLColor4(F32 r, F32 g, F32 b, F32 a)
{
mV[VRED] = r;
mV[VRED] = r;
mV[VGREEN] = g;
mV[VBLUE] = b;
mV[VBLUE] = b;
mV[VALPHA] = a;
}
inline LLColor4::LLColor4(U32 clr)
{
mV[VRED] = (clr&0xff) * (1.0f/255.0f);
mV[VGREEN] = ((clr>>8)&0xff) * (1.0f/255.0f);
mV[VBLUE] = ((clr>>16)&0xff) * (1.0f/255.0f);
mV[VALPHA] = (clr>>24) * (1.0f/255.0f);
mV[VRED] = (clr & 0xff) * (1.0f / 255.0f);
mV[VGREEN] = ((clr >> 8) & 0xff) * (1.0f / 255.0f);
mV[VBLUE] = ((clr >> 16) & 0xff) * (1.0f / 255.0f);
mV[VALPHA] = (clr >> 24) * (1.0f / 255.0f);
}
inline LLColor4::LLColor4(const F32 *vec)
inline LLColor4::LLColor4(const F32* vec)
{
mV[VRED] = vec[VRED];
mV[VRED] = vec[VRED];
mV[VGREEN] = vec[VGREEN];
mV[VBLUE] = vec[VBLUE];
mV[VBLUE] = vec[VBLUE];
mV[VALPHA] = vec[VALPHA];
}
inline const LLColor4& LLColor4::setToBlack(void)
inline const LLColor4& LLColor4::setToBlack(void)
{
mV[VRED] = 0.f;
mV[VRED] = 0.f;
mV[VGREEN] = 0.f;
mV[VBLUE] = 0.f;
mV[VBLUE] = 0.f;
mV[VALPHA] = 1.f;
return (*this);
}
inline const LLColor4& LLColor4::setToWhite(void)
inline const LLColor4& LLColor4::setToWhite(void)
{
mV[VRED] = 1.f;
mV[VRED] = 1.f;
mV[VGREEN] = 1.f;
mV[VBLUE] = 1.f;
mV[VBLUE] = 1.f;
mV[VALPHA] = 1.f;
return (*this);
}
inline const LLColor4& LLColor4::set(F32 x, F32 y, F32 z)
inline const LLColor4& LLColor4::set(F32 x, F32 y, F32 z)
{
mV[VRED] = x;
mV[VRED] = x;
mV[VGREEN] = y;
mV[VBLUE] = z;
mV[VBLUE] = z;
// no change to alpha!
// mV[VALPHA] = 1.f;
// no change to alpha!
// mV[VALPHA] = 1.f;
return (*this);
}
inline const LLColor4& LLColor4::set(F32 x, F32 y, F32 z, F32 a)
inline const LLColor4& LLColor4::set(F32 x, F32 y, F32 z, F32 a)
{
mV[VRED] = x;
mV[VRED] = x;
mV[VGREEN] = y;
mV[VBLUE] = z;
mV[VBLUE] = z;
mV[VALPHA] = a;
return (*this);
}
inline const LLColor4& LLColor4::set(const LLColor4 &vec)
inline const LLColor4& LLColor4::set(const LLColor4& vec)
{
mV[VRED] = vec.mV[VRED];
mV[VRED] = vec.mV[VRED];
mV[VGREEN] = vec.mV[VGREEN];
mV[VBLUE] = vec.mV[VBLUE];
mV[VBLUE] = vec.mV[VBLUE];
mV[VALPHA] = vec.mV[VALPHA];
return (*this);
}
inline const LLColor4& LLColor4::set(const F32 *vec)
inline const LLColor4& LLColor4::set(const F32* vec)
{
mV[VRED] = vec[VRED];
mV[VRED] = vec[VRED];
mV[VGREEN] = vec[VGREEN];
mV[VBLUE] = vec[VBLUE];
mV[VBLUE] = vec[VBLUE];
mV[VALPHA] = vec[VALPHA];
return (*this);
}
inline const LLColor4& LLColor4::set(const F64 *vec)
inline const LLColor4& LLColor4::set(const F64* vec)
{
mV[VRED] = static_cast<F32>(vec[VRED]);
mV[VRED] = static_cast<F32>(vec[VRED]);
mV[VGREEN] = static_cast<F32>(vec[VGREEN]);
mV[VBLUE] = static_cast<F32>(vec[VBLUE]);
mV[VBLUE] = static_cast<F32>(vec[VBLUE]);
mV[VALPHA] = static_cast<F32>(vec[VALPHA]);
return (*this);
}
// deprecated
inline const LLColor4& LLColor4::setVec(F32 x, F32 y, F32 z)
inline const LLColor4& LLColor4::setVec(F32 x, F32 y, F32 z)
{
mV[VRED] = x;
mV[VRED] = x;
mV[VGREEN] = y;
mV[VBLUE] = z;
mV[VBLUE] = z;
// no change to alpha!
// mV[VALPHA] = 1.f;
// no change to alpha!
// mV[VALPHA] = 1.f;
return (*this);
}
// deprecated
inline const LLColor4& LLColor4::setVec(F32 x, F32 y, F32 z, F32 a)
inline const LLColor4& LLColor4::setVec(F32 x, F32 y, F32 z, F32 a)
{
mV[VRED] = x;
mV[VRED] = x;
mV[VGREEN] = y;
mV[VBLUE] = z;
mV[VBLUE] = z;
mV[VALPHA] = a;
return (*this);
}
// deprecated
inline const LLColor4& LLColor4::setVec(const LLColor4 &vec)
inline const LLColor4& LLColor4::setVec(const LLColor4& vec)
{
mV[VRED] = vec.mV[VRED];
mV[VRED] = vec.mV[VRED];
mV[VGREEN] = vec.mV[VGREEN];
mV[VBLUE] = vec.mV[VBLUE];
mV[VBLUE] = vec.mV[VBLUE];
mV[VALPHA] = vec.mV[VALPHA];
return (*this);
}
// deprecated
inline const LLColor4& LLColor4::setVec(const F32 *vec)
inline const LLColor4& LLColor4::setVec(const F32* vec)
{
mV[VRED] = vec[VRED];
mV[VRED] = vec[VRED];
mV[VGREEN] = vec[VGREEN];
mV[VBLUE] = vec[VBLUE];
mV[VBLUE] = vec[VBLUE];
mV[VALPHA] = vec[VALPHA];
return (*this);
}
inline const LLColor4& LLColor4::setAlpha(F32 a)
inline const LLColor4& LLColor4::setAlpha(F32 a)
{
mV[VALPHA] = a;
return (*this);
@ -405,155 +400,116 @@ inline const LLColor4& LLColor4::setAlpha(F32 a)
// LLColor4 Magnitude and Normalization Functions
inline F32 LLColor4::length(void) const
inline F32 LLColor4::length() const
{
return (F32) sqrt(mV[VRED]*mV[VRED] + mV[VGREEN]*mV[VGREEN] + mV[VBLUE]*mV[VBLUE]);
return sqrt(mV[VRED] * mV[VRED] + mV[VGREEN] * mV[VGREEN] + mV[VBLUE] * mV[VBLUE]);
}
inline F32 LLColor4::lengthSquared(void) const
inline F32 LLColor4::lengthSquared() const
{
return mV[VRED]*mV[VRED] + mV[VGREEN]*mV[VGREEN] + mV[VBLUE]*mV[VBLUE];
return mV[VRED] * mV[VRED] + mV[VGREEN] * mV[VGREEN] + mV[VBLUE] * mV[VBLUE];
}
inline F32 LLColor4::normalize(void)
inline F32 LLColor4::normalize()
{
F32 mag = (F32) sqrt(mV[VRED]*mV[VRED] + mV[VGREEN]*mV[VGREEN] + mV[VBLUE]*mV[VBLUE]);
F32 mag = sqrt(mV[VRED] * mV[VRED] + mV[VGREEN] * mV[VGREEN] + mV[VBLUE] * mV[VBLUE]);
F32 oomag;
if (mag)
{
oomag = 1.f/mag;
oomag = 1.f / mag;
mV[VRED] *= oomag;
mV[VGREEN] *= oomag;
mV[VBLUE] *= oomag;
}
return (mag);
return mag;
}
// deprecated
inline F32 LLColor4::magVec(void) const
inline F32 LLColor4::magVec() const
{
return (F32) sqrt(mV[VRED]*mV[VRED] + mV[VGREEN]*mV[VGREEN] + mV[VBLUE]*mV[VBLUE]);
return sqrt(mV[VRED] * mV[VRED] + mV[VGREEN] * mV[VGREEN] + mV[VBLUE] * mV[VBLUE]);
}
// deprecated
inline F32 LLColor4::magVecSquared(void) const
inline F32 LLColor4::magVecSquared() const
{
return mV[VRED]*mV[VRED] + mV[VGREEN]*mV[VGREEN] + mV[VBLUE]*mV[VBLUE];
return mV[VRED] * mV[VRED] + mV[VGREEN] * mV[VGREEN] + mV[VBLUE] * mV[VBLUE];
}
// deprecated
inline F32 LLColor4::normVec(void)
inline F32 LLColor4::normVec()
{
F32 mag = (F32) sqrt(mV[VRED]*mV[VRED] + mV[VGREEN]*mV[VGREEN] + mV[VBLUE]*mV[VBLUE]);
F32 mag = sqrt(mV[VRED] * mV[VRED] + mV[VGREEN] * mV[VGREEN] + mV[VBLUE] * mV[VBLUE]);
F32 oomag;
if (mag)
{
oomag = 1.f/mag;
oomag = 1.f / mag;
mV[VRED] *= oomag;
mV[VGREEN] *= oomag;
mV[VBLUE] *= oomag;
}
return (mag);
return mag;
}
// LLColor4 Operators
inline LLColor4 operator+(const LLColor4 &a, const LLColor4 &b)
inline LLColor4 operator+(const LLColor4& a, const LLColor4& b)
{
return LLColor4(
a.mV[VRED] + b.mV[VRED],
a.mV[VGREEN] + b.mV[VGREEN],
a.mV[VBLUE] + b.mV[VBLUE],
a.mV[VALPHA] + b.mV[VALPHA]);
return LLColor4(a.mV[VRED] + b.mV[VRED], a.mV[VGREEN] + b.mV[VGREEN], a.mV[VBLUE] + b.mV[VBLUE], a.mV[VALPHA] + b.mV[VALPHA]);
}
inline LLColor4 operator-(const LLColor4 &a, const LLColor4 &b)
inline LLColor4 operator-(const LLColor4& a, const LLColor4& b)
{
return LLColor4(
a.mV[VRED] - b.mV[VRED],
a.mV[VGREEN] - b.mV[VGREEN],
a.mV[VBLUE] - b.mV[VBLUE],
a.mV[VALPHA] - b.mV[VALPHA]);
return LLColor4(a.mV[VRED] - b.mV[VRED], a.mV[VGREEN] - b.mV[VGREEN], a.mV[VBLUE] - b.mV[VBLUE], a.mV[VALPHA] - b.mV[VALPHA]);
}
inline LLColor4 operator*(const LLColor4 &a, const LLColor4 &b)
inline LLColor4 operator*(const LLColor4& a, const LLColor4& b)
{
return LLColor4(
a.mV[VRED] * b.mV[VRED],
a.mV[VGREEN] * b.mV[VGREEN],
a.mV[VBLUE] * b.mV[VBLUE],
a.mV[VALPHA] * b.mV[VALPHA]);
return LLColor4(a.mV[VRED] * b.mV[VRED], a.mV[VGREEN] * b.mV[VGREEN], a.mV[VBLUE] * b.mV[VBLUE], a.mV[VALPHA] * b.mV[VALPHA]);
}
inline LLColor4 operator*(const LLColor4 &a, F32 k)
inline LLColor4 operator*(const LLColor4& a, F32 k)
{
// only affects rgb (not a!)
return LLColor4(
a.mV[VRED] * k,
a.mV[VGREEN] * k,
a.mV[VBLUE] * k,
a.mV[VALPHA]);
return LLColor4(a.mV[VRED] * k, a.mV[VGREEN] * k, a.mV[VBLUE] * k, a.mV[VALPHA]);
}
inline LLColor4 operator/(const LLColor4 &a, F32 k)
inline LLColor4 operator/(const LLColor4& a, F32 k)
{
return LLColor4(
a.mV[VRED] / k,
a.mV[VGREEN] / k,
a.mV[VBLUE] / k,
a.mV[VALPHA]);
return LLColor4(a.mV[VRED] / k, a.mV[VGREEN] / k, a.mV[VBLUE] / k, a.mV[VALPHA]);
}
inline LLColor4 operator*(F32 k, const LLColor4 &a)
inline LLColor4 operator*(F32 k, const LLColor4& a)
{
// only affects rgb (not a!)
return LLColor4(
a.mV[VRED] * k,
a.mV[VGREEN] * k,
a.mV[VBLUE] * k,
a.mV[VALPHA]);
return LLColor4(a.mV[VRED] * k, a.mV[VGREEN] * k, a.mV[VBLUE] * k, a.mV[VALPHA]);
}
inline LLColor4 operator%(F32 k, const LLColor4 &a)
inline LLColor4 operator%(F32 k, const LLColor4& a)
{
// only affects alpha (not rgb!)
return LLColor4(
a.mV[VRED],
a.mV[VGREEN],
a.mV[VBLUE],
a.mV[VALPHA] * k);
return LLColor4(a.mV[VRED], a.mV[VGREEN], a.mV[VBLUE], a.mV[VALPHA] * k);
}
inline LLColor4 operator%(const LLColor4 &a, F32 k)
inline LLColor4 operator%(const LLColor4& a, F32 k)
{
// only affects alpha (not rgb!)
return LLColor4(
a.mV[VRED],
a.mV[VGREEN],
a.mV[VBLUE],
a.mV[VALPHA] * k);
return LLColor4(a.mV[VRED], a.mV[VGREEN], a.mV[VBLUE], a.mV[VALPHA] * k);
}
inline bool operator==(const LLColor4 &a, const LLColor4 &b)
inline bool operator==(const LLColor4& a, const LLColor4& b)
{
return ( (a.mV[VRED] == b.mV[VRED])
&&(a.mV[VGREEN] == b.mV[VGREEN])
&&(a.mV[VBLUE] == b.mV[VBLUE])
&&(a.mV[VALPHA] == b.mV[VALPHA]));
return ((a.mV[VRED] == b.mV[VRED]) && (a.mV[VGREEN] == b.mV[VGREEN]) && (a.mV[VBLUE] == b.mV[VBLUE]) && (a.mV[VALPHA] == b.mV[VALPHA]));
}
inline bool operator!=(const LLColor4 &a, const LLColor4 &b)
inline bool operator!=(const LLColor4& a, const LLColor4& b)
{
return ( (a.mV[VRED] != b.mV[VRED])
||(a.mV[VGREEN] != b.mV[VGREEN])
||(a.mV[VBLUE] != b.mV[VBLUE])
||(a.mV[VALPHA] != b.mV[VALPHA]));
return ((a.mV[VRED] != b.mV[VRED]) || (a.mV[VGREEN] != b.mV[VGREEN]) || (a.mV[VBLUE] != b.mV[VBLUE]) || (a.mV[VALPHA] != b.mV[VALPHA]));
}
inline const LLColor4& operator+=(LLColor4 &a, const LLColor4 &b)
inline const LLColor4& operator+=(LLColor4& a, const LLColor4& b)
{
a.mV[VRED] += b.mV[VRED];
a.mV[VGREEN] += b.mV[VGREEN];
@ -562,7 +518,7 @@ inline const LLColor4& operator+=(LLColor4 &a, const LLColor4 &b)
return a;
}
inline const LLColor4& operator-=(LLColor4 &a, const LLColor4 &b)
inline const LLColor4& operator-=(LLColor4& a, const LLColor4& b)
{
a.mV[VRED] -= b.mV[VRED];
a.mV[VGREEN] -= b.mV[VGREEN];
@ -571,7 +527,7 @@ inline const LLColor4& operator-=(LLColor4 &a, const LLColor4 &b)
return a;
}
inline const LLColor4& operator*=(LLColor4 &a, F32 k)
inline const LLColor4& operator*=(LLColor4& a, F32 k)
{
// only affects rgb (not a!)
a.mV[VRED] *= k;
@ -580,121 +536,120 @@ inline const LLColor4& operator*=(LLColor4 &a, F32 k)
return a;
}
inline const LLColor4& operator *=(LLColor4 &a, const LLColor4 &b)
inline const LLColor4& operator*=(LLColor4& a, const LLColor4& b)
{
a.mV[VRED] *= b.mV[VRED];
a.mV[VGREEN] *= b.mV[VGREEN];
a.mV[VBLUE] *= b.mV[VBLUE];
// a.mV[VALPHA] *= b.mV[VALPHA];
// a.mV[VALPHA] *= b.mV[VALPHA];
return a;
}
inline const LLColor4& operator%=(LLColor4 &a, F32 k)
inline const LLColor4& operator%=(LLColor4& a, F32 k)
{
// only affects alpha (not rgb!)
a.mV[VALPHA] *= k;
return a;
}
// Non-member functions
inline F32 distVec(const LLColor4 &a, const LLColor4 &b)
inline F32 distVec(const LLColor4& a, const LLColor4& b)
{
LLColor4 vec = a - b;
return (vec.length());
return vec.length();
}
inline F32 distVec_squared(const LLColor4 &a, const LLColor4 &b)
inline F32 distVec_squared(const LLColor4& a, const LLColor4& b)
{
LLColor4 vec = a - b;
return (vec.lengthSquared());
return vec.lengthSquared();
}
inline LLColor4 lerp(const LLColor4 &a, const LLColor4 &b, F32 u)
inline LLColor4 lerp(const LLColor4& a, const LLColor4& b, F32 u)
{
return LLColor4(
a.mV[VRED] + (b.mV[VRED] - a.mV[VRED]) * u,
a.mV[VGREEN] + (b.mV[VGREEN] - a.mV[VGREEN]) * u,
a.mV[VBLUE] + (b.mV[VBLUE] - a.mV[VBLUE]) * u,
a.mV[VALPHA] + (b.mV[VALPHA] - a.mV[VALPHA]) * u);
return LLColor4(a.mV[VRED] + (b.mV[VRED] - a.mV[VRED]) * u,
a.mV[VGREEN] + (b.mV[VGREEN] - a.mV[VGREEN]) * u,
a.mV[VBLUE] + (b.mV[VBLUE] - a.mV[VBLUE]) * u,
a.mV[VALPHA] + (b.mV[VALPHA] - a.mV[VALPHA]) * u);
}
inline bool LLColor4::operator<(const LLColor4& rhs) const
{
if (mV[0] != rhs.mV[0])
if (mV[VRED] != rhs.mV[VRED])
{
return mV[0] < rhs.mV[0];
return mV[VRED] < rhs.mV[VRED];
}
if (mV[1] != rhs.mV[1])
if (mV[VGREEN] != rhs.mV[VGREEN])
{
return mV[1] < rhs.mV[1];
return mV[VGREEN] < rhs.mV[VGREEN];
}
if (mV[2] != rhs.mV[2])
if (mV[VBLUE] != rhs.mV[VBLUE])
{
return mV[2] < rhs.mV[2];
return mV[VBLUE] < rhs.mV[VBLUE];
}
return mV[3] < rhs.mV[3];
return mV[VALPHA] < rhs.mV[VALPHA];
}
void LLColor4::clamp()
{
// Clamp the color...
if (mV[0] < 0.f)
if (mV[VRED] < 0.f)
{
mV[0] = 0.f;
mV[VRED] = 0.f;
}
else if (mV[0] > 1.f)
else if (mV[VRED] > 1.f)
{
mV[0] = 1.f;
mV[VRED] = 1.f;
}
if (mV[1] < 0.f)
if (mV[VGREEN] < 0.f)
{
mV[1] = 0.f;
mV[VGREEN] = 0.f;
}
else if (mV[1] > 1.f)
else if (mV[VGREEN] > 1.f)
{
mV[1] = 1.f;
mV[VGREEN] = 1.f;
}
if (mV[2] < 0.f)
if (mV[VBLUE] < 0.f)
{
mV[2] = 0.f;
mV[VBLUE] = 0.f;
}
else if (mV[2] > 1.f)
else if (mV[VBLUE] > 1.f)
{
mV[2] = 1.f;
mV[VBLUE] = 1.f;
}
if (mV[3] < 0.f)
if (mV[VALPHA] < 0.f)
{
mV[3] = 0.f;
mV[VALPHA] = 0.f;
}
else if (mV[3] > 1.f)
else if (mV[VALPHA] > 1.f)
{
mV[3] = 1.f;
mV[VALPHA] = 1.f;
}
}
// Return the given linear space color value in gamma corrected (sRGB) space
inline const LLColor4 srgbColor4(const LLColor4 &a) {
inline const LLColor4 srgbColor4(const LLColor4& a)
{
LLColor4 srgbColor;
srgbColor.mV[0] = linearTosRGB(a.mV[0]);
srgbColor.mV[1] = linearTosRGB(a.mV[1]);
srgbColor.mV[2] = linearTosRGB(a.mV[2]);
srgbColor.mV[3] = a.mV[3];
srgbColor.mV[VRED] = linearTosRGB(a.mV[VRED]);
srgbColor.mV[VGREEN] = linearTosRGB(a.mV[VGREEN]);
srgbColor.mV[VBLUE] = linearTosRGB(a.mV[VBLUE]);
srgbColor.mV[VALPHA] = a.mV[VALPHA];
return srgbColor;
}
// Return the given gamma corrected (sRGB) color in linear space
inline const LLColor4 linearColor4(const LLColor4 &a)
inline const LLColor4 linearColor4(const LLColor4& a)
{
LLColor4 linearColor;
linearColor.mV[0] = sRGBtoLinear(a.mV[0]);
linearColor.mV[1] = sRGBtoLinear(a.mV[1]);
linearColor.mV[2] = sRGBtoLinear(a.mV[2]);
linearColor.mV[3] = a.mV[3];
linearColor.mV[VRED] = sRGBtoLinear(a.mV[VRED]);
linearColor.mV[VGREEN] = sRGBtoLinear(a.mV[VGREEN]);
linearColor.mV[VBLUE] = sRGBtoLinear(a.mV[VBLUE]);
linearColor.mV[VALPHA] = a.mV[VALPHA];
return linearColor;
}
@ -720,4 +675,3 @@ void LLColor4::write(std::vector<T>& v) const
}
#endif

View File

@ -26,10 +26,7 @@
#include "linden_common.h"
//#include "v3coloru.h"
#include "v4coloru.h"
#include "v4color.h"
//#include "vmath.h"
#include "llmath.h"
// LLColor4U
@ -39,49 +36,7 @@ LLColor4U LLColor4U::red (255, 0, 0, 255);
LLColor4U LLColor4U::green( 0, 255, 0, 255);
LLColor4U LLColor4U::blue ( 0, 0, 255, 255);
// conversion
/* inlined to fix gcc compile link error
LLColor4U::operator LLColor4()
{
return(LLColor4((F32)mV[VRED]/255.f,(F32)mV[VGREEN]/255.f,(F32)mV[VBLUE]/255.f,(F32)mV[VALPHA]/255.f));
}
*/
// Constructors
/*
LLColor4U::LLColor4U(const LLColor3 &vec)
{
mV[VRED] = vec.mV[VRED];
mV[VGREEN] = vec.mV[VGREEN];
mV[VBLUE] = vec.mV[VBLUE];
mV[VALPHA] = 255;
}
*/
// Clear and Assignment Functions
// LLColor4U Operators
/*
LLColor4U LLColor4U::operator=(const LLColor3 &a)
{
mV[VRED] = a.mV[VRED];
mV[VGREEN] = a.mV[VGREEN];
mV[VBLUE] = a.mV[VBLUE];
// converting from an rgb sets a=1 (opaque)
mV[VALPHA] = 255;
return (*this);
}
*/
std::ostream& operator<<(std::ostream& s, const LLColor4U &a)
std::ostream& operator<<(std::ostream& s, const LLColor4U& a)
{
s << "{ " << (S32)a.mV[VRED] << ", " << (S32)a.mV[VGREEN] << ", " << (S32)a.mV[VBLUE] << ", " << (S32)a.mV[VALPHA] << " }";
return s;
@ -90,31 +45,31 @@ std::ostream& operator<<(std::ostream& s, const LLColor4U &a)
// static
bool LLColor4U::parseColor4U(const std::string& buf, LLColor4U* value)
{
if( buf.empty() || value == nullptr)
if (buf.empty() || value == nullptr)
{
return false;
}
U32 v[4];
S32 count = sscanf( buf.c_str(), "%u, %u, %u, %u", v + 0, v + 1, v + 2, v + 3 );
if (1 == count )
U32 v[4]{};
S32 count = sscanf(buf.c_str(), "%u, %u, %u, %u", v + 0, v + 1, v + 2, v + 3);
if (1 == count)
{
// try this format
count = sscanf( buf.c_str(), "%u %u %u %u", v + 0, v + 1, v + 2, v + 3 );
count = sscanf(buf.c_str(), "%u %u %u %u", v + 0, v + 1, v + 2, v + 3);
}
if( 4 != count )
if (4 != count)
{
return false;
}
for( S32 i = 0; i < 4; i++ )
for (S32 i = 0; i < 4; i++)
{
if( v[i] > U8_MAX )
if (v[i] > U8_MAX)
{
return false;
}
}
value->set( U8(v[0]), U8(v[1]), U8(v[2]), U8(v[3]) );
value->set(U8(v[VRED]), U8(v[VGREEN]), U8(v[VBLUE]), U8(v[VALPHA]));
return true;
}

View File

@ -28,104 +28,93 @@
#define LL_V4COLORU_H
#include "llerror.h"
//#include "vmath.h"
#include "llmath.h"
//#include "v4color.h"
#include "v3color.h"
#include "v4color.h"
//class LLColor3U;
class LLColor4;
// LLColor4U = | red green blue alpha |
static const U32 LENGTHOFCOLOR4U = 4;
static constexpr U32 LENGTHOFCOLOR4U = 4;
class LLColor4U
{
public:
U8 mV[LENGTHOFCOLOR4U];
LLColor4U(); // Initializes LLColor4U to (0, 0, 0, 1)
LLColor4U(U8 r, U8 g, U8 b); // Initializes LLColor4U to (r, g, b, 1)
LLColor4U(U8 r, U8 g, U8 b, U8 a); // Initializes LLColor4U to (r. g, b, a)
LLColor4U(const U8 *vec); // Initializes LLColor4U to (vec[0]. vec[1], vec[2], 1)
explicit LLColor4U(const LLSD& sd)
{
setValue(sd);
}
LLColor4U(); // Initializes LLColor4U to (0, 0, 0, 1)
LLColor4U(U8 r, U8 g, U8 b); // Initializes LLColor4U to (r, g, b, 1)
LLColor4U(U8 r, U8 g, U8 b, U8 a); // Initializes LLColor4U to (r. g, b, a)
LLColor4U(const U8* vec); // Initializes LLColor4U to (vec[0]. vec[1], vec[2], 1)
explicit LLColor4U(const LLSD& sd) { setValue(sd); }
void setValue(const LLSD& sd)
{
mV[0] = sd[0].asInteger();
mV[1] = sd[1].asInteger();
mV[2] = sd[2].asInteger();
mV[3] = sd[3].asInteger();
mV[VRED] = sd[VRED].asInteger();
mV[VGREEN] = sd[VGREEN].asInteger();
mV[VBLUE] = sd[VBLUE].asInteger();
mV[VALPHA] = sd[VALPHA].asInteger();
}
LLSD getValue() const
{
LLSD ret;
ret[0] = mV[0];
ret[1] = mV[1];
ret[2] = mV[2];
ret[3] = mV[3];
ret[VRED] = mV[VRED];
ret[VGREEN] = mV[VGREEN];
ret[VBLUE] = mV[VBLUE];
ret[VALPHA] = mV[VALPHA];
return ret;
}
const LLColor4U& setToBlack(); // zero LLColor4U to (0, 0, 0, 1)
const LLColor4U& setToWhite(); // zero LLColor4U to (0, 0, 0, 1)
const LLColor4U& setToBlack(); // zero LLColor4U to (0, 0, 0, 1)
const LLColor4U& setToWhite(); // zero LLColor4U to (0, 0, 0, 1)
const LLColor4U& set(U8 r, U8 g, U8 b, U8 a);// Sets LLColor4U to (r, g, b, a)
const LLColor4U& set(U8 r, U8 g, U8 b); // Sets LLColor4U to (r, g, b) (no change in a)
const LLColor4U& set(const LLColor4U &vec); // Sets LLColor4U to vec
const LLColor4U& set(const U8 *vec); // Sets LLColor4U to vec
const LLColor4U& set(U8 r, U8 g, U8 b, U8 a); // Sets LLColor4U to (r, g, b, a)
const LLColor4U& set(U8 r, U8 g, U8 b); // Sets LLColor4U to (r, g, b) (no change in a)
const LLColor4U& set(const LLColor4U& vec); // Sets LLColor4U to vec
const LLColor4U& set(const U8* vec); // Sets LLColor4U to vec
const LLColor4U& setVec(U8 r, U8 g, U8 b, U8 a); // deprecated -- use set()
const LLColor4U& setVec(U8 r, U8 g, U8 b); // deprecated -- use set()
const LLColor4U& setVec(const LLColor4U &vec); // deprecated -- use set()
const LLColor4U& setVec(const U8 *vec); // deprecated -- use set()
const LLColor4U& setVec(U8 r, U8 g, U8 b, U8 a); // deprecated -- use set()
const LLColor4U& setVec(U8 r, U8 g, U8 b); // deprecated -- use set()
const LLColor4U& setVec(const LLColor4U& vec); // deprecated -- use set()
const LLColor4U& setVec(const U8* vec); // deprecated -- use set()
const LLColor4U& setAlpha(U8 a);
const LLColor4U& setAlpha(U8 a);
F32 magVec() const; // deprecated -- use length()
F32 magVecSquared() const; // deprecated -- use lengthSquared()
F32 magVec() const; // deprecated -- use length()
F32 magVecSquared() const; // deprecated -- use lengthSquared()
F32 length() const; // Returns magnitude squared of LLColor4U
F32 lengthSquared() const; // Returns magnitude squared of LLColor4U
F32 length() const; // Returns magnitude squared of LLColor4U
F32 lengthSquared() const; // Returns magnitude squared of LLColor4U
friend std::ostream& operator<<(std::ostream& s, const LLColor4U &a); // Print a
friend LLColor4U operator+(const LLColor4U &a, const LLColor4U &b); // Return vector a + b
friend LLColor4U operator-(const LLColor4U &a, const LLColor4U &b); // Return vector a minus b
friend LLColor4U operator*(const LLColor4U &a, const LLColor4U &b); // Return a * b
friend bool operator==(const LLColor4U &a, const LLColor4U &b); // Return a == b
friend bool operator!=(const LLColor4U &a, const LLColor4U &b); // Return a != b
friend std::ostream& operator<<(std::ostream& s, const LLColor4U& a); // Print a
friend LLColor4U operator+(const LLColor4U& a, const LLColor4U& b); // Return vector a + b
friend LLColor4U operator-(const LLColor4U& a, const LLColor4U& b); // Return vector a minus b
friend LLColor4U operator*(const LLColor4U& a, const LLColor4U& b); // Return a * b
friend bool operator==(const LLColor4U& a, const LLColor4U& b); // Return a == b
friend bool operator!=(const LLColor4U& a, const LLColor4U& b); // Return a != b
friend const LLColor4U& operator+=(LLColor4U &a, const LLColor4U &b); // Return vector a + b
friend const LLColor4U& operator-=(LLColor4U &a, const LLColor4U &b); // Return vector a minus b
friend const LLColor4U& operator*=(LLColor4U &a, U8 k); // Return rgb times scaler k (no alpha change)
friend const LLColor4U& operator%=(LLColor4U &a, U8 k); // Return alpha times scaler k (no rgb change)
friend const LLColor4U& operator+=(LLColor4U& a, const LLColor4U& b); // Return vector a + b
friend const LLColor4U& operator-=(LLColor4U& a, const LLColor4U& b); // Return vector a minus b
friend const LLColor4U& operator*=(LLColor4U& a, U8 k); // Return rgb times scaler k (no alpha change)
friend const LLColor4U& operator%=(LLColor4U& a, U8 k); // Return alpha times scaler k (no rgb change)
LLColor4U addClampMax(const LLColor4U &color); // Add and clamp the max
LLColor4U addClampMax(const LLColor4U& color); // Add and clamp the max
LLColor4U multAll(const F32 k); // Multiply ALL channels by scalar k
LLColor4U multAll(const F32 k); // Multiply ALL channels by scalar k
inline void setVecScaleClamp(const LLColor3 &color);
inline void setVecScaleClamp(const LLColor4 &color);
inline void setVecScaleClamp(const LLColor3& color);
inline void setVecScaleClamp(const LLColor4& color);
static bool parseColor4U(const std::string& buf, LLColor4U* value);
// conversion
operator LLColor4() const
{
return LLColor4(*this);
}
operator LLColor4() const { return LLColor4(*this); }
U32 asRGBA() const;
void fromRGBA( U32 aVal );
U32 asRGBA() const;
void fromRGBA(U32 aVal);
static LLColor4U white;
static LLColor4U black;
@ -134,104 +123,95 @@ public:
static LLColor4U blue;
};
// Non-member functions
F32 distVec(const LLColor4U &a, const LLColor4U &b); // Returns distance between a and b
F32 distVec_squared(const LLColor4U &a, const LLColor4U &b); // Returns distance squared between a and b
F32 distVec(const LLColor4U& a, const LLColor4U& b); // Returns distance between a and b
F32 distVec_squared(const LLColor4U& a, const LLColor4U& b); // Returns distance squared between a and b
inline LLColor4U::LLColor4U()
{
mV[VRED] = 0;
mV[VRED] = 0;
mV[VGREEN] = 0;
mV[VBLUE] = 0;
mV[VBLUE] = 0;
mV[VALPHA] = 255;
}
inline LLColor4U::LLColor4U(U8 r, U8 g, U8 b)
{
mV[VRED] = r;
mV[VRED] = r;
mV[VGREEN] = g;
mV[VBLUE] = b;
mV[VBLUE] = b;
mV[VALPHA] = 255;
}
inline LLColor4U::LLColor4U(U8 r, U8 g, U8 b, U8 a)
{
mV[VRED] = r;
mV[VRED] = r;
mV[VGREEN] = g;
mV[VBLUE] = b;
mV[VBLUE] = b;
mV[VALPHA] = a;
}
inline LLColor4U::LLColor4U(const U8 *vec)
inline LLColor4U::LLColor4U(const U8* vec)
{
mV[VRED] = vec[VRED];
mV[VRED] = vec[VRED];
mV[VGREEN] = vec[VGREEN];
mV[VBLUE] = vec[VBLUE];
mV[VBLUE] = vec[VBLUE];
mV[VALPHA] = vec[VALPHA];
}
/*
inline LLColor4U::operator LLColor4()
{
return(LLColor4((F32)mV[VRED]/255.f,(F32)mV[VGREEN]/255.f,(F32)mV[VBLUE]/255.f,(F32)mV[VALPHA]/255.f));
}
*/
inline const LLColor4U& LLColor4U::setToBlack(void)
{
mV[VRED] = 0;
mV[VRED] = 0;
mV[VGREEN] = 0;
mV[VBLUE] = 0;
mV[VBLUE] = 0;
mV[VALPHA] = 255;
return (*this);
}
inline const LLColor4U& LLColor4U::setToWhite(void)
{
mV[VRED] = 255;
mV[VRED] = 255;
mV[VGREEN] = 255;
mV[VBLUE] = 255;
mV[VBLUE] = 255;
mV[VALPHA] = 255;
return (*this);
}
inline const LLColor4U& LLColor4U::set(const U8 x, const U8 y, const U8 z)
{
mV[VRED] = x;
mV[VRED] = x;
mV[VGREEN] = y;
mV[VBLUE] = z;
mV[VBLUE] = z;
// no change to alpha!
// mV[VALPHA] = 255;
// no change to alpha!
// mV[VALPHA] = 255;
return (*this);
}
inline const LLColor4U& LLColor4U::set(const U8 r, const U8 g, const U8 b, U8 a)
{
mV[0] = r;
mV[1] = g;
mV[2] = b;
mV[3] = a;
mV[VRED] = r;
mV[VGREEN] = g;
mV[VBLUE] = b;
mV[VALPHA] = a;
return (*this);
}
inline const LLColor4U& LLColor4U::set(const LLColor4U &vec)
inline const LLColor4U& LLColor4U::set(const LLColor4U& vec)
{
mV[VRED] = vec.mV[VRED];
mV[VRED] = vec.mV[VRED];
mV[VGREEN] = vec.mV[VGREEN];
mV[VBLUE] = vec.mV[VBLUE];
mV[VBLUE] = vec.mV[VBLUE];
mV[VALPHA] = vec.mV[VALPHA];
return (*this);
}
inline const LLColor4U& LLColor4U::set(const U8 *vec)
inline const LLColor4U& LLColor4U::set(const U8* vec)
{
mV[VRED] = vec[VRED];
mV[VRED] = vec[VRED];
mV[VGREEN] = vec[VGREEN];
mV[VBLUE] = vec[VBLUE];
mV[VBLUE] = vec[VBLUE];
mV[VALPHA] = vec[VALPHA];
return (*this);
}
@ -239,12 +219,12 @@ inline const LLColor4U& LLColor4U::set(const U8 *vec)
// deprecated
inline const LLColor4U& LLColor4U::setVec(const U8 x, const U8 y, const U8 z)
{
mV[VRED] = x;
mV[VRED] = x;
mV[VGREEN] = y;
mV[VBLUE] = z;
mV[VBLUE] = z;
// no change to alpha!
// mV[VALPHA] = 255;
// no change to alpha!
// mV[VALPHA] = 255;
return (*this);
}
@ -252,29 +232,29 @@ inline const LLColor4U& LLColor4U::setVec(const U8 x, const U8 y, const U8 z)
// deprecated
inline const LLColor4U& LLColor4U::setVec(const U8 r, const U8 g, const U8 b, U8 a)
{
mV[0] = r;
mV[1] = g;
mV[2] = b;
mV[3] = a;
mV[VRED] = r;
mV[VGREEN] = g;
mV[VBLUE] = b;
mV[VALPHA] = a;
return (*this);
}
// deprecated
inline const LLColor4U& LLColor4U::setVec(const LLColor4U &vec)
inline const LLColor4U& LLColor4U::setVec(const LLColor4U& vec)
{
mV[VRED] = vec.mV[VRED];
mV[VRED] = vec.mV[VRED];
mV[VGREEN] = vec.mV[VGREEN];
mV[VBLUE] = vec.mV[VBLUE];
mV[VBLUE] = vec.mV[VBLUE];
mV[VALPHA] = vec.mV[VALPHA];
return (*this);
}
// deprecated
inline const LLColor4U& LLColor4U::setVec(const U8 *vec)
inline const LLColor4U& LLColor4U::setVec(const U8* vec)
{
mV[VRED] = vec[VRED];
mV[VRED] = vec[VRED];
mV[VGREEN] = vec[VGREEN];
mV[VBLUE] = vec[VBLUE];
mV[VBLUE] = vec[VBLUE];
mV[VALPHA] = vec[VALPHA];
return (*this);
}
@ -287,131 +267,68 @@ inline const LLColor4U& LLColor4U::setAlpha(U8 a)
// LLColor4U Magnitude and Normalization Functions
inline F32 LLColor4U::length(void) const
inline F32 LLColor4U::length() const
{
return (F32) sqrt( ((F32)mV[VRED]) * mV[VRED] + ((F32)mV[VGREEN]) * mV[VGREEN] + ((F32)mV[VBLUE]) * mV[VBLUE] );
return sqrt(((F32)mV[VRED]) * mV[VRED] + ((F32)mV[VGREEN]) * mV[VGREEN] + ((F32)mV[VBLUE]) * mV[VBLUE]);
}
inline F32 LLColor4U::lengthSquared(void) const
inline F32 LLColor4U::lengthSquared() const
{
return ((F32)mV[VRED]) * mV[VRED] + ((F32)mV[VGREEN]) * mV[VGREEN] + ((F32)mV[VBLUE]) * mV[VBLUE];
}
// deprecated
inline F32 LLColor4U::magVec(void) const
inline F32 LLColor4U::magVec() const
{
return (F32) sqrt( ((F32)mV[VRED]) * mV[VRED] + ((F32)mV[VGREEN]) * mV[VGREEN] + ((F32)mV[VBLUE]) * mV[VBLUE] );
return sqrt(((F32)mV[VRED]) * mV[VRED] + ((F32)mV[VGREEN]) * mV[VGREEN] + ((F32)mV[VBLUE]) * mV[VBLUE]);
}
// deprecated
inline F32 LLColor4U::magVecSquared(void) const
inline F32 LLColor4U::magVecSquared() const
{
return ((F32)mV[VRED]) * mV[VRED] + ((F32)mV[VGREEN]) * mV[VGREEN] + ((F32)mV[VBLUE]) * mV[VBLUE];
}
inline LLColor4U operator+(const LLColor4U &a, const LLColor4U &b)
inline LLColor4U operator+(const LLColor4U& a, const LLColor4U& b)
{
return LLColor4U(
a.mV[VRED] + b.mV[VRED],
a.mV[VGREEN] + b.mV[VGREEN],
a.mV[VBLUE] + b.mV[VBLUE],
a.mV[VALPHA] + b.mV[VALPHA]);
return LLColor4U(a.mV[VRED] + b.mV[VRED], a.mV[VGREEN] + b.mV[VGREEN], a.mV[VBLUE] + b.mV[VBLUE], a.mV[VALPHA] + b.mV[VALPHA]);
}
inline LLColor4U operator-(const LLColor4U &a, const LLColor4U &b)
inline LLColor4U operator-(const LLColor4U& a, const LLColor4U& b)
{
return LLColor4U(
a.mV[VRED] - b.mV[VRED],
a.mV[VGREEN] - b.mV[VGREEN],
a.mV[VBLUE] - b.mV[VBLUE],
a.mV[VALPHA] - b.mV[VALPHA]);
return LLColor4U(a.mV[VRED] - b.mV[VRED], a.mV[VGREEN] - b.mV[VGREEN], a.mV[VBLUE] - b.mV[VBLUE], a.mV[VALPHA] - b.mV[VALPHA]);
}
inline LLColor4U operator*(const LLColor4U &a, const LLColor4U &b)
inline LLColor4U operator*(const LLColor4U& a, const LLColor4U& b)
{
return LLColor4U(
a.mV[VRED] * b.mV[VRED],
a.mV[VGREEN] * b.mV[VGREEN],
a.mV[VBLUE] * b.mV[VBLUE],
a.mV[VALPHA] * b.mV[VALPHA]);
return LLColor4U(a.mV[VRED] * b.mV[VRED], a.mV[VGREEN] * b.mV[VGREEN], a.mV[VBLUE] * b.mV[VBLUE], a.mV[VALPHA] * b.mV[VALPHA]);
}
inline LLColor4U LLColor4U::addClampMax(const LLColor4U &color)
inline LLColor4U LLColor4U::addClampMax(const LLColor4U& color)
{
return LLColor4U(llmin((S32)mV[VRED] + color.mV[VRED], 255),
llmin((S32)mV[VGREEN] + color.mV[VGREEN], 255),
llmin((S32)mV[VBLUE] + color.mV[VBLUE], 255),
llmin((S32)mV[VALPHA] + color.mV[VALPHA], 255));
llmin((S32)mV[VGREEN] + color.mV[VGREEN], 255),
llmin((S32)mV[VBLUE] + color.mV[VBLUE], 255),
llmin((S32)mV[VALPHA] + color.mV[VALPHA], 255));
}
inline LLColor4U LLColor4U::multAll(const F32 k)
{
// Round to nearest
return LLColor4U(
(U8)ll_round(mV[VRED] * k),
(U8)ll_round(mV[VGREEN] * k),
(U8)ll_round(mV[VBLUE] * k),
(U8)ll_round(mV[VALPHA] * k));
}
/*
inline LLColor4U operator*(const LLColor4U &a, U8 k)
{
// only affects rgb (not a!)
return LLColor4U(
a.mV[VRED] * k,
a.mV[VGREEN] * k,
a.mV[VBLUE] * k,
a.mV[VALPHA]);
return LLColor4U((U8)ll_round(mV[VRED] * k), (U8)ll_round(mV[VGREEN] * k), (U8)ll_round(mV[VBLUE] * k), (U8)ll_round(mV[VALPHA] * k));
}
inline LLColor4U operator*(U8 k, const LLColor4U &a)
inline bool operator==(const LLColor4U& a, const LLColor4U& b)
{
// only affects rgb (not a!)
return LLColor4U(
a.mV[VRED] * k,
a.mV[VGREEN] * k,
a.mV[VBLUE] * k,
a.mV[VALPHA]);
return ((a.mV[VRED] == b.mV[VRED]) && (a.mV[VGREEN] == b.mV[VGREEN]) && (a.mV[VBLUE] == b.mV[VBLUE]) && (a.mV[VALPHA] == b.mV[VALPHA]));
}
inline LLColor4U operator%(U8 k, const LLColor4U &a)
inline bool operator!=(const LLColor4U& a, const LLColor4U& b)
{
// only affects alpha (not rgb!)
return LLColor4U(
a.mV[VRED],
a.mV[VGREEN],
a.mV[VBLUE],
a.mV[VALPHA] * k );
return ((a.mV[VRED] != b.mV[VRED]) || (a.mV[VGREEN] != b.mV[VGREEN]) || (a.mV[VBLUE] != b.mV[VBLUE]) || (a.mV[VALPHA] != b.mV[VALPHA]));
}
inline LLColor4U operator%(const LLColor4U &a, U8 k)
{
// only affects alpha (not rgb!)
return LLColor4U(
a.mV[VRED],
a.mV[VGREEN],
a.mV[VBLUE],
a.mV[VALPHA] * k );
}
*/
inline bool operator==(const LLColor4U &a, const LLColor4U &b)
{
return ( (a.mV[VRED] == b.mV[VRED])
&&(a.mV[VGREEN] == b.mV[VGREEN])
&&(a.mV[VBLUE] == b.mV[VBLUE])
&&(a.mV[VALPHA] == b.mV[VALPHA]));
}
inline bool operator!=(const LLColor4U &a, const LLColor4U &b)
{
return ( (a.mV[VRED] != b.mV[VRED])
||(a.mV[VGREEN] != b.mV[VGREEN])
||(a.mV[VBLUE] != b.mV[VBLUE])
||(a.mV[VALPHA] != b.mV[VALPHA]));
}
inline const LLColor4U& operator+=(LLColor4U &a, const LLColor4U &b)
inline const LLColor4U& operator+=(LLColor4U& a, const LLColor4U& b)
{
a.mV[VRED] += b.mV[VRED];
a.mV[VGREEN] += b.mV[VGREEN];
@ -420,7 +337,7 @@ inline const LLColor4U& operator+=(LLColor4U &a, const LLColor4U &b)
return a;
}
inline const LLColor4U& operator-=(LLColor4U &a, const LLColor4U &b)
inline const LLColor4U& operator-=(LLColor4U& a, const LLColor4U& b)
{
a.mV[VRED] -= b.mV[VRED];
a.mV[VGREEN] -= b.mV[VGREEN];
@ -429,7 +346,7 @@ inline const LLColor4U& operator-=(LLColor4U &a, const LLColor4U &b)
return a;
}
inline const LLColor4U& operator*=(LLColor4U &a, U8 k)
inline const LLColor4U& operator*=(LLColor4U& a, U8 k)
{
// only affects rgb (not a!)
a.mV[VRED] *= k;
@ -438,20 +355,20 @@ inline const LLColor4U& operator*=(LLColor4U &a, U8 k)
return a;
}
inline const LLColor4U& operator%=(LLColor4U &a, U8 k)
inline const LLColor4U& operator%=(LLColor4U& a, U8 k)
{
// only affects alpha (not rgb!)
a.mV[VALPHA] *= k;
return a;
}
inline F32 distVec(const LLColor4U &a, const LLColor4U &b)
inline F32 distVec(const LLColor4U& a, const LLColor4U& b)
{
LLColor4U vec = a - b;
return (vec.length());
}
inline F32 distVec_squared(const LLColor4U &a, const LLColor4U &b)
inline F32 distVec_squared(const LLColor4U& a, const LLColor4U& b)
{
LLColor4U vec = a - b;
return (vec.lengthSquared());
@ -460,13 +377,13 @@ inline F32 distVec_squared(const LLColor4U &a, const LLColor4U &b)
void LLColor4U::setVecScaleClamp(const LLColor4& color)
{
F32 color_scale_factor = 255.f;
F32 max_color = llmax(color.mV[0], color.mV[1], color.mV[2]);
F32 max_color = llmax(color.mV[VRED], color.mV[VGREEN], color.mV[VBLUE]);
if (max_color > 1.f)
{
color_scale_factor /= max_color;
}
const S32 MAX_COLOR = 255;
S32 r = ll_round(color.mV[0] * color_scale_factor);
constexpr S32 MAX_COLOR = 255;
S32 r = ll_round(color.mV[VRED] * color_scale_factor);
if (r > MAX_COLOR)
{
r = MAX_COLOR;
@ -475,9 +392,9 @@ void LLColor4U::setVecScaleClamp(const LLColor4& color)
{
r = 0;
}
mV[0] = r;
mV[VRED] = r;
S32 g = ll_round(color.mV[1] * color_scale_factor);
S32 g = ll_round(color.mV[VGREEN] * color_scale_factor);
if (g > MAX_COLOR)
{
g = MAX_COLOR;
@ -486,9 +403,9 @@ void LLColor4U::setVecScaleClamp(const LLColor4& color)
{
g = 0;
}
mV[1] = g;
mV[VGREEN] = g;
S32 b = ll_round(color.mV[2] * color_scale_factor);
S32 b = ll_round(color.mV[VBLUE] * color_scale_factor);
if (b > MAX_COLOR)
{
b = MAX_COLOR;
@ -497,10 +414,10 @@ void LLColor4U::setVecScaleClamp(const LLColor4& color)
{
b = 0;
}
mV[2] = b;
mV[VBLUE] = b;
// Alpha shouldn't be scaled, just clamped...
S32 a = ll_round(color.mV[3] * MAX_COLOR);
S32 a = ll_round(color.mV[VALPHA] * MAX_COLOR);
if (a > MAX_COLOR)
{
a = MAX_COLOR;
@ -509,44 +426,42 @@ void LLColor4U::setVecScaleClamp(const LLColor4& color)
{
a = 0;
}
mV[3] = a;
mV[VALPHA] = a;
}
void LLColor4U::setVecScaleClamp(const LLColor3& color)
{
F32 color_scale_factor = 255.f;
F32 max_color = llmax(color.mV[0], color.mV[1], color.mV[2]);
F32 max_color = llmax(color.mV[VRED], color.mV[VGREEN], color.mV[VBLUE]);
if (max_color > 1.f)
{
color_scale_factor /= max_color;
}
const S32 MAX_COLOR = 255;
S32 r = ll_round(color.mV[0] * color_scale_factor);
S32 r = ll_round(color.mV[VRED] * color_scale_factor);
if (r > MAX_COLOR)
{
r = MAX_COLOR;
}
else
if (r < 0)
else if (r < 0)
{
r = 0;
}
mV[0] = r;
mV[VRED] = r;
S32 g = ll_round(color.mV[1] * color_scale_factor);
S32 g = ll_round(color.mV[VGREEN] * color_scale_factor);
if (g > MAX_COLOR)
{
g = MAX_COLOR;
}
else
if (g < 0)
else if (g < 0)
{
g = 0;
}
mV[1] = g;
mV[VGREEN] = g;
S32 b = ll_round(color.mV[2] * color_scale_factor);
S32 b = ll_round(color.mV[VBLUE] * color_scale_factor);
if (b > MAX_COLOR)
{
b = MAX_COLOR;
@ -555,31 +470,29 @@ void LLColor4U::setVecScaleClamp(const LLColor3& color)
{
b = 0;
}
mV[2] = b;
mV[VBLUE] = b;
mV[3] = 255;
mV[VALPHA] = 255;
}
inline U32 LLColor4U::asRGBA() const
{
// Little endian: values are swapped in memory. The original code access the array like a U32, so we need to swap here
return (mV[3] << 24) | (mV[2] << 16) | (mV[1] << 8) | mV[0];
return (mV[VALPHA] << 24) | (mV[VBLUE] << 16) | (mV[VGREEN] << 8) | mV[VRED];
}
inline void LLColor4U::fromRGBA( U32 aVal )
inline void LLColor4U::fromRGBA(U32 aVal)
{
// Little endian: values are swapped in memory. The original code access the array like a U32, so we need to swap here
mV[ 0 ] = aVal & 0xFF;
mV[VRED] = aVal & 0xFF;
aVal >>= 8;
mV[ 1 ] = aVal & 0xFF;
mV[VGREEN] = aVal & 0xFF;
aVal >>= 8;
mV[ 2 ] = aVal & 0xFF;
mV[VBLUE] = aVal & 0xFF;
aVal >>= 8;
mV[ 3 ] = aVal & 0xFF;
mV[VALPHA] = aVal & 0xFF;
}
#endif

View File

@ -26,7 +26,6 @@
#include "linden_common.h"
//#include "vmath.h"
#include "v3math.h"
#include "v4math.h"
#include "m4math.h"
@ -36,13 +35,13 @@
// LLVector4
// Axis-Angle rotations
const LLVector4& LLVector4::rotVec(const LLMatrix4 &mat)
const LLVector4& LLVector4::rotVec(const LLMatrix4& mat)
{
*this = *this * mat;
return *this;
}
const LLVector4& LLVector4::rotVec(const LLQuaternion &q)
const LLVector4& LLVector4::rotVec(const LLQuaternion& q)
{
*this = *this * q;
return *this;
@ -64,16 +63,16 @@ 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; }
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)
std::ostream& operator<<(std::ostream& s, const LLVector4& a)
{
s << "{ " << a.mV[VX] << ", " << a.mV[VY] << ", " << a.mV[VZ] << ", " << a.mV[VW] << " }";
return s;
@ -108,12 +107,12 @@ bool are_parallel(const LLVector4 &a, const LLVector4 &b, F32 epsilon)
}
LLVector3 vec4to3(const LLVector4 &vec)
LLVector3 vec4to3(const LLVector4& vec)
{
return LLVector3( vec.mV[VX], vec.mV[VY], vec.mV[VZ] );
}
LLVector4 vec3to4(const LLVector3 &vec)
LLVector4 vec3to4(const LLVector3& vec)
{
return LLVector4(vec.mV[VX], vec.mV[VY], vec.mV[VZ]);
}

View File

@ -42,108 +42,108 @@ class LLQuaternion;
// LLVector4 = |x y z w|
static const U32 LENGTHOFVECTOR4 = 4;
static constexpr U32 LENGTHOFVECTOR4 = 4;
class LLVector4
{
public:
F32 mV[LENGTHOFVECTOR4];
LLVector4(); // Initializes LLVector4 to (0, 0, 0, 1)
explicit LLVector4(const F32 *vec); // Initializes LLVector4 to (vec[0]. vec[1], vec[2], vec[3])
explicit LLVector4(const F64 *vec); // Initialized LLVector4 to ((F32) vec[0], (F32) vec[1], (F32) vec[3], (F32) vec[4]);
explicit LLVector4(const LLVector2 &vec);
explicit LLVector4(const LLVector2 &vec, F32 z, F32 w);
explicit LLVector4(const LLVector3 &vec); // Initializes LLVector4 to (vec, 1)
explicit LLVector4(const LLVector3 &vec, F32 w); // Initializes LLVector4 to (vec, w)
explicit LLVector4(const LLSD &sd);
LLVector4(F32 x, F32 y, F32 z); // Initializes LLVector4 to (x. y, z, 1)
LLVector4(F32 x, F32 y, F32 z, F32 w);
public:
F32 mV[LENGTHOFVECTOR4];
LLVector4(); // Initializes LLVector4 to (0, 0, 0, 1)
explicit LLVector4(const F32 *vec); // Initializes LLVector4 to (vec[0]. vec[1], vec[2], vec[3])
explicit LLVector4(const F64 *vec); // Initialized LLVector4 to ((F32) vec[0], (F32) vec[1], (F32) vec[3], (F32) vec[4]);
explicit LLVector4(const LLVector2 &vec);
explicit LLVector4(const LLVector2 &vec, F32 z, F32 w);
explicit LLVector4(const LLVector3 &vec); // Initializes LLVector4 to (vec, 1)
explicit LLVector4(const LLVector3 &vec, F32 w); // Initializes LLVector4 to (vec, w)
explicit LLVector4(const LLSD &sd);
LLVector4(F32 x, F32 y, F32 z); // Initializes LLVector4 to (x. y, z, 1)
LLVector4(F32 x, F32 y, F32 z, F32 w);
LLSD getValue() const
{
LLSD ret;
ret[0] = mV[0];
ret[1] = mV[1];
ret[2] = mV[2];
ret[3] = mV[3];
return ret;
}
LLSD getValue() const
{
LLSD ret;
ret[VX] = mV[VX];
ret[VY] = mV[VY];
ret[VZ] = mV[VZ];
ret[VW] = mV[VW];
return ret;
}
void setValue(const LLSD& sd)
{
mV[0] = (F32)sd[0].asReal();
mV[1] = (F32)sd[1].asReal();
mV[2] = (F32)sd[2].asReal();
mV[3] = (F32)sd[3].asReal();
}
void setValue(const LLSD& sd)
{
mV[VX] = (F32)sd[VX].asReal();
mV[VY] = (F32)sd[VY].asReal();
mV[VZ] = (F32)sd[VZ].asReal();
mV[VW] = (F32)sd[VW].asReal();
}
// GLM interop
explicit LLVector4(const glm::vec3& vec); // Initializes LLVector4 to (vec, 1)
explicit LLVector4(const glm::vec4& vec); // Initializes LLVector4 to vec
explicit operator glm::vec3() const; // Initializes glm::vec3 to (vec[0]. vec[1], vec[2])
explicit operator glm::vec4() const; // Initializes glm::vec4 to (vec[0]. vec[1], vec[2], vec[3])
// GLM interop
explicit LLVector4(const glm::vec3& vec); // Initializes LLVector4 to (vec, 1)
explicit LLVector4(const glm::vec4& vec); // Initializes LLVector4 to vec
explicit operator glm::vec3() const; // Initializes glm::vec3 to (vec[0]. vec[1], vec[2])
explicit operator glm::vec4() const; // Initializes glm::vec4 to (vec[0]. vec[1], vec[2], vec[3])
inline bool isFinite() const; // checks to see if all values of LLVector3 are finite
inline bool isFinite() const; // checks to see if all values of LLVector3 are finite
inline void clear(); // Clears LLVector4 to (0, 0, 0, 1)
inline void clearVec(); // deprecated
inline void zeroVec(); // deprecated
inline void clear(); // Clears LLVector4 to (0, 0, 0, 1)
inline void clearVec(); // deprecated
inline void zeroVec(); // deprecated
inline void set(F32 x, F32 y, F32 z); // Sets LLVector4 to (x, y, z, 1)
inline void set(F32 x, F32 y, F32 z, F32 w); // Sets LLVector4 to (x, y, z, w)
inline void set(const LLVector4 &vec); // Sets LLVector4 to vec
inline void set(const LLVector3 &vec, F32 w = 1.f); // Sets LLVector4 to LLVector3 vec
inline void set(const F32 *vec); // Sets LLVector4 to vec
inline void set(const glm::vec4& vec); // Sets LLVector4 to vec
inline void set(const glm::vec3& vec, F32 w = 1.f); // Sets LLVector4 to LLVector3 vec with w defaulted to 1
inline void set(F32 x, F32 y, F32 z); // Sets LLVector4 to (x, y, z, 1)
inline void set(F32 x, F32 y, F32 z, F32 w); // Sets LLVector4 to (x, y, z, w)
inline void set(const LLVector4 &vec); // Sets LLVector4 to vec
inline void set(const LLVector3 &vec, F32 w = 1.f); // Sets LLVector4 to LLVector3 vec
inline void set(const F32 *vec); // Sets LLVector4 to vec
inline void set(const glm::vec4& vec); // Sets LLVector4 to vec
inline void set(const glm::vec3& vec, F32 w = 1.f); // Sets LLVector4 to LLVector3 vec with w defaulted to 1
inline void setVec(F32 x, F32 y, F32 z); // deprecated
inline void setVec(F32 x, F32 y, F32 z, F32 w); // deprecated
inline void setVec(const LLVector4 &vec); // deprecated
inline void setVec(const LLVector3 &vec, F32 w = 1.f); // deprecated
inline void setVec(const F32 *vec); // deprecated
inline void setVec(F32 x, F32 y, F32 z); // deprecated
inline void setVec(F32 x, F32 y, F32 z, F32 w); // deprecated
inline void setVec(const LLVector4 &vec); // deprecated
inline void setVec(const LLVector3 &vec, F32 w = 1.f); // deprecated
inline void setVec(const F32 *vec); // deprecated
F32 length() const; // Returns magnitude of LLVector4
F32 lengthSquared() const; // Returns magnitude squared of LLVector4
F32 normalize(); // Normalizes and returns the magnitude of LLVector4
F32 length() const; // Returns magnitude of LLVector4
F32 lengthSquared() const; // Returns magnitude squared of LLVector4
F32 normalize(); // Normalizes and returns the magnitude of LLVector4
F32 magVec() const; // deprecated
F32 magVecSquared() const; // deprecated
F32 normVec(); // deprecated
F32 magVec() const; // deprecated
F32 magVecSquared() const; // deprecated
F32 normVec(); // deprecated
// Sets all values to absolute value of their original values
// Returns true if data changed
bool abs();
// Sets all values to absolute value of their original values
// Returns true if data changed
bool abs();
bool isExactlyClear() const { return (mV[VW] == 1.0f) && !mV[VX] && !mV[VY] && !mV[VZ]; }
bool isExactlyZero() const { return !mV[VW] && !mV[VX] && !mV[VY] && !mV[VZ]; }
bool isExactlyClear() const { return (mV[VW] == 1.0f) && !mV[VX] && !mV[VY] && !mV[VZ]; }
bool isExactlyZero() const { return !mV[VW] && !mV[VX] && !mV[VY] && !mV[VZ]; }
const LLVector4& rotVec(const LLMatrix4 &mat); // Rotates by MAT4 mat
const LLVector4& rotVec(const LLQuaternion &q); // Rotates by QUAT q
const LLVector4& rotVec(const LLMatrix4 &mat); // Rotates by MAT4 mat
const LLVector4& rotVec(const LLQuaternion &q); // Rotates by QUAT q
const LLVector4& scaleVec(const LLVector4& vec); // Scales component-wise by vec
const LLVector4& scaleVec(const LLVector4& vec); // Scales component-wise by vec
F32 operator[](int idx) const { return mV[idx]; }
F32 &operator[](int idx) { return mV[idx]; }
F32 operator[](int idx) const { return mV[idx]; }
F32 &operator[](int idx) { return mV[idx]; }
friend std::ostream& operator<<(std::ostream& s, const LLVector4 &a); // Print a
friend LLVector4 operator+(const LLVector4 &a, const LLVector4 &b); // Return vector a + b
friend LLVector4 operator-(const LLVector4 &a, const LLVector4 &b); // Return vector a minus b
friend F32 operator*(const LLVector4 &a, const LLVector4 &b); // Return a dot b
friend LLVector4 operator%(const LLVector4 &a, const LLVector4 &b); // Return a cross b
friend LLVector4 operator/(const LLVector4 &a, F32 k); // Return a divided by scaler k
friend LLVector4 operator*(const LLVector4 &a, F32 k); // Return a times scaler k
friend LLVector4 operator*(F32 k, const LLVector4 &a); // Return a times scaler k
friend bool operator==(const LLVector4 &a, const LLVector4 &b); // Return a == b
friend bool operator!=(const LLVector4 &a, const LLVector4 &b); // Return a != b
friend std::ostream& operator<<(std::ostream& s, const LLVector4 &a); // Print a
friend LLVector4 operator+(const LLVector4 &a, const LLVector4 &b); // Return vector a + b
friend LLVector4 operator-(const LLVector4 &a, const LLVector4 &b); // Return vector a minus b
friend F32 operator*(const LLVector4 &a, const LLVector4 &b); // Return a dot b
friend LLVector4 operator%(const LLVector4 &a, const LLVector4 &b); // Return a cross b
friend LLVector4 operator/(const LLVector4 &a, F32 k); // Return a divided by scaler k
friend LLVector4 operator*(const LLVector4 &a, F32 k); // Return a times scaler k
friend LLVector4 operator*(F32 k, const LLVector4 &a); // Return a times scaler k
friend bool operator==(const LLVector4 &a, const LLVector4 &b); // Return a == b
friend bool operator!=(const LLVector4 &a, const LLVector4 &b); // Return a != b
friend const LLVector4& operator+=(LLVector4 &a, const LLVector4 &b); // Return vector a + b
friend const LLVector4& operator-=(LLVector4 &a, const LLVector4 &b); // Return vector a minus b
friend const LLVector4& operator%=(LLVector4 &a, const LLVector4 &b); // Return a cross b
friend const LLVector4& operator*=(LLVector4 &a, F32 k); // Return a times scaler k
friend const LLVector4& operator/=(LLVector4 &a, F32 k); // Return a divided by scaler k
friend const LLVector4& operator+=(LLVector4 &a, const LLVector4 &b); // Return vector a + b
friend const LLVector4& operator-=(LLVector4 &a, const LLVector4 &b); // Return vector a minus b
friend const LLVector4& operator%=(LLVector4 &a, const LLVector4 &b); // Return a cross b
friend const LLVector4& operator*=(LLVector4 &a, F32 k); // Return a times scaler k
friend const LLVector4& operator/=(LLVector4 &a, F32 k); // Return a divided by scaler k
friend LLVector4 operator-(const LLVector4 &a); // Return vector -a
friend LLVector4 operator-(const LLVector4 &a); // Return vector -a
};
// Non-member functions
@ -257,7 +257,7 @@ inline bool LLVector4::isFinite() const
// Clear and Assignment Functions
inline void LLVector4::clear(void)
inline void LLVector4::clear()
{
mV[VX] = 0.f;
mV[VY] = 0.f;
@ -266,7 +266,7 @@ inline void LLVector4::clear(void)
}
// deprecated
inline void LLVector4::clearVec(void)
inline void LLVector4::clearVec()
{
mV[VX] = 0.f;
mV[VY] = 0.f;
@ -275,7 +275,7 @@ inline void LLVector4::clearVec(void)
}
// deprecated
inline void LLVector4::zeroVec(void)
inline void LLVector4::zeroVec()
{
mV[VX] = 0.f;
mV[VY] = 0.f;
@ -299,7 +299,7 @@ inline void LLVector4::set(F32 x, F32 y, F32 z, F32 w)
mV[VW] = w;
}
inline void LLVector4::set(const LLVector4 &vec)
inline void LLVector4::set(const LLVector4& vec)
{
mV[VX] = vec.mV[VX];
mV[VY] = vec.mV[VY];
@ -307,7 +307,7 @@ inline void LLVector4::set(const LLVector4 &vec)
mV[VW] = vec.mV[VW];
}
inline void LLVector4::set(const LLVector3 &vec, F32 w)
inline void LLVector4::set(const LLVector3& vec, F32 w)
{
mV[VX] = vec.mV[VX];
mV[VY] = vec.mV[VY];
@ -315,7 +315,7 @@ inline void LLVector4::set(const LLVector3 &vec, F32 w)
mV[VW] = w;
}
inline void LLVector4::set(const F32 *vec)
inline void LLVector4::set(const F32* vec)
{
mV[VX] = vec[VX];
mV[VY] = vec[VY];
@ -358,7 +358,7 @@ inline void LLVector4::setVec(F32 x, F32 y, F32 z, F32 w)
}
// deprecated
inline void LLVector4::setVec(const LLVector4 &vec)
inline void LLVector4::setVec(const LLVector4& vec)
{
mV[VX] = vec.mV[VX];
mV[VY] = vec.mV[VY];
@ -367,7 +367,7 @@ inline void LLVector4::setVec(const LLVector4 &vec)
}
// deprecated
inline void LLVector4::setVec(const LLVector3 &vec, F32 w)
inline void LLVector4::setVec(const LLVector3& vec, F32 w)
{
mV[VX] = vec.mV[VX];
mV[VY] = vec.mV[VY];
@ -376,7 +376,7 @@ inline void LLVector4::setVec(const LLVector3 &vec, F32 w)
}
// deprecated
inline void LLVector4::setVec(const F32 *vec)
inline void LLVector4::setVec(const F32* vec)
{
mV[VX] = vec[VX];
mV[VY] = vec[VY];
@ -386,75 +386,75 @@ inline void LLVector4::setVec(const F32 *vec)
// LLVector4 Magnitude and Normalization Functions
inline F32 LLVector4::length(void) const
inline F32 LLVector4::length() const
{
return (F32) sqrt(mV[VX]*mV[VX] + mV[VY]*mV[VY] + mV[VZ]*mV[VZ]);
return sqrt(mV[VX]*mV[VX] + mV[VY]*mV[VY] + mV[VZ]*mV[VZ]);
}
inline F32 LLVector4::lengthSquared(void) const
inline F32 LLVector4::lengthSquared() const
{
return mV[VX]*mV[VX] + mV[VY]*mV[VY] + mV[VZ]*mV[VZ];
}
inline F32 LLVector4::magVec(void) const
inline F32 LLVector4::magVec() const
{
return (F32) sqrt(mV[VX]*mV[VX] + mV[VY]*mV[VY] + mV[VZ]*mV[VZ]);
return sqrt(mV[VX]*mV[VX] + mV[VY]*mV[VY] + mV[VZ]*mV[VZ]);
}
inline F32 LLVector4::magVecSquared(void) const
inline F32 LLVector4::magVecSquared() const
{
return mV[VX]*mV[VX] + mV[VY]*mV[VY] + mV[VZ]*mV[VZ];
}
// LLVector4 Operators
inline LLVector4 operator+(const LLVector4 &a, const LLVector4 &b)
inline LLVector4 operator+(const LLVector4& a, const LLVector4& b)
{
LLVector4 c(a);
return c += b;
}
inline LLVector4 operator-(const LLVector4 &a, const LLVector4 &b)
inline LLVector4 operator-(const LLVector4& a, const LLVector4& b)
{
LLVector4 c(a);
return c -= b;
}
inline F32 operator*(const LLVector4 &a, const LLVector4 &b)
inline F32 operator*(const LLVector4& a, const LLVector4& b)
{
return (a.mV[VX]*b.mV[VX] + a.mV[VY]*b.mV[VY] + a.mV[VZ]*b.mV[VZ]);
}
inline LLVector4 operator%(const LLVector4 &a, const LLVector4 &b)
inline LLVector4 operator%(const LLVector4& a, const LLVector4& b)
{
return LLVector4(a.mV[VY]*b.mV[VZ] - b.mV[VY]*a.mV[VZ], a.mV[VZ]*b.mV[VX] - b.mV[VZ]*a.mV[VX], a.mV[VX]*b.mV[VY] - b.mV[VX]*a.mV[VY]);
}
inline LLVector4 operator/(const LLVector4 &a, F32 k)
inline LLVector4 operator/(const LLVector4& a, F32 k)
{
F32 t = 1.f / k;
return LLVector4( a.mV[VX] * t, a.mV[VY] * t, a.mV[VZ] * t );
}
inline LLVector4 operator*(const LLVector4 &a, F32 k)
inline LLVector4 operator*(const LLVector4& a, F32 k)
{
return LLVector4( a.mV[VX] * k, a.mV[VY] * k, a.mV[VZ] * k );
}
inline LLVector4 operator*(F32 k, const LLVector4 &a)
inline LLVector4 operator*(F32 k, const LLVector4& a)
{
return LLVector4( a.mV[VX] * k, a.mV[VY] * k, a.mV[VZ] * k );
}
inline bool operator==(const LLVector4 &a, const LLVector4 &b)
inline bool operator==(const LLVector4& a, const LLVector4& b)
{
return ( (a.mV[VX] == b.mV[VX])
&&(a.mV[VY] == b.mV[VY])
&&(a.mV[VZ] == b.mV[VZ]));
}
inline bool operator!=(const LLVector4 &a, const LLVector4 &b)
inline bool operator!=(const LLVector4& a, const LLVector4& b)
{
return ( (a.mV[VX] != b.mV[VX])
||(a.mV[VY] != b.mV[VY])
@ -462,7 +462,7 @@ inline bool operator!=(const LLVector4 &a, const LLVector4 &b)
||(a.mV[VW] != b.mV[VW]) );
}
inline const LLVector4& operator+=(LLVector4 &a, const LLVector4 &b)
inline const LLVector4& operator+=(LLVector4& a, const LLVector4& b)
{
a.mV[VX] += b.mV[VX];
a.mV[VY] += b.mV[VY];
@ -470,7 +470,7 @@ inline const LLVector4& operator+=(LLVector4 &a, const LLVector4 &b)
return a;
}
inline const LLVector4& operator-=(LLVector4 &a, const LLVector4 &b)
inline const LLVector4& operator-=(LLVector4& a, const LLVector4& b)
{
a.mV[VX] -= b.mV[VX];
a.mV[VY] -= b.mV[VY];
@ -478,14 +478,14 @@ inline const LLVector4& operator-=(LLVector4 &a, const LLVector4 &b)
return a;
}
inline const LLVector4& operator%=(LLVector4 &a, const LLVector4 &b)
inline const LLVector4& operator%=(LLVector4& a, const LLVector4& b)
{
LLVector4 ret(a.mV[VY]*b.mV[VZ] - b.mV[VY]*a.mV[VZ], a.mV[VZ]*b.mV[VX] - b.mV[VZ]*a.mV[VX], a.mV[VX]*b.mV[VY] - b.mV[VX]*a.mV[VY]);
a = ret;
return a;
}
inline const LLVector4& operator*=(LLVector4 &a, F32 k)
inline const LLVector4& operator*=(LLVector4& a, F32 k)
{
a.mV[VX] *= k;
a.mV[VY] *= k;
@ -493,7 +493,7 @@ inline const LLVector4& operator*=(LLVector4 &a, F32 k)
return a;
}
inline const LLVector4& operator/=(LLVector4 &a, F32 k)
inline const LLVector4& operator/=(LLVector4& a, F32 k)
{
F32 t = 1.f / k;
a.mV[VX] *= t;
@ -502,7 +502,7 @@ inline const LLVector4& operator/=(LLVector4 &a, F32 k)
return a;
}
inline LLVector4 operator-(const LLVector4 &a)
inline LLVector4 operator-(const LLVector4& a)
{
return LLVector4( -a.mV[VX], -a.mV[VY], -a.mV[VZ] );
}
@ -517,19 +517,19 @@ inline LLVector4::operator glm::vec4() const
return glm::make_vec4(mV);
}
inline F32 dist_vec(const LLVector4 &a, const LLVector4 &b)
inline F32 dist_vec(const LLVector4& a, const LLVector4& b)
{
LLVector4 vec = a - b;
return (vec.length());
}
inline F32 dist_vec_squared(const LLVector4 &a, const LLVector4 &b)
inline F32 dist_vec_squared(const LLVector4& a, const LLVector4& b)
{
LLVector4 vec = a - b;
return (vec.lengthSquared());
}
inline LLVector4 lerp(const LLVector4 &a, const LLVector4 &b, F32 u)
inline LLVector4 lerp(const LLVector4& a, const LLVector4& b, F32 u)
{
return LLVector4(
a.mV[VX] + (b.mV[VX] - a.mV[VX]) * u,
@ -538,9 +538,9 @@ inline LLVector4 lerp(const LLVector4 &a, const LLVector4 &b, F32 u)
a.mV[VW] + (b.mV[VW] - a.mV[VW]) * u);
}
inline F32 LLVector4::normalize(void)
inline F32 LLVector4::normalize()
{
F32 mag = (F32) sqrt(mV[VX]*mV[VX] + mV[VY]*mV[VY] + mV[VZ]*mV[VZ]);
F32 mag = sqrt(mV[VX]*mV[VX] + mV[VY]*mV[VY] + mV[VZ]*mV[VZ]);
F32 oomag;
if (mag > FP_MAG_THRESHOLD)
@ -552,18 +552,18 @@ inline F32 LLVector4::normalize(void)
}
else
{
mV[0] = 0.f;
mV[1] = 0.f;
mV[2] = 0.f;
mag = 0;
mV[VX] = 0.f;
mV[VY] = 0.f;
mV[VZ] = 0.f;
mag = 0.f;
}
return (mag);
}
// deprecated
inline F32 LLVector4::normVec(void)
inline F32 LLVector4::normVec()
{
F32 mag = (F32) sqrt(mV[VX]*mV[VX] + mV[VY]*mV[VY] + mV[VZ]*mV[VZ]);
F32 mag = sqrt(mV[VX]*mV[VX] + mV[VY]*mV[VY] + mV[VZ]*mV[VZ]);
F32 oomag;
if (mag > FP_MAG_THRESHOLD)
@ -575,22 +575,23 @@ inline F32 LLVector4::normVec(void)
}
else
{
mV[0] = 0.f;
mV[1] = 0.f;
mV[2] = 0.f;
mag = 0;
mV[VX] = 0.f;
mV[VY] = 0.f;
mV[VZ] = 0.f;
mag = 0.f;
}
return (mag);
}
// Because apparently some parts of the viewer use this for color info.
inline const LLVector4 srgbVector4(const LLVector4 &a) {
inline const LLVector4 srgbVector4(const LLVector4& a)
{
LLVector4 srgbColor;
srgbColor.mV[0] = linearTosRGB(a.mV[0]);
srgbColor.mV[1] = linearTosRGB(a.mV[1]);
srgbColor.mV[2] = linearTosRGB(a.mV[2]);
srgbColor.mV[3] = a.mV[3];
srgbColor.mV[VX] = linearTosRGB(a.mV[VX]);
srgbColor.mV[VY] = linearTosRGB(a.mV[VY]);
srgbColor.mV[VZ] = linearTosRGB(a.mV[VZ]);
srgbColor.mV[VW] = a.mV[VW];
return srgbColor;
}

View File

@ -115,7 +115,7 @@ public:
void clearChanged(U32 bits) { mChanged &= ~bits; }
void setScaleChildOffset(bool scale) { mScaleChildOffset = scale; }
bool getScaleChildOffset() { return mScaleChildOffset; }
bool getScaleChildOffset() const { return mScaleChildOffset; }
LLXform* getParent() const { return mParent; }
LLXform* getRoot() const;