phoenix-firestorm/indra/llmath/llsdutil_math.cpp

165 lines
3.6 KiB
C++

/**
* @file llsdutil_math.cpp
* @author Phoenix
* @date 2006-05-24
* @brief Implementation of classes, functions, etc, for using structured data.
*
* $LicenseInfo:firstyear=2006&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#include "linden_common.h"
#include "llsdutil_math.h"
#include "v3math.h"
#include "v4math.h"
#include "v3dmath.h"
#include "v2math.h"
#include "llquaternion.h"
#include "v4color.h"
#if LL_WINDOWS
# define WIN32_LEAN_AND_MEAN
# include <winsock2.h> // for htonl
#elif LL_LINUX
# include <netinet/in.h>
#elif LL_DARWIN
# include <arpa/inet.h>
#endif
#include "llsdserialize.h"
// vector3
LLSD ll_sd_from_vector3(const LLVector3& vec)
{
LLSD rv;
rv.append((F64)vec.mV[VX]);
rv.append((F64)vec.mV[VY]);
rv.append((F64)vec.mV[VZ]);
return rv;
}
LLVector3 ll_vector3_from_sd(const LLSD& sd, S32 start_index)
{
LLVector3 rv;
rv.mV[VX] = (F32)sd[start_index].asReal();
rv.mV[VY] = (F32)sd[++start_index].asReal();
rv.mV[VZ] = (F32)sd[++start_index].asReal();
return rv;
}
// vector4
LLSD ll_sd_from_vector4(const LLVector4& vec)
{
LLSD rv;
rv.append((F64)vec.mV[VX]);
rv.append((F64)vec.mV[VY]);
rv.append((F64)vec.mV[VZ]);
rv.append((F64)vec.mV[VW]);
return rv;
}
LLVector4 ll_vector4_from_sd(const LLSD& sd, S32 start_index)
{
LLVector4 rv;
rv.mV[VX] = (F32)sd[start_index].asReal();
rv.mV[VY] = (F32)sd[++start_index].asReal();
rv.mV[VZ] = (F32)sd[++start_index].asReal();
rv.mV[VW] = (F32)sd[++start_index].asReal();
return rv;
}
// vector3d
LLSD ll_sd_from_vector3d(const LLVector3d& vec)
{
LLSD rv;
rv.append(vec.mdV[VX]);
rv.append(vec.mdV[VY]);
rv.append(vec.mdV[VZ]);
return rv;
}
LLVector3d ll_vector3d_from_sd(const LLSD& sd, S32 start_index)
{
LLVector3d rv;
rv.mdV[VX] = sd[start_index].asReal();
rv.mdV[VY] = sd[++start_index].asReal();
rv.mdV[VZ] = sd[++start_index].asReal();
return rv;
}
//vector2
LLSD ll_sd_from_vector2(const LLVector2& vec)
{
LLSD rv;
rv.append((F64)vec.mV[VX]);
rv.append((F64)vec.mV[VY]);
return rv;
}
LLVector2 ll_vector2_from_sd(const LLSD& sd)
{
LLVector2 rv;
rv.mV[VX] = (F32)sd[0].asReal();
rv.mV[VY] = (F32)sd[1].asReal();
return rv;
}
// Quaternion
LLSD ll_sd_from_quaternion(const LLQuaternion& quat)
{
LLSD rv;
rv.append((F64)quat.mQ[VX]);
rv.append((F64)quat.mQ[VY]);
rv.append((F64)quat.mQ[VZ]);
rv.append((F64)quat.mQ[VW]);
return rv;
}
LLQuaternion ll_quaternion_from_sd(const LLSD& sd)
{
LLQuaternion quat;
quat.mQ[VX] = (F32)sd[0].asReal();
quat.mQ[VY] = (F32)sd[1].asReal();
quat.mQ[VZ] = (F32)sd[2].asReal();
quat.mQ[VW] = (F32)sd[3].asReal();
return quat;
}
// color4
LLSD ll_sd_from_color4(const LLColor4& c)
{
LLSD rv;
rv.append(c.mV[0]);
rv.append(c.mV[1]);
rv.append(c.mV[2]);
rv.append(c.mV[3]);
return rv;
}
LLColor4 ll_color4_from_sd(const LLSD& sd)
{
LLColor4 c;
c.setValue(sd);
return c;
}