130 lines
2.8 KiB
C++
130 lines
2.8 KiB
C++
/**
|
|
* @file v3dmath.cpp
|
|
* @brief LLVector3d class implementation.
|
|
*
|
|
* Copyright (c) 2000-$CurrentYear$, Linden Research, Inc.
|
|
* $License$
|
|
*/
|
|
|
|
#include "linden_common.h"
|
|
|
|
//#include <sstream> // gcc 2.95.2 doesn't support sstream
|
|
|
|
#include "v3dmath.h"
|
|
|
|
//#include "vmath.h"
|
|
#include "v4math.h"
|
|
#include "m4math.h"
|
|
#include "m3math.h"
|
|
#include "llquaternion.h"
|
|
#include "llquantize.h"
|
|
|
|
// LLVector3d
|
|
// WARNING: Don't use these for global const definitions!
|
|
// For example:
|
|
// const LLQuaternion(0.5f * F_PI, LLVector3d::zero);
|
|
// at the top of a *.cpp file might not give you what you think.
|
|
const LLVector3d LLVector3d::zero(0,0,0);
|
|
const LLVector3d LLVector3d::x_axis(1, 0, 0);
|
|
const LLVector3d LLVector3d::y_axis(0, 1, 0);
|
|
const LLVector3d LLVector3d::z_axis(0, 0, 1);
|
|
const LLVector3d LLVector3d::x_axis_neg(-1, 0, 0);
|
|
const LLVector3d LLVector3d::y_axis_neg(0, -1, 0);
|
|
const LLVector3d LLVector3d::z_axis_neg(0, 0, -1);
|
|
|
|
|
|
// Clamps each values to range (min,max).
|
|
// Returns TRUE if data changed.
|
|
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[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; }
|
|
|
|
return ret;
|
|
}
|
|
|
|
// Sets all values to absolute value of their original values
|
|
// Returns TRUE if data changed
|
|
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; }
|
|
|
|
return ret;
|
|
}
|
|
|
|
std::ostream& operator<<(std::ostream& s, const LLVector3d &a)
|
|
{
|
|
s << "{ " << a.mdV[VX] << ", " << a.mdV[VY] << ", " << a.mdV[VZ] << " }";
|
|
return s;
|
|
}
|
|
|
|
const LLVector3d& LLVector3d::operator=(const LLVector4 &a)
|
|
{
|
|
mdV[0] = a.mV[0];
|
|
mdV[1] = a.mV[1];
|
|
mdV[2] = a.mV[2];
|
|
return *this;
|
|
}
|
|
|
|
const LLVector3d& LLVector3d::rotVec(const LLMatrix3 &mat)
|
|
{
|
|
*this = *this * mat;
|
|
return *this;
|
|
}
|
|
|
|
const LLVector3d& LLVector3d::rotVec(const LLQuaternion &q)
|
|
{
|
|
*this = *this * q;
|
|
return *this;
|
|
}
|
|
|
|
const LLVector3d& LLVector3d::rotVec(F64 angle, const LLVector3d &vec)
|
|
{
|
|
if ( !vec.isExactlyZero() && angle )
|
|
{
|
|
*this = *this * LLMatrix3((F32)angle, vec);
|
|
}
|
|
return *this;
|
|
}
|
|
|
|
const LLVector3d& LLVector3d::rotVec(F64 angle, F64 x, F64 y, F64 z)
|
|
{
|
|
LLVector3d vec(x, y, z);
|
|
if ( !vec.isExactlyZero() && angle )
|
|
{
|
|
*this = *this * LLMatrix3((F32)angle, vec);
|
|
}
|
|
return *this;
|
|
}
|
|
|
|
|
|
BOOL LLVector3d::parseVector3d(const char* buf, LLVector3d* value)
|
|
{
|
|
if( buf == NULL || buf[0] == '\0' || value == NULL)
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
LLVector3d v;
|
|
S32 count = sscanf( buf, "%lf %lf %lf", v.mdV + 0, v.mdV + 1, v.mdV + 2 );
|
|
if( 3 == count )
|
|
{
|
|
value->setVec( v );
|
|
return TRUE;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|