/indra/llmath/llcoordframe.h
C++ Header | 174 lines | 92 code | 33 blank | 49 comment | 3 complexity | 0319763dc9330031a6d90549f0cbbd00 MD5 | raw file
Possible License(s): LGPL-2.1
- /**
- * @file llcoordframe.h
- * @brief LLCoordFrame class header file.
- *
- * $LicenseInfo:firstyear=2000&license=viewerlgpl$
- * 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
- * $/LicenseInfo$
- */
- #ifndef LL_COORDFRAME_H
- #define LL_COORDFRAME_H
- #include "v3math.h"
- #include "v4math.h"
- #include "llerror.h"
- // XXX : The constructors of the LLCoordFrame class assume that all vectors
- // and quaternion being passed as arguments are normalized, and all matrix
- // arguments are unitary. VERY BAD things will happen if these assumptions fail.
- // Also, segfault hazzards exist in methods that accept F32* arguments.
- class LLCoordFrame
- {
- public:
- LLCoordFrame(); // Inits at zero with identity rotation
- explicit LLCoordFrame(const LLVector3 &origin); // Sets origin, and inits rotation = Identity
- LLCoordFrame(const LLVector3 &x_axis,
- const LLVector3 &y_axis,
- const LLVector3 &z_axis); // Sets coordinate axes and inits origin at zero
- LLCoordFrame(const LLVector3 &origin,
- const LLVector3 &x_axis,
- const LLVector3 &y_axis,
- const LLVector3 &z_axis); // Sets the origin and coordinate axes
- LLCoordFrame(const LLVector3 &origin,
- const LLMatrix3 &rotation); // Sets axes to 3x3 matrix
- LLCoordFrame(const LLVector3 &origin,
- const LLVector3 &direction); // Sets origin and calls lookDir(direction)
- explicit LLCoordFrame(const LLQuaternion &q); // Sets axes using q and inits mOrigin to zero
- LLCoordFrame(const LLVector3 &origin,
- const LLQuaternion &q); // Uses quaternion to init axes
- explicit LLCoordFrame(const LLMatrix4 &mat); // Extracts frame from a 4x4 matrix
- // The folowing two constructors are dangerous due to implicit casting and have been disabled - SJB
- //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(); }
- void reset();
- void resetAxes();
- void setOrigin(F32 x, F32 y, F32 z); // Set mOrigin
- void setOrigin(const LLVector3 &origin);
- void setOrigin(const F32 *origin);
- void setOrigin(const LLCoordFrame &frame);
- inline void setOriginX(F32 x) { mOrigin.mV[VX] = x; }
- inline void setOriginY(F32 y) { mOrigin.mV[VY] = y; }
- inline void setOriginZ(F32 z) { mOrigin.mV[VZ] = z; }
- void setAxes(const LLVector3 &x_axis, // Set axes
- const LLVector3 &y_axis,
- const LLVector3 &z_axis);
- void setAxes(const LLMatrix3 &rotation_matrix);
- void setAxes(const LLQuaternion &q);
- void setAxes(const F32 *rotation_matrix);
- void setAxes(const LLCoordFrame &frame);
- void translate(F32 x, F32 y, F32 z); // Move mOrgin
- void translate(const LLVector3 &v);
- void translate(const F32 *origin);
- void rotate(F32 angle, F32 x, F32 y, F32 z); // Move axes
- void rotate(F32 angle, const LLVector3 &rotation_axis);
- void rotate(const LLQuaternion &q);
- void rotate(const LLMatrix3 &m);
- void orthonormalize(); // Makes sure axes are unitary and orthogonal.
- // These methods allow rotations in the LLCoordFrame's frame
- void roll(F32 angle); // RH rotation about mXAxis, radians
- void pitch(F32 angle); // RH rotation about mYAxis, radians
- void yaw(F32 angle); // RH rotation about mZAxis, radians
- inline const LLVector3 &getOrigin() const { return mOrigin; }
- inline const LLVector3 &getXAxis() const { return mXAxis; }
- inline const LLVector3 &getYAxis() const { return mYAxis; }
- inline const LLVector3 &getZAxis() const { return mZAxis; }
- inline const LLVector3 &getAtAxis() const { return mXAxis; }
- inline const LLVector3 &getLeftAxis() const { return mYAxis; }
- inline const LLVector3 &getUpAxis() const { return mZAxis; }
-
- // These return representations of the rotation or orientation of the LLFrame
- // it its absolute frame. That is, these rotations acting on the X-axis {1,0,0}
- // will produce the mXAxis.
- // LLMatrix3 getMatrix3() const; // Returns axes in 3x3 matrix
- LLQuaternion getQuaternion() const; // Returns axes in quaternion form
- // Same as above, except it also includes the translation of the LLFrame
- // LLMatrix4 getMatrix4() const; // Returns position and axes in 4x4 matrix
- // Returns matrix which expresses point in local frame in the parent frame
- void getMatrixToParent(LLMatrix4 &mat) const;
- // Returns matrix which expresses point in parent frame in the local frame
- void getMatrixToLocal(LLMatrix4 &mat) const; // Returns matrix which expresses point in parent frame in the local frame
- void getRotMatrixToParent(LLMatrix4 &mat) const;
- // Copies mOrigin, then the three axes to buffer, returns number of bytes copied.
- size_t writeOrientation(char *buffer) const;
-
- // Copies mOrigin, then the three axes from buffer, returns the number of bytes copied.
- // Assumes the data in buffer is correct.
- size_t readOrientation(const char *buffer);
- LLVector3 rotateToLocal(const LLVector3 &v) const; // Returns v' rotated to local
- LLVector4 rotateToLocal(const LLVector4 &v) const; // Returns v' rotated to local
- LLVector3 rotateToAbsolute(const LLVector3 &v) const; // Returns v' rotated to absolute
- LLVector4 rotateToAbsolute(const LLVector4 &v) const; // Returns v' rotated to absolute
- LLVector3 transformToLocal(const LLVector3 &v) const; // Returns v' in local coord
- LLVector4 transformToLocal(const LLVector4 &v) const; // Returns v' in local coord
- LLVector3 transformToAbsolute(const LLVector3 &v) const; // Returns v' in absolute coord
- LLVector4 transformToAbsolute(const LLVector4 &v) const; // Returns v' in absolute coord
- // Write coord frame orientation into provided array in OpenGL matrix format.
- void getOpenGLTranslation(F32 *ogl_matrix) const;
- void getOpenGLRotation(F32 *ogl_matrix) const;
- void getOpenGLTransform(F32 *ogl_matrix) const;
- // lookDir orients to (xuv, presumed normalized) and does not affect origin
- void lookDir(const LLVector3 &xuv, const LLVector3 &up);
- void lookDir(const LLVector3 &xuv); // up = 0,0,1
- // lookAt orients to (point_of_interest - origin) and sets origin
- void lookAt(const LLVector3 &origin, const LLVector3 &point_of_interest, const LLVector3 &up);
- void lookAt(const LLVector3 &origin, const LLVector3 &point_of_interest); // up = 0,0,1
- // deprecated
- void setOriginAndLookAt(const LLVector3 &origin, const LLVector3 &up, const LLVector3 &point_of_interest)
- {
- lookAt(origin, point_of_interest, up);
- }
-
- friend std::ostream& operator<<(std::ostream &s, const LLCoordFrame &C);
- // These vectors are in absolute frame
- LLVector3 mOrigin;
- LLVector3 mXAxis;
- LLVector3 mYAxis;
- LLVector3 mZAxis;
- };
- #endif