#### /indra/llmath/v4math.cpp

https://bitbucket.org/lindenlab/viewer-beta/
C++ | 142 lines | 69 code | 22 blank | 51 comment | 5 complexity | d39650cf663e46ccf0d587cda1de0d2a MD5 | raw file
``````
/**
* @file v4math.cpp
* @brief LLVector4 class implementation.
*
* 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
* 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
*/

#include "linden_common.h"

//#include "vmath.h"
#include "v3math.h"
#include "v4math.h"
#include "m4math.h"
#include "m3math.h"
#include "llquaternion.h"

// LLVector4

// Axis-Angle rotations

/*
const LLVector4&	LLVector4::rotVec(F32 angle, const LLVector4 &vec)
{
if ( !vec.isExactlyZero() && angle )
{
*this = *this * LLMatrix4(angle, vec);
}
return *this;
}

const LLVector4&	LLVector4::rotVec(F32 angle, F32 x, F32 y, F32 z)
{
LLVector3 vec(x, y, z);
if ( !vec.isExactlyZero() && angle )
{
*this = *this * LLMatrix4(angle, vec);
}
return *this;
}
*/

const LLVector4&	LLVector4::rotVec(const LLMatrix4 &mat)
{
*this = *this * mat;
return *this;
}

const LLVector4&	LLVector4::rotVec(const LLQuaternion &q)
{
*this = *this * q;
return *this;
}

const LLVector4&	LLVector4::scaleVec(const LLVector4& vec)
{
mV[VX] *= vec.mV[VX];
mV[VY] *= vec.mV[VY];
mV[VZ] *= vec.mV[VZ];
mV[VW] *= vec.mV[VW];

return *this;
}

// Sets all values to absolute value of their original values
// Returns TRUE if data changed
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; }

return ret;
}

std::ostream& operator<<(std::ostream& s, const LLVector4 &a)
{
s << "{ " << a.mV[VX] << ", " << a.mV[VY] << ", " << a.mV[VZ] << ", " << a.mV[VW] << " }";
return s;
}

// Non-member functions

F32 angle_between( const LLVector4& a, const LLVector4& b )
{
LLVector4 an = a;
LLVector4 bn = b;
an.normalize();
bn.normalize();
F32 cosine = an * bn;
F32 angle = (cosine >= 1.0f) ? 0.0f :
(cosine <= -1.0f) ? F_PI :
acos(cosine);
return angle;
}

BOOL are_parallel(const LLVector4 &a, const LLVector4 &b, F32 epsilon)
{
LLVector4 an = a;
LLVector4 bn = b;
an.normalize();
bn.normalize();
F32 dot = an * bn;
if ( (1.0f - fabs(dot)) < epsilon)
return TRUE;
return FALSE;
}

LLVector3 vec4to3(const LLVector4 &vec)
{
return LLVector3( vec.mV[VX], vec.mV[VY], vec.mV[VZ] );
}

LLVector4 vec3to4(const LLVector3 &vec)
{
return LLVector4(vec.mV[VX], vec.mV[VY], vec.mV[VZ]);
}

``````