/indra/llmath/v3math.cpp
C++ | 371 lines | 274 code | 55 blank | 42 comment | 32 complexity | 71d918abae4c1362b3061570daa6b3fd MD5 | raw file
Possible License(s): LGPL-2.1
- /**
- * @file v3math.cpp
- * @brief LLVector3 class implementation.
- *
- * $LicenseInfo:firstyear=2000&license=viewerlgpl$
- * 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
- * $/LicenseInfo$
- */
- #include "linden_common.h"
- #include "v3math.h"
- //#include "vmath.h"
- #include "v2math.h"
- #include "v4math.h"
- #include "m4math.h"
- #include "m3math.h"
- #include "llquaternion.h"
- #include "llquantize.h"
- #include "v3dmath.h"
- // LLVector3
- // WARNING: Don't use these for global const definitions!
- // For example:
- // const LLQuaternion(0.5f * F_PI, LLVector3::zero);
- // at the top of a *.cpp file might not give you what you think.
- const LLVector3 LLVector3::zero(0,0,0);
- const LLVector3 LLVector3::x_axis(1.f, 0, 0);
- const LLVector3 LLVector3::y_axis(0, 1.f, 0);
- const LLVector3 LLVector3::z_axis(0, 0, 1.f);
- const LLVector3 LLVector3::x_axis_neg(-1.f, 0, 0);
- const LLVector3 LLVector3::y_axis_neg(0, -1.f, 0);
- const LLVector3 LLVector3::z_axis_neg(0, 0, -1.f);
- const LLVector3 LLVector3::all_one(1.f,1.f,1.f);
- // Clamps each values to range (min,max).
- // Returns TRUE if data changed.
- 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[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; }
- return ret;
- }
- // Clamps length to an upper limit.
- // Returns TRUE if the data changed
- BOOL LLVector3::clampLength( F32 length_limit )
- {
- BOOL changed = FALSE;
- F32 len = length();
- if (llfinite(len))
- {
- if ( len > length_limit)
- {
- normalize();
- if (length_limit < 0.f)
- {
- length_limit = 0.f;
- }
- mV[0] *= length_limit;
- mV[1] *= length_limit;
- mV[2] *= length_limit;
- changed = TRUE;
- }
- }
- else
- { // this vector may still be salvagable
- F32 max_abs_component = 0.f;
- for (S32 i = 0; i < 3; ++i)
- {
- F32 abs_component = fabs(mV[i]);
- if (llfinite(abs_component))
- {
- if (abs_component > max_abs_component)
- {
- max_abs_component = abs_component;
- }
- }
- else
- {
- // no it can't be salvaged --> clear it
- clear();
- changed = TRUE;
- break;
- }
- }
- if (!changed)
- {
- // 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;
- normalize();
- if (length_limit < 0.f)
- {
- length_limit = 0.f;
- }
- mV[0] *= length_limit;
- mV[1] *= length_limit;
- mV[2] *= length_limit;
- }
- }
- return changed;
- }
- 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[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; }
- return ret;
- }
- // Sets all values to absolute value of their original values
- // Returns TRUE if data changed
- 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; }
- return ret;
- }
- // Quatizations
- void LLVector3::quantize16(F32 lowerxy, F32 upperxy, F32 lowerz, F32 upperz)
- {
- F32 x = mV[VX];
- F32 y = mV[VY];
- F32 z = mV[VZ];
- x = U16_to_F32(F32_to_U16(x, lowerxy, upperxy), lowerxy, upperxy);
- y = U16_to_F32(F32_to_U16(y, lowerxy, upperxy), lowerxy, upperxy);
- z = U16_to_F32(F32_to_U16(z, lowerz, upperz), lowerz, upperz);
- mV[VX] = x;
- mV[VY] = y;
- mV[VZ] = z;
- }
- 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);
- mV[VZ] = U8_to_F32(F32_to_U8(mV[VZ], lowerz, upperz), lowerz, upperz);
- }
- 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)
- {
- *this = *this * mat;
- return *this;
- }
- const LLVector3& LLVector3::rotVec(const LLQuaternion &q)
- {
- *this = *this * q;
- return *this;
- }
- const LLVector3& LLVector3::transVec(const LLMatrix4& mat)
- {
- setVec(
- mV[VX] * mat.mMatrix[VX][VX] +
- mV[VY] * mat.mMatrix[VX][VY] +
- mV[VZ] * mat.mMatrix[VX][VZ] +
- mat.mMatrix[VX][VW],
-
- mV[VX] * mat.mMatrix[VY][VX] +
- mV[VY] * mat.mMatrix[VY][VY] +
- mV[VZ] * mat.mMatrix[VY][VZ] +
- mat.mMatrix[VY][VW],
- mV[VX] * mat.mMatrix[VZ][VX] +
- mV[VY] * mat.mMatrix[VZ][VY] +
- mV[VZ] * mat.mMatrix[VZ][VZ] +
- mat.mMatrix[VZ][VW]);
- return *this;
- }
- const LLVector3& LLVector3::rotVec(F32 angle, const LLVector3 &vec)
- {
- if ( !vec.isExactlyZero() && angle )
- {
- *this = *this * LLQuaternion(angle, vec);
- }
- return *this;
- }
- const LLVector3& LLVector3::rotVec(F32 angle, F32 x, F32 y, F32 z)
- {
- LLVector3 vec(x, y, z);
- if ( !vec.isExactlyZero() && angle )
- {
- *this = *this * LLQuaternion(angle, vec);
- }
- return *this;
- }
- const LLVector3& LLVector3::scaleVec(const LLVector3& vec)
- {
- mV[VX] *= vec.mV[VX];
- mV[VY] *= vec.mV[VY];
- mV[VZ] *= vec.mV[VZ];
- return *this;
- }
- LLVector3 LLVector3::scaledVec(const LLVector3& vec) const
- {
- LLVector3 ret = LLVector3(*this);
- ret.scaleVec(vec);
- return ret;
- }
- 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];
- return (*this);
- }
- const LLVector3& LLVector3::set(const LLVector4 &vec)
- {
- mV[0] = vec.mV[0];
- mV[1] = vec.mV[1];
- mV[2] = vec.mV[2];
- return (*this);
- }
- 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];
- return (*this);
- }
- const LLVector3& LLVector3::setVec(const LLVector4 &vec)
- {
- mV[0] = vec.mV[0];
- mV[1] = vec.mV[1];
- mV[2] = vec.mV[2];
- return (*this);
- }
- LLVector3::LLVector3(const LLVector2 &vec)
- {
- mV[VX] = (F32)vec.mV[VX];
- mV[VY] = (F32)vec.mV[VY];
- mV[VZ] = 0;
- }
- 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)
- {
- mV[VX] = (F32)vec.mV[VX];
- mV[VY] = (F32)vec.mV[VY];
- mV[VZ] = (F32)vec.mV[VZ];
- }
- LLVector3::LLVector3(const LLSD& sd)
- {
- setValue(sd);
- }
- LLSD LLVector3::getValue() const
- {
- LLSD ret;
- ret[0] = mV[0];
- ret[1] = mV[1];
- ret[2] = mV[2];
- 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();
- }
- 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];
- const F32 ry = rot.mQ[VW] * a.mV[VY] + rot.mQ[VZ] * a.mV[VX] - rot.mQ[VX] * a.mV[VZ];
- const F32 rz = rot.mQ[VW] * a.mV[VZ] + rot.mQ[VX] * a.mV[VY] - rot.mQ[VY] * a.mV[VX];
-
- a.mV[VX] = - rw * rot.mQ[VX] + rx * rot.mQ[VW] - ry * rot.mQ[VZ] + rz * rot.mQ[VY];
- a.mV[VY] = - rw * rot.mQ[VY] + ry * rot.mQ[VW] - rz * rot.mQ[VX] + rx * rot.mQ[VZ];
- a.mV[VZ] = - rw * rot.mQ[VZ] + rz * rot.mQ[VW] - rx * rot.mQ[VY] + ry * rot.mQ[VX];
- return a;
- }
- // static
- BOOL LLVector3::parseVector3(const std::string& buf, LLVector3* value)
- {
- if( buf.empty() || value == NULL)
- {
- 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 )
- {
- value->setVec( v );
- return TRUE;
- }
- return FALSE;
- }