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- /**
- * @file llvector3d.h
- * @brief High precision 3 dimensional vector.
- *
- * $LicenseInfo:firstyear=2000&license=viewergpl$
- *
- * Copyright (c) 2000-2009, Linden Research, Inc.
- *
- * Second Life Viewer Source Code
- * The source code in this file ("Source Code") is provided by Linden Lab
- * to you under the terms of the GNU General Public License, version 2.0
- * ("GPL"), unless you have obtained a separate licensing agreement
- * ("Other License"), formally executed by you and Linden Lab. Terms of
- * the GPL can be found in doc/GPL-license.txt in this distribution, or
- * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
- *
- * There are special exceptions to the terms and conditions of the GPL as
- * it is applied to this Source Code. View the full text of the exception
- * in the file doc/FLOSS-exception.txt in this software distribution, or
- * online at
- * http://secondlifegrid.net/programs/open_source/licensing/flossexception
- *
- * By copying, modifying or distributing this software, you acknowledge
- * that you have read and understood your obligations described above,
- * and agree to abide by those obligations.
- *
- * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
- * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
- * COMPLETENESS OR PERFORMANCE.
- * $/LicenseInfo$
- */
- #ifndef LL_V3DMATH_H
- #define LL_V3DMATH_H
- #include "llvector3.h"
- class LLVector3d
- {
- public:
- LL_INLINE LLVector3d() noexcept { mdV[0] = mdV[1] = mdV[2] = 0.0; }
- LL_INLINE LLVector3d(F64 x, F64 y, F64 z) noexcept
- {
- mdV[VX] = x;
- mdV[VY] = y;
- mdV[VZ] = z;
- }
- LL_INLINE explicit LLVector3d(const F64* vec) noexcept
- {
- mdV[VX] = vec[VX];
- mdV[VY] = vec[VY];
- mdV[VZ] = vec[VZ];
- }
- LL_INLINE explicit LLVector3d(const LLVector3& vec) noexcept
- {
- mdV[VX] = vec.mV[VX];
- mdV[VY] = vec.mV[VY];
- mdV[VZ] = vec.mV[VZ];
- }
- #if 0
- LL_INLINE LLVector3d(const LLVector3d& copy) noexcept
- {
- mdV[VX] = copy.mdV[VX];
- mdV[VY] = copy.mdV[VY];
- mdV[VZ] = copy.mdV[VZ];
- }
- #endif
- LL_INLINE explicit LLVector3d(const LLSD& sd)
- {
- setValue(sd);
- }
- // Allow the use of the default C++11 move constructor and assignation
- LLVector3d(LLVector3d&& other) noexcept = default;
- LLVector3d& operator=(LLVector3d&& other) noexcept = default;
- LLVector3d(const LLVector3d& other) = default;
- LLVector3d& operator=(const LLVector3d& other) = default;
- LL_INLINE void setValue(const LLSD& sd)
- {
- mdV[0] = sd[0].asReal();
- mdV[1] = sd[1].asReal();
- mdV[2] = sd[2].asReal();
- }
- LL_INLINE LLSD getValue() const
- {
- LLSD ret;
- ret[0] = mdV[0];
- ret[1] = mdV[1];
- ret[2] = mdV[2];
- return ret;
- }
- // checks to see if all values of LLVector3d are finite
- LL_INLINE bool isFinite() const
- {
- return llfinite(mdV[VX]) && llfinite(mdV[VY]) && llfinite(mdV[VZ]);
- }
- // Clamps all values to (min,max), returns true if data changed
- bool clamp(F64 min, F64 max);
- // Sets all values to absolute value of original value (first octant),
- // returns true if changed.
- bool abs();
- // Zero LLVector3d to (0,0,0)
- LL_INLINE const LLVector3d& clear() { mdV[0] = mdV[1] = mdV[2] = 0.0; return *this; }
- LL_INLINE const LLVector3d& setZero() { mdV[0] = mdV[1] = mdV[2] = 0.0; return *this; }
- LL_INLINE const LLVector3d& set(F64 x, F64 y, F64 z)
- {
- mdV[VX] = x;
- mdV[VY] = y;
- mdV[VZ] = z;
- return *this;
- }
- LL_INLINE const LLVector3d& set(const LLVector3& vec)
- {
- mdV[0] = vec.mV[0];
- mdV[1] = vec.mV[1];
- mdV[2] = vec.mV[2];
- return *this;
- }
- LL_INLINE const LLVector3d& set(const LLVector3d& vec)
- {
- mdV[0] = vec.mdV[0];
- mdV[1] = vec.mdV[1];
- mdV[2] = vec.mdV[2];
- return *this;
- }
- LL_INLINE const LLVector3d& set(const F64* vec)
- {
- mdV[0] = vec[0];
- mdV[1] = vec[1];
- mdV[2] = vec[2];
- return *this;
- }
- // Returns magnitude of LLVector3d
- LL_INLINE F64 length() const
- {
- return sqrt(mdV[0] * mdV[0] + mdV[1] * mdV[1] + mdV[2] * mdV[2]);
- }
- // Returns magnitude squared of LLVector3d
- LL_INLINE F64 lengthSquared() const
- {
- return mdV[0] * mdV[0] + mdV[1] * mdV[1] + mdV[2] * mdV[2];
- }
- // Normalizes and returns the magnitude
- LL_INLINE F64 normalize()
- {
- F64 mag = sqrt(mdV[0] * mdV[0] + mdV[1] * mdV[1] + mdV[2] * mdV[2]);
- if (mag > FP_MAG_THRESHOLD)
- {
- F64 oomag = 1.0 / mag;
- mdV[0] *= oomag;
- mdV[1] *= oomag;
- mdV[2] *= oomag;
- }
- else
- {
- mdV[0] = mdV[1] = mdV[2] = mag = 0.0;
- }
- return mag;
- }
- // Rotates about vec by angle radians
- const LLVector3d& rotVec(F64 angle, const LLVector3d& vec);
- // Rotates about x,y,z by angle radians
- const LLVector3d& rotVec(F64 angle, F64 x, F64 y, F64 z);
- // Rotates by LLMatrix4 mat
- const LLVector3d& rotVec(const LLMatrix3& mat);
- // Rotates by LLQuaternion q
- const LLVector3d& rotVec(const LLQuaternion& q);
- // Returns true if vector has a _very_small_ length
- LL_INLINE bool isNull() const
- {
- return F_APPROXIMATELY_ZERO > mdV[VX] * mdV[VX] +
- mdV[VY] * mdV[VY] +
- mdV[VZ] * mdV[VZ];
- }
- LL_INLINE bool isExactlyZero() const { return !mdV[VX] && !mdV[VY] && !mdV[VZ]; }
- const LLVector3d& operator=(const LLVector4& a);
- LL_INLINE F64 operator[](int idx) const { return mdV[idx]; }
- LL_INLINE F64& operator[](int idx) { return mdV[idx]; }
- friend LLVector3d operator+(const LLVector3d& a, const LLVector3d& b); // Returns vector a + b
- friend LLVector3d operator-(const LLVector3d& a, const LLVector3d& b); // Returns vector a minus b
- friend F64 operator*(const LLVector3d& a, const LLVector3d& b); // Returns a dot b
- friend LLVector3d operator%(const LLVector3d& a, const LLVector3d& b); // Returns a cross b
- friend LLVector3d operator*(const LLVector3d& a, F64 k); // Returns a times scaler k
- friend LLVector3d operator/(const LLVector3d& a, F64 k); // Returns a divided by scaler k
- friend LLVector3d operator*(F64 k, const LLVector3d& a); // Returns a times scaler k
- friend bool operator==(const LLVector3d& a, const LLVector3d& b); // Returns a == b
- friend bool operator!=(const LLVector3d& a, const LLVector3d& b); // Returns a != b
- friend const LLVector3d& operator+=(LLVector3d& a, const LLVector3d& b);// Returns vector a + b
- friend const LLVector3d& operator-=(LLVector3d& a, const LLVector3d& b);// Returns vector a minus b
- friend const LLVector3d& operator%=(LLVector3d& a, const LLVector3d& b);// Returns a cross b
- friend const LLVector3d& operator*=(LLVector3d& a, F64 k); // Returns a times scaler k
- friend const LLVector3d& operator/=(LLVector3d& a, F64 k); // Returns a divided by scaler k
- // Returns vector -a
- friend LLVector3d operator-(const LLVector3d& a);
- // Streams a
- friend std::ostream& operator<<(std::ostream& s, const LLVector3d& a);
- static bool parseVector3d(const std::string& buf, LLVector3d* value);
- public:
- F64 mdV[3];
- const static LLVector3d zero;
- const static LLVector3d x_axis;
- const static LLVector3d y_axis;
- const static LLVector3d z_axis;
- const static LLVector3d x_axis_neg;
- const static LLVector3d y_axis_neg;
- const static LLVector3d z_axis_neg;
- };
- typedef LLVector3d LLGlobalVec;
- // Non-member functions
- LL_INLINE LLVector3d operator+(const LLVector3d& a, const LLVector3d& b)
- {
- LLVector3d c(a);
- return c += b;
- }
- LL_INLINE LLVector3d operator-(const LLVector3d& a, const LLVector3d& b)
- {
- LLVector3d c(a);
- return c -= b;
- }
- LL_INLINE F64 operator*(const LLVector3d& a, const LLVector3d& b)
- {
- return a.mdV[0] * b.mdV[0] + a.mdV[1] * b.mdV[1] + a.mdV[2] * b.mdV[2];
- }
- LL_INLINE LLVector3d operator%(const LLVector3d& a, const LLVector3d& b)
- {
- return LLVector3d(a.mdV[1] * b.mdV[2] - b.mdV[1] * a.mdV[2],
- a.mdV[2] * b.mdV[0] - b.mdV[2] * a.mdV[0],
- a.mdV[0] * b.mdV[1] - b.mdV[0] * a.mdV[1]);
- }
- LL_INLINE LLVector3d operator/(const LLVector3d& a, F64 k)
- {
- F64 t = 1.0 / k;
- return LLVector3d(a.mdV[0] * t, a.mdV[1] * t, a.mdV[2] * t);
- }
- LL_INLINE LLVector3d operator*(const LLVector3d& a, F64 k)
- {
- return LLVector3d(a.mdV[0] * k, a.mdV[1] * k, a.mdV[2] * k);
- }
- LL_INLINE LLVector3d operator*(F64 k, const LLVector3d& a)
- {
- return LLVector3d(a.mdV[0] * k, a.mdV[1] * k, a.mdV[2] * k);
- }
- LL_INLINE bool operator==(const LLVector3d& a, const LLVector3d& b)
- {
- return a.mdV[0] == b.mdV[0] && a.mdV[1] == b.mdV[1] &&
- a.mdV[2] == b.mdV[2];
- }
- LL_INLINE bool operator!=(const LLVector3d& a, const LLVector3d& b)
- {
- return a.mdV[0] != b.mdV[0] || a.mdV[1] != b.mdV[1] ||
- a.mdV[2] != b.mdV[2];
- }
- LL_INLINE const LLVector3d& operator+=(LLVector3d& a, const LLVector3d& b)
- {
- a.mdV[0] += b.mdV[0];
- a.mdV[1] += b.mdV[1];
- a.mdV[2] += b.mdV[2];
- return a;
- }
- LL_INLINE const LLVector3d& operator-=(LLVector3d& a, const LLVector3d& b)
- {
- a.mdV[0] -= b.mdV[0];
- a.mdV[1] -= b.mdV[1];
- a.mdV[2] -= b.mdV[2];
- return a;
- }
- LL_INLINE const LLVector3d& operator%=(LLVector3d& a, const LLVector3d& b)
- {
- LLVector3d ret(a.mdV[1] * b.mdV[2] - b.mdV[1] * a.mdV[2],
- a.mdV[2] * b.mdV[0] - b.mdV[2] * a.mdV[0],
- a.mdV[0] * b.mdV[1] - b.mdV[0] * a.mdV[1]);
- a = ret;
- return a;
- }
- LL_INLINE const LLVector3d& operator*=(LLVector3d& a, F64 k)
- {
- a.mdV[0] *= k;
- a.mdV[1] *= k;
- a.mdV[2] *= k;
- return a;
- }
- LL_INLINE const LLVector3d& operator/=(LLVector3d& a, F64 k)
- {
- F64 t = 1.0 / k;
- a.mdV[0] *= t;
- a.mdV[1] *= t;
- a.mdV[2] *= t;
- return a;
- }
- LL_INLINE LLVector3d operator-(const LLVector3d& a)
- {
- return LLVector3d(-a.mdV[0], -a.mdV[1], -a.mdV[2]);
- }
- LL_INLINE F64 dist_vec(const LLVector3d& a, const LLVector3d& b)
- {
- F64 x = a.mdV[0] - b.mdV[0];
- F64 y = a.mdV[1] - b.mdV[1];
- F64 z = a.mdV[2] - b.mdV[2];
- return sqrt(x * x + y * y + z * z);
- }
- LL_INLINE F64 dist_vec_squared(const LLVector3d& a, const LLVector3d& b)
- {
- F64 x = a.mdV[0] - b.mdV[0];
- F64 y = a.mdV[1] - b.mdV[1];
- F64 z = a.mdV[2] - b.mdV[2];
- return x * x + y * y + z * z;
- }
- LL_INLINE F64 dist_vec_squared2D(const LLVector3d& a, const LLVector3d& b)
- {
- F64 x = a.mdV[0] - b.mdV[0];
- F64 y = a.mdV[1] - b.mdV[1];
- return x * x + y * y;
- }
- LL_INLINE LLVector3d lerp(const LLVector3d& a, const LLVector3d& b, F64 u)
- {
- return LLVector3d(a.mdV[VX] + (b.mdV[VX] - a.mdV[VX]) * u,
- a.mdV[VY] + (b.mdV[VY] - a.mdV[VY]) * u,
- a.mdV[VZ] + (b.mdV[VZ] - a.mdV[VZ]) * u);
- }
- LL_INLINE F64 angle_between(const LLVector3d& a, const LLVector3d& b)
- {
- LLVector3d an = a;
- LLVector3d bn = b;
- an.normalize();
- bn.normalize();
- F64 cosine = an * bn;
- F64 angle = cosine >= 1.0 ? 0.0
- : cosine <= -1.0 ? F_PI
- : acos(cosine);
- return angle;
- }
- LL_INLINE bool are_parallel(const LLVector3d& a, const LLVector3d& b,
- F64 epsilon)
- {
- LLVector3d an = a;
- LLVector3d bn = b;
- an.normalize();
- bn.normalize();
- F64 dot = an * bn;
- return 1.0 - fabs(dot) < epsilon;
- }
- LL_INLINE LLVector3d projected_vec(const LLVector3d& a, const LLVector3d& b)
- {
- LLVector3d project_axis = b;
- project_axis.normalize();
- return project_axis * (a * project_axis);
- }
- LL_INLINE LLVector3d inverse_projected_vec(const LLVector3d& a,
- const LLVector3d& b)
- {
- LLVector3d normalized_a = a;
- normalized_a.normalize();
- LLVector3d normalized_b = b;
- F64 b_length = normalized_b.normalize();
- F64 dot_product = normalized_a * normalized_b;
- return normalized_a * (b_length / dot_product);
- }
- #endif // LL_V3DMATH_H
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