v3dmath.h

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00001 
00032 #ifndef LL_V3DMATH_H
00033 #define LL_V3DMATH_H
00034 
00035 #include "llerror.h"
00036 #include "v3math.h"
00037 
00038 class LLVector3d
00039 {
00040         public:
00041                 F64 mdV[3];
00042 
00043                 const static LLVector3d zero;
00044                 const static LLVector3d x_axis;
00045                 const static LLVector3d y_axis;
00046                 const static LLVector3d z_axis;
00047                 const static LLVector3d x_axis_neg;
00048                 const static LLVector3d y_axis_neg;
00049                 const static LLVector3d z_axis_neg;
00050 
00051                 inline LLVector3d();                                                    // Initializes LLVector3d to (0, 0, 0)
00052                 inline LLVector3d(const F64 x, const F64 y, const F64 z);                       // Initializes LLVector3d to (x. y, z)
00053                 inline explicit LLVector3d(const F64 *vec);                             // Initializes LLVector3d to (vec[0]. vec[1], vec[2])
00054                 inline explicit LLVector3d(const LLVector3 &vec);
00055                 LLVector3d(const LLSD& sd)
00056                 {
00057                         setValue(sd);
00058                 }
00059 
00060                 void setValue(const LLSD& sd)
00061                 {
00062                         mdV[0] = sd[0].asReal();
00063                         mdV[1] = sd[1].asReal();
00064                         mdV[2] = sd[2].asReal();
00065                 }
00066 
00067                 const LLVector3d& operator=(const LLSD& sd)
00068                 {
00069                         setValue(sd);
00070                         return *this;
00071                 }
00072 
00073                 LLSD getValue() const
00074                 {
00075                         LLSD ret;
00076                         ret[0] = mdV[0];
00077                         ret[1] = mdV[1];
00078                         ret[2] = mdV[2];
00079                         return ret;
00080                 }
00081 
00082                 inline BOOL isFinite() const;                                                                   // checks to see if all values of LLVector3d are finite
00083                 BOOL            clamp(const F64 min, const F64 max);            // Clamps all values to (min,max), returns TRUE if data changed
00084                 BOOL            abs();                                          // sets all values to absolute value of original value (first octant), returns TRUE if changed
00085 
00086                 inline const LLVector3d&        clearVec();             // Clears LLVector3d to (0, 0, 0, 1)
00087                 inline const LLVector3d&        setZero();              // Zero LLVector3d to (0, 0, 0, 0)
00088                 inline const LLVector3d&        zeroVec();              // deprecated
00089                 inline const LLVector3d&        setVec(const F64 x, const F64 y, const F64 z);  // Sets LLVector3d to (x, y, z, 1)
00090                 inline const LLVector3d&        setVec(const LLVector3d &vec);  // Sets LLVector3d to vec
00091                 inline const LLVector3d&        setVec(const F64 *vec);                 // Sets LLVector3d to vec
00092                 inline const LLVector3d&        setVec(const LLVector3 &vec);
00093 
00094                 F64             magVec() const;                         // Returns magnitude of LLVector3d
00095                 F64             magVecSquared() const;          // Returns magnitude squared of LLVector3d
00096                 inline F64              normVec();                                      // Normalizes and returns the magnitude of LLVector3d
00097 
00098                 const LLVector3d&       rotVec(const F64 angle, const LLVector3d &vec); // Rotates about vec by angle radians
00099                 const LLVector3d&       rotVec(const F64 angle, const F64 x, const F64 y, const F64 z);         // Rotates about x,y,z by angle radians
00100                 const LLVector3d&       rotVec(const LLMatrix3 &mat);                           // Rotates by LLMatrix4 mat
00101                 const LLVector3d&       rotVec(const LLQuaternion &q);                          // Rotates by LLQuaternion q
00102 
00103                 BOOL isNull() const;                    // Returns TRUE if vector has a _very_small_ length
00104                 BOOL isExactlyZero() const              { return !mdV[VX] && !mdV[VY] && !mdV[VZ]; }
00105 
00106                 const LLVector3d&       operator=(const LLVector4 &a);
00107 
00108                 F64 operator[](int idx) const { return mdV[idx]; }
00109                 F64 &operator[](int idx) { return mdV[idx]; }
00110 
00111                 friend LLVector3d operator+(const LLVector3d &a, const LLVector3d &b);  // Return vector a + b
00112                 friend LLVector3d operator-(const LLVector3d &a, const LLVector3d &b);  // Return vector a minus b
00113                 friend F64 operator*(const LLVector3d &a, const LLVector3d &b);         // Return a dot b
00114                 friend LLVector3d operator%(const LLVector3d &a, const LLVector3d &b);  // Return a cross b
00115                 friend LLVector3d operator*(const LLVector3d &a, const F64 k);                          // Return a times scaler k
00116                 friend LLVector3d operator/(const LLVector3d &a, const F64 k);                          // Return a divided by scaler k
00117                 friend LLVector3d operator*(const F64 k, const LLVector3d &a);                          // Return a times scaler k
00118                 friend bool operator==(const LLVector3d &a, const LLVector3d &b);               // Return a == b
00119                 friend bool operator!=(const LLVector3d &a, const LLVector3d &b);               // Return a != b
00120 
00121                 friend const LLVector3d& operator+=(LLVector3d &a, const LLVector3d &b);        // Return vector a + b
00122                 friend const LLVector3d& operator-=(LLVector3d &a, const LLVector3d &b);        // Return vector a minus b
00123                 friend const LLVector3d& operator%=(LLVector3d &a, const LLVector3d &b);        // Return a cross b
00124                 friend const LLVector3d& operator*=(LLVector3d &a, const F64 k);                                // Return a times scaler k
00125                 friend const LLVector3d& operator/=(LLVector3d &a, const F64 k);                                // Return a divided by scaler k
00126 
00127                 friend LLVector3d operator-(const LLVector3d &a);                                       // Return vector -a
00128 
00129                 friend std::ostream&     operator<<(std::ostream& s, const LLVector3d &a);              // Stream a
00130 
00131                 static BOOL parseVector3d(const char* buf, LLVector3d* value);
00132 
00133 };
00134 
00135 typedef LLVector3d LLGlobalVec;
00136 
00137 const LLVector3d &LLVector3d::setVec(const LLVector3 &vec)
00138 {
00139         mdV[0] = vec.mV[0];
00140         mdV[1] = vec.mV[1];
00141         mdV[2] = vec.mV[2];
00142         return *this;
00143 }
00144 
00145 
00146 inline LLVector3d::LLVector3d(void)
00147 {
00148         mdV[0] = 0.f;
00149         mdV[1] = 0.f;
00150         mdV[2] = 0.f;
00151 }
00152 
00153 inline LLVector3d::LLVector3d(const F64 x, const F64 y, const F64 z)
00154 {
00155         mdV[VX] = x;
00156         mdV[VY] = y;
00157         mdV[VZ] = z;
00158 }
00159 
00160 inline LLVector3d::LLVector3d(const F64 *vec)
00161 {
00162         mdV[VX] = vec[VX];
00163         mdV[VY] = vec[VY];
00164         mdV[VZ] = vec[VZ];
00165 }
00166 
00167 inline LLVector3d::LLVector3d(const LLVector3 &vec)
00168 {
00169         mdV[VX] = vec.mV[VX];
00170         mdV[VY] = vec.mV[VY];
00171         mdV[VZ] = vec.mV[VZ];
00172 }
00173 
00174 /*
00175 inline LLVector3d::LLVector3d(const LLVector3d &copy)
00176 {
00177         mdV[VX] = copy.mdV[VX];
00178         mdV[VY] = copy.mdV[VY];
00179         mdV[VZ] = copy.mdV[VZ];
00180 }
00181 */
00182 
00183 // Destructors
00184 
00185 // checker
00186 inline BOOL LLVector3d::isFinite() const
00187 {
00188         return (llfinite(mdV[VX]) && llfinite(mdV[VY]) && llfinite(mdV[VZ]));
00189 }
00190 
00191 
00192 // Clear and Assignment Functions
00193 
00194 inline const LLVector3d&        LLVector3d::clearVec(void)
00195 {
00196         mdV[0] = 0.f;
00197         mdV[1] = 0.f;
00198         mdV[2]= 0.f;
00199         return (*this);
00200 }
00201 
00202 inline const LLVector3d&        LLVector3d::setZero(void)
00203 {
00204         mdV[0] = 0.f;
00205         mdV[1] = 0.f;
00206         mdV[2] = 0.f;
00207         return (*this);
00208 }
00209 
00210 inline const LLVector3d&        LLVector3d::zeroVec(void)
00211 {
00212         mdV[0] = 0.f;
00213         mdV[1] = 0.f;
00214         mdV[2] = 0.f;
00215         return (*this);
00216 }
00217 
00218 inline const LLVector3d&        LLVector3d::setVec(const F64 x, const F64 y, const F64 z)
00219 {
00220         mdV[VX] = x;
00221         mdV[VY] = y;
00222         mdV[VZ] = z;
00223         return (*this);
00224 }
00225 
00226 inline const LLVector3d&        LLVector3d::setVec(const LLVector3d &vec)
00227 {
00228         mdV[0] = vec.mdV[0];
00229         mdV[1] = vec.mdV[1];
00230         mdV[2] = vec.mdV[2];
00231         return (*this);
00232 }
00233 
00234 inline const LLVector3d&        LLVector3d::setVec(const F64 *vec)
00235 {
00236         mdV[0] = vec[0];
00237         mdV[1] = vec[1];
00238         mdV[2] = vec[2];
00239         return (*this);
00240 }
00241 
00242 inline F64 LLVector3d::normVec(void)
00243 {
00244         F64 mag = fsqrtf(mdV[0]*mdV[0] + mdV[1]*mdV[1] + mdV[2]*mdV[2]);
00245         F64 oomag;
00246 
00247         if (mag > FP_MAG_THRESHOLD)
00248         {
00249                 oomag = 1.f/mag;
00250                 mdV[0] *= oomag;
00251                 mdV[1] *= oomag;
00252                 mdV[2] *= oomag;
00253         }
00254         else
00255         {
00256                 mdV[0] = 0.f;
00257                 mdV[1] = 0.f;
00258                 mdV[2] = 0.f;
00259                 mag = 0;
00260         }
00261         return (mag);
00262 }
00263 
00264 // LLVector3d Magnitude and Normalization Functions
00265 
00266 inline F64      LLVector3d::magVec(void) const
00267 {
00268         return fsqrtf(mdV[0]*mdV[0] + mdV[1]*mdV[1] + mdV[2]*mdV[2]);
00269 }
00270 
00271 inline F64      LLVector3d::magVecSquared(void) const
00272 {
00273         return mdV[0]*mdV[0] + mdV[1]*mdV[1] + mdV[2]*mdV[2];
00274 }
00275 
00276 inline LLVector3d operator+(const LLVector3d &a, const LLVector3d &b)
00277 {
00278         LLVector3d c(a);
00279         return c += b;
00280 }
00281 
00282 inline LLVector3d operator-(const LLVector3d &a, const LLVector3d &b)
00283 {
00284         LLVector3d c(a);
00285         return c -= b;
00286 }
00287 
00288 inline F64  operator*(const LLVector3d &a, const LLVector3d &b)
00289 {
00290         return (a.mdV[0]*b.mdV[0] + a.mdV[1]*b.mdV[1] + a.mdV[2]*b.mdV[2]);
00291 }
00292 
00293 inline LLVector3d operator%(const LLVector3d &a, const LLVector3d &b)
00294 {
00295         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] );
00296 }
00297 
00298 inline LLVector3d operator/(const LLVector3d &a, const F64 k)
00299 {
00300         F64 t = 1.f / k;
00301         return LLVector3d( a.mdV[0] * t, a.mdV[1] * t, a.mdV[2] * t );
00302 }
00303 
00304 inline LLVector3d operator*(const LLVector3d &a, const F64 k)
00305 {
00306         return LLVector3d( a.mdV[0] * k, a.mdV[1] * k, a.mdV[2] * k );
00307 }
00308 
00309 inline LLVector3d operator*(F64 k, const LLVector3d &a)
00310 {
00311         return LLVector3d( a.mdV[0] * k, a.mdV[1] * k, a.mdV[2] * k );
00312 }
00313 
00314 inline bool operator==(const LLVector3d &a, const LLVector3d &b)
00315 {
00316         return (  (a.mdV[0] == b.mdV[0])
00317                         &&(a.mdV[1] == b.mdV[1])
00318                         &&(a.mdV[2] == b.mdV[2]));
00319 }
00320 
00321 inline bool operator!=(const LLVector3d &a, const LLVector3d &b)
00322 {
00323         return (  (a.mdV[0] != b.mdV[0])
00324                         ||(a.mdV[1] != b.mdV[1])
00325                         ||(a.mdV[2] != b.mdV[2]));
00326 }
00327 
00328 inline const LLVector3d& operator+=(LLVector3d &a, const LLVector3d &b)
00329 {
00330         a.mdV[0] += b.mdV[0];
00331         a.mdV[1] += b.mdV[1];
00332         a.mdV[2] += b.mdV[2];
00333         return a;
00334 }
00335 
00336 inline const LLVector3d& operator-=(LLVector3d &a, const LLVector3d &b)
00337 {
00338         a.mdV[0] -= b.mdV[0];
00339         a.mdV[1] -= b.mdV[1];
00340         a.mdV[2] -= b.mdV[2];
00341         return a;
00342 }
00343 
00344 inline const LLVector3d& operator%=(LLVector3d &a, const LLVector3d &b)
00345 {
00346         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]);
00347         a = ret;
00348         return a;
00349 }
00350 
00351 inline const LLVector3d& operator*=(LLVector3d &a, const F64 k)
00352 {
00353         a.mdV[0] *= k;
00354         a.mdV[1] *= k;
00355         a.mdV[2] *= k;
00356         return a;
00357 }
00358 
00359 inline const LLVector3d& operator/=(LLVector3d &a, const F64 k)
00360 {
00361         F64 t = 1.f / k;
00362         a.mdV[0] *= t;
00363         a.mdV[1] *= t;
00364         a.mdV[2] *= t;
00365         return a;
00366 }
00367 
00368 inline LLVector3d operator-(const LLVector3d &a)
00369 {
00370         return LLVector3d( -a.mdV[0], -a.mdV[1], -a.mdV[2] );
00371 }
00372 
00373 inline F64      dist_vec(const LLVector3d &a, const LLVector3d &b)
00374 {
00375         F64 x = a.mdV[0] - b.mdV[0];
00376         F64 y = a.mdV[1] - b.mdV[1];
00377         F64 z = a.mdV[2] - b.mdV[2];
00378         return fsqrtf( x*x + y*y + z*z );
00379 }
00380 
00381 inline F64      dist_vec_squared(const LLVector3d &a, const LLVector3d &b)
00382 {
00383         F64 x = a.mdV[0] - b.mdV[0];
00384         F64 y = a.mdV[1] - b.mdV[1];
00385         F64 z = a.mdV[2] - b.mdV[2];
00386         return x*x + y*y + z*z;
00387 }
00388 
00389 inline F64      dist_vec_squared2D(const LLVector3d &a, const LLVector3d &b)
00390 {
00391         F64 x = a.mdV[0] - b.mdV[0];
00392         F64 y = a.mdV[1] - b.mdV[1];
00393         return x*x + y*y;
00394 }
00395 
00396 inline LLVector3d lerp(const LLVector3d &a, const LLVector3d &b, const F64 u)
00397 {
00398         return LLVector3d(
00399                 a.mdV[VX] + (b.mdV[VX] - a.mdV[VX]) * u,
00400                 a.mdV[VY] + (b.mdV[VY] - a.mdV[VY]) * u,
00401                 a.mdV[VZ] + (b.mdV[VZ] - a.mdV[VZ]) * u);
00402 }
00403 
00404 
00405 inline BOOL     LLVector3d::isNull() const
00406 {
00407         if ( F_APPROXIMATELY_ZERO > mdV[VX]*mdV[VX] + mdV[VY]*mdV[VY] + mdV[VZ]*mdV[VZ] )
00408         {
00409                 return TRUE;
00410         }
00411         return FALSE;
00412 }
00413 
00414 
00415 inline F64 angle_between(const LLVector3d& a, const LLVector3d& b)
00416 {
00417         LLVector3d an = a;
00418         LLVector3d bn = b;
00419         an.normVec();
00420         bn.normVec();
00421         F64 cosine = an * bn;
00422         F64 angle = (cosine >= 1.0f) ? 0.0f :
00423                                 (cosine <= -1.0f) ? F_PI :
00424                                 acos(cosine);
00425         return angle;
00426 }
00427 
00428 inline BOOL are_parallel(const LLVector3d &a, const LLVector3d &b, const F64 epsilon)
00429 {
00430         LLVector3d an = a;
00431         LLVector3d bn = b;
00432         an.normVec();
00433         bn.normVec();
00434         F64 dot = an * bn;
00435         if ( (1.0f - fabs(dot)) < epsilon)
00436         {
00437                 return TRUE;
00438         }
00439         return FALSE;
00440 
00441 }
00442 
00443 inline LLVector3d projected_vec(const LLVector3d &a, const LLVector3d &b)
00444 {
00445         LLVector3d project_axis = b;
00446         project_axis.normVec();
00447         return project_axis * (a * project_axis);
00448 }
00449 
00450 #endif // LL_V3DMATH_H

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