Better for reallllly wide screens and multiscreen setups, apparently. Also, let's merge with v-r while we're at it, since llcamera.h requires a large-ish recompile Nothing functional though. And some license updates to some identical files in llmath.
165 lines
3.6 KiB
C++
165 lines
3.6 KiB
C++
/**
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* @file llsdutil_math.cpp
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* @author Phoenix
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* @date 2006-05-24
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* @brief Implementation of classes, functions, etc, for using structured data.
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*
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* $LicenseInfo:firstyear=2006&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2010, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#include "linden_common.h"
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#include "llsdutil_math.h"
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#include "v3math.h"
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#include "v4math.h"
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#include "v3dmath.h"
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#include "v2math.h"
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#include "llquaternion.h"
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#include "v4color.h"
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#if LL_WINDOWS
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# define WIN32_LEAN_AND_MEAN
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# include <winsock2.h> // for htonl
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#elif LL_LINUX || LL_SOLARIS
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# include <netinet/in.h>
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#elif LL_DARWIN
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# include <arpa/inet.h>
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#endif
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#include "llsdserialize.h"
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// vector3
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LLSD ll_sd_from_vector3(const LLVector3& vec)
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{
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LLSD rv;
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rv.append((F64)vec.mV[VX]);
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rv.append((F64)vec.mV[VY]);
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rv.append((F64)vec.mV[VZ]);
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return rv;
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}
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LLVector3 ll_vector3_from_sd(const LLSD& sd, S32 start_index)
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{
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LLVector3 rv;
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rv.mV[VX] = (F32)sd[start_index].asReal();
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rv.mV[VY] = (F32)sd[++start_index].asReal();
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rv.mV[VZ] = (F32)sd[++start_index].asReal();
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return rv;
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}
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// vector4
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LLSD ll_sd_from_vector4(const LLVector4& vec)
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{
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LLSD rv;
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rv.append((F64)vec.mV[VX]);
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rv.append((F64)vec.mV[VY]);
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rv.append((F64)vec.mV[VZ]);
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rv.append((F64)vec.mV[VW]);
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return rv;
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}
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LLVector4 ll_vector4_from_sd(const LLSD& sd, S32 start_index)
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{
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LLVector4 rv;
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rv.mV[VX] = (F32)sd[start_index].asReal();
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rv.mV[VY] = (F32)sd[++start_index].asReal();
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rv.mV[VZ] = (F32)sd[++start_index].asReal();
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rv.mV[VW] = (F32)sd[++start_index].asReal();
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return rv;
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}
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// vector3d
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LLSD ll_sd_from_vector3d(const LLVector3d& vec)
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{
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LLSD rv;
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rv.append(vec.mdV[VX]);
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rv.append(vec.mdV[VY]);
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rv.append(vec.mdV[VZ]);
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return rv;
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}
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LLVector3d ll_vector3d_from_sd(const LLSD& sd, S32 start_index)
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{
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LLVector3d rv;
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rv.mdV[VX] = sd[start_index].asReal();
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rv.mdV[VY] = sd[++start_index].asReal();
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rv.mdV[VZ] = sd[++start_index].asReal();
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return rv;
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}
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//vector2
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LLSD ll_sd_from_vector2(const LLVector2& vec)
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{
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LLSD rv;
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rv.append((F64)vec.mV[VX]);
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rv.append((F64)vec.mV[VY]);
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return rv;
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}
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LLVector2 ll_vector2_from_sd(const LLSD& sd)
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{
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LLVector2 rv;
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rv.mV[VX] = (F32)sd[0].asReal();
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rv.mV[VY] = (F32)sd[1].asReal();
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return rv;
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}
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// Quaternion
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LLSD ll_sd_from_quaternion(const LLQuaternion& quat)
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{
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LLSD rv;
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rv.append((F64)quat.mQ[VX]);
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rv.append((F64)quat.mQ[VY]);
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rv.append((F64)quat.mQ[VZ]);
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rv.append((F64)quat.mQ[VW]);
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return rv;
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}
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LLQuaternion ll_quaternion_from_sd(const LLSD& sd)
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{
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LLQuaternion quat;
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quat.mQ[VX] = (F32)sd[0].asReal();
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quat.mQ[VY] = (F32)sd[1].asReal();
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quat.mQ[VZ] = (F32)sd[2].asReal();
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quat.mQ[VW] = (F32)sd[3].asReal();
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return quat;
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}
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// color4
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LLSD ll_sd_from_color4(const LLColor4& c)
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{
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LLSD rv;
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rv.append(c.mV[0]);
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rv.append(c.mV[1]);
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rv.append(c.mV[2]);
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rv.append(c.mV[3]);
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return rv;
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}
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LLColor4 ll_color4_from_sd(const LLSD& sd)
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{
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LLColor4 c;
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c.setValue(sd);
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return c;
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}
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