Files
SingularityViewer/indra/llmath/llsdutil_math.cpp
Inusaito Sayori 8766335708 Up the maximum field of view to 320, from 175, on request from Tazy Scientist
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.
2014-06-11 03:24:46 -04:00

165 lines
3.6 KiB
C++

/**
* @file llsdutil_math.cpp
* @author Phoenix
* @date 2006-05-24
* @brief Implementation of classes, functions, etc, for using structured data.
*
* $LicenseInfo:firstyear=2006&license=viewerlgpl$
* 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 "llsdutil_math.h"
#include "v3math.h"
#include "v4math.h"
#include "v3dmath.h"
#include "v2math.h"
#include "llquaternion.h"
#include "v4color.h"
#if LL_WINDOWS
# define WIN32_LEAN_AND_MEAN
# include <winsock2.h> // for htonl
#elif LL_LINUX || LL_SOLARIS
# include <netinet/in.h>
#elif LL_DARWIN
# include <arpa/inet.h>
#endif
#include "llsdserialize.h"
// vector3
LLSD ll_sd_from_vector3(const LLVector3& vec)
{
LLSD rv;
rv.append((F64)vec.mV[VX]);
rv.append((F64)vec.mV[VY]);
rv.append((F64)vec.mV[VZ]);
return rv;
}
LLVector3 ll_vector3_from_sd(const LLSD& sd, S32 start_index)
{
LLVector3 rv;
rv.mV[VX] = (F32)sd[start_index].asReal();
rv.mV[VY] = (F32)sd[++start_index].asReal();
rv.mV[VZ] = (F32)sd[++start_index].asReal();
return rv;
}
// vector4
LLSD ll_sd_from_vector4(const LLVector4& vec)
{
LLSD rv;
rv.append((F64)vec.mV[VX]);
rv.append((F64)vec.mV[VY]);
rv.append((F64)vec.mV[VZ]);
rv.append((F64)vec.mV[VW]);
return rv;
}
LLVector4 ll_vector4_from_sd(const LLSD& sd, S32 start_index)
{
LLVector4 rv;
rv.mV[VX] = (F32)sd[start_index].asReal();
rv.mV[VY] = (F32)sd[++start_index].asReal();
rv.mV[VZ] = (F32)sd[++start_index].asReal();
rv.mV[VW] = (F32)sd[++start_index].asReal();
return rv;
}
// vector3d
LLSD ll_sd_from_vector3d(const LLVector3d& vec)
{
LLSD rv;
rv.append(vec.mdV[VX]);
rv.append(vec.mdV[VY]);
rv.append(vec.mdV[VZ]);
return rv;
}
LLVector3d ll_vector3d_from_sd(const LLSD& sd, S32 start_index)
{
LLVector3d rv;
rv.mdV[VX] = sd[start_index].asReal();
rv.mdV[VY] = sd[++start_index].asReal();
rv.mdV[VZ] = sd[++start_index].asReal();
return rv;
}
//vector2
LLSD ll_sd_from_vector2(const LLVector2& vec)
{
LLSD rv;
rv.append((F64)vec.mV[VX]);
rv.append((F64)vec.mV[VY]);
return rv;
}
LLVector2 ll_vector2_from_sd(const LLSD& sd)
{
LLVector2 rv;
rv.mV[VX] = (F32)sd[0].asReal();
rv.mV[VY] = (F32)sd[1].asReal();
return rv;
}
// Quaternion
LLSD ll_sd_from_quaternion(const LLQuaternion& quat)
{
LLSD rv;
rv.append((F64)quat.mQ[VX]);
rv.append((F64)quat.mQ[VY]);
rv.append((F64)quat.mQ[VZ]);
rv.append((F64)quat.mQ[VW]);
return rv;
}
LLQuaternion ll_quaternion_from_sd(const LLSD& sd)
{
LLQuaternion quat;
quat.mQ[VX] = (F32)sd[0].asReal();
quat.mQ[VY] = (F32)sd[1].asReal();
quat.mQ[VZ] = (F32)sd[2].asReal();
quat.mQ[VW] = (F32)sd[3].asReal();
return quat;
}
// color4
LLSD ll_sd_from_color4(const LLColor4& c)
{
LLSD rv;
rv.append(c.mV[0]);
rv.append(c.mV[1]);
rv.append(c.mV[2]);
rv.append(c.mV[3]);
return rv;
}
LLColor4 ll_color4_from_sd(const LLSD& sd)
{
LLColor4 c;
c.setValue(sd);
return c;
}