127 lines
2.7 KiB
C++
127 lines
2.7 KiB
C++
/**
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* @file v2math.cpp
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* @brief LLVector2 class implementation.
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*
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* $LicenseInfo:firstyear=2000&license=viewerlgpl$
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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 "vmath.h"
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#include "v2math.h"
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#include "v3math.h"
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#include "v4math.h"
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#include "m4math.h"
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#include "m3math.h"
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#include "llquaternion.h"
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// LLVector2
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LLVector2 LLVector2::zero(0,0);
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// Non-member functions
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// Sets all values to absolute value of their original values
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// Returns TRUE if data changed
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BOOL LLVector2::abs()
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{
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BOOL ret = FALSE;
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if (mV[0] < 0.f) { mV[0] = -mV[0]; ret = TRUE; }
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if (mV[1] < 0.f) { mV[1] = -mV[1]; ret = TRUE; }
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return ret;
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}
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F32 angle_between(const LLVector2& a, const LLVector2& b)
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{
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LLVector2 an = a;
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LLVector2 bn = b;
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an.normVec();
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bn.normVec();
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F32 cosine = an * bn;
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F32 angle = (cosine >= 1.0f) ? 0.0f :
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(cosine <= -1.0f) ? F_PI :
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acos(cosine);
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return angle;
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}
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BOOL are_parallel(const LLVector2 &a, const LLVector2 &b, float epsilon)
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{
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LLVector2 an = a;
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LLVector2 bn = b;
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an.normVec();
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bn.normVec();
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F32 dot = an * bn;
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if ( (1.0f - fabs(dot)) < epsilon)
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{
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return TRUE;
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}
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return FALSE;
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}
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F32 dist_vec(const LLVector2 &a, const LLVector2 &b)
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{
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F32 x = a.mV[0] - b.mV[0];
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F32 y = a.mV[1] - b.mV[1];
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return (F32) sqrt( x*x + y*y );
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}
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F32 dist_vec_squared(const LLVector2 &a, const LLVector2 &b)
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{
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F32 x = a.mV[0] - b.mV[0];
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F32 y = a.mV[1] - b.mV[1];
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return x*x + y*y;
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}
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F32 dist_vec_squared2D(const LLVector2 &a, const LLVector2 &b)
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{
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F32 x = a.mV[0] - b.mV[0];
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F32 y = a.mV[1] - b.mV[1];
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return x*x + y*y;
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}
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LLVector2 lerp(const LLVector2 &a, const LLVector2 &b, F32 u)
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{
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return LLVector2(
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a.mV[VX] + (b.mV[VX] - a.mV[VX]) * u,
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a.mV[VY] + (b.mV[VY] - a.mV[VY]) * u );
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}
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LLSD LLVector2::getValue() const
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{
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LLSD ret;
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ret[0] = mV[0];
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ret[1] = mV[1];
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return ret;
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}
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void LLVector2::setValue(LLSD& sd)
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{
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mV[0] = (F32) sd[0].asReal();
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mV[1] = (F32) sd[1].asReal();
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}
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