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authorAndrey Lihatskiy <alihatskiy@productengine.com>2024-04-29 07:43:28 +0300
committerAndrey Lihatskiy <alihatskiy@productengine.com>2024-04-29 07:56:09 +0300
commit1b68f71348ecf3983b76b40d7940da8377f049b7 (patch)
tree2974eddaef130a067c26033d60a59fc790365b3d /indra/llmath/m3math.h
parentaf4ea94efc1999f3b19fd8d643d0331f0b77e265 (diff)
#824 Process source files in bulk: replace tabs with spaces, convert CRLF to LF, and trim trailing whitespaces as needed
Diffstat (limited to 'indra/llmath/m3math.h')
-rw-r--r--indra/llmath/m3math.h236
1 files changed, 118 insertions, 118 deletions
diff --git a/indra/llmath/m3math.h b/indra/llmath/m3math.h
index bf38895855..cd14290246 100644
--- a/indra/llmath/m3math.h
+++ b/indra/llmath/m3math.h
@@ -1,25 +1,25 @@
-/**
+/**
* @file m3math.h
* @brief LLMatrix3 class header file.
*
* $LicenseInfo:firstyear=2000&license=viewerlgpl$
* 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
* $/LicenseInfo$
*/
@@ -37,139 +37,139 @@ class LLQuaternion;
// NOTA BENE: Currently assuming a right-handed, z-up universe
-// ji
+// ji
// LLMatrix3 = | 00 01 02 |
-// | 10 11 12 |
-// | 20 21 22 |
+// | 10 11 12 |
+// | 20 21 22 |
-// LLMatrix3 = | fx fy fz | forward-axis
-// | lx ly lz | left-axis
-// | ux uy uz | up-axis
+// LLMatrix3 = | fx fy fz | forward-axis
+// | lx ly lz | left-axis
+// | ux uy uz | up-axis
-// NOTE: The world of computer graphics uses column-vectors and matricies that
-// "operate to the left".
+// NOTE: The world of computer graphics uses column-vectors and matricies that
+// "operate to the left".
-static const U32 NUM_VALUES_IN_MAT3 = 3;
+static const U32 NUM_VALUES_IN_MAT3 = 3;
class LLMatrix3
{
- public:
- F32 mMatrix[NUM_VALUES_IN_MAT3][NUM_VALUES_IN_MAT3];
-
- LLMatrix3(void); // Initializes Matrix to identity matrix
- explicit LLMatrix3(const F32 *mat); // Initializes Matrix to values in mat
- explicit LLMatrix3(const LLQuaternion &q); // Initializes Matrix with rotation q
-
- LLMatrix3(const F32 angle, const LLVector3 &vec); // Initializes Matrix with axis angle
- LLMatrix3(const F32 angle, const LLVector3d &vec); // Initializes Matrix with axis angle
- LLMatrix3(const F32 angle, const LLVector4 &vec); // Initializes Matrix with axis angle
- LLMatrix3(const F32 roll, const F32 pitch, const F32 yaw); // Initializes Matrix with Euler angles
-
- //////////////////////////////
- //
- // Matrix initializers - these replace any existing values in the matrix
- //
-
- // various useful matrix functions
- const LLMatrix3& setIdentity(); // Load identity matrix
- const LLMatrix3& clear(); // Clears Matrix to zero
- const LLMatrix3& setZero(); // Clears Matrix to zero
-
- ///////////////////////////
- //
- // Matrix setters - set some properties without modifying others
- //
-
- // These functions take Rotation arguments
- const LLMatrix3& setRot(const F32 angle, const LLVector3 &vec); // Calculate rotation matrix for rotating angle radians about vec
- const LLMatrix3& setRot(const F32 roll, const F32 pitch, const F32 yaw); // Calculate rotation matrix from Euler angles
- const LLMatrix3& setRot(const LLQuaternion &q); // Transform matrix by Euler angles and translating by pos
-
- const LLMatrix3& setRows(const LLVector3 &x_axis, const LLVector3 &y_axis, const LLVector3 &z_axis);
- const LLMatrix3& setRow( U32 rowIndex, const LLVector3& row );
- const LLMatrix3& setCol( U32 colIndex, const LLVector3& col );
-
-
- ///////////////////////////
- //
- // Get properties of a matrix
- //
- LLQuaternion quaternion() const; // Returns quaternion from mat
- void getEulerAngles(F32 *roll, F32 *pitch, F32 *yaw) const; // Returns Euler angles, in radians
-
- // Axis extraction routines
- LLVector3 getFwdRow() const;
- LLVector3 getLeftRow() const;
- LLVector3 getUpRow() const;
- F32 determinant() const; // Return determinant
-
-
- ///////////////////////////
- //
- // Operations on an existing matrix
- //
- const LLMatrix3& transpose(); // Transpose MAT4
- const LLMatrix3& orthogonalize(); // Orthogonalizes X, then Y, then Z
- void invert(); // Invert MAT4
- const LLMatrix3& adjointTranspose();// returns transpose of matrix adjoint, for multiplying normals
-
-
- // Rotate existing matrix
- // Note: the two lines below are equivalent:
- // foo.rotate(bar)
- // foo = foo * bar
- // That is, foo.rotate(bar) multiplies foo by bar FROM THE RIGHT
- const LLMatrix3& rotate(const F32 angle, const F32 x, const F32 y, const F32 z); // Rotate matrix by rotating angle radians about (x, y, z)
- const LLMatrix3& rotate(const F32 angle, const LLVector3 &vec); // Rotate matrix by rotating angle radians about vec
- const LLMatrix3& rotate(const F32 roll, const F32 pitch, const F32 yaw); // Rotate matrix by roll (about x), pitch (about y), and yaw (about z)
- const LLMatrix3& rotate(const LLQuaternion &q); // Transform matrix by Euler angles and translating by pos
-
- void add(const LLMatrix3& other_matrix); // add other_matrix to this one
+ public:
+ F32 mMatrix[NUM_VALUES_IN_MAT3][NUM_VALUES_IN_MAT3];
+
+ LLMatrix3(void); // Initializes Matrix to identity matrix
+ explicit LLMatrix3(const F32 *mat); // Initializes Matrix to values in mat
+ explicit LLMatrix3(const LLQuaternion &q); // Initializes Matrix with rotation q
+
+ LLMatrix3(const F32 angle, const LLVector3 &vec); // Initializes Matrix with axis angle
+ LLMatrix3(const F32 angle, const LLVector3d &vec); // Initializes Matrix with axis angle
+ LLMatrix3(const F32 angle, const LLVector4 &vec); // Initializes Matrix with axis angle
+ LLMatrix3(const F32 roll, const F32 pitch, const F32 yaw); // Initializes Matrix with Euler angles
+
+ //////////////////////////////
+ //
+ // Matrix initializers - these replace any existing values in the matrix
+ //
+
+ // various useful matrix functions
+ const LLMatrix3& setIdentity(); // Load identity matrix
+ const LLMatrix3& clear(); // Clears Matrix to zero
+ const LLMatrix3& setZero(); // Clears Matrix to zero
+
+ ///////////////////////////
+ //
+ // Matrix setters - set some properties without modifying others
+ //
+
+ // These functions take Rotation arguments
+ const LLMatrix3& setRot(const F32 angle, const LLVector3 &vec); // Calculate rotation matrix for rotating angle radians about vec
+ const LLMatrix3& setRot(const F32 roll, const F32 pitch, const F32 yaw); // Calculate rotation matrix from Euler angles
+ const LLMatrix3& setRot(const LLQuaternion &q); // Transform matrix by Euler angles and translating by pos
+
+ const LLMatrix3& setRows(const LLVector3 &x_axis, const LLVector3 &y_axis, const LLVector3 &z_axis);
+ const LLMatrix3& setRow( U32 rowIndex, const LLVector3& row );
+ const LLMatrix3& setCol( U32 colIndex, const LLVector3& col );
+
+
+ ///////////////////////////
+ //
+ // Get properties of a matrix
+ //
+ LLQuaternion quaternion() const; // Returns quaternion from mat
+ void getEulerAngles(F32 *roll, F32 *pitch, F32 *yaw) const; // Returns Euler angles, in radians
+
+ // Axis extraction routines
+ LLVector3 getFwdRow() const;
+ LLVector3 getLeftRow() const;
+ LLVector3 getUpRow() const;
+ F32 determinant() const; // Return determinant
+
+
+ ///////////////////////////
+ //
+ // Operations on an existing matrix
+ //
+ const LLMatrix3& transpose(); // Transpose MAT4
+ const LLMatrix3& orthogonalize(); // Orthogonalizes X, then Y, then Z
+ void invert(); // Invert MAT4
+ const LLMatrix3& adjointTranspose();// returns transpose of matrix adjoint, for multiplying normals
+
+
+ // Rotate existing matrix
+ // Note: the two lines below are equivalent:
+ // foo.rotate(bar)
+ // foo = foo * bar
+ // That is, foo.rotate(bar) multiplies foo by bar FROM THE RIGHT
+ const LLMatrix3& rotate(const F32 angle, const F32 x, const F32 y, const F32 z); // Rotate matrix by rotating angle radians about (x, y, z)
+ const LLMatrix3& rotate(const F32 angle, const LLVector3 &vec); // Rotate matrix by rotating angle radians about vec
+ const LLMatrix3& rotate(const F32 roll, const F32 pitch, const F32 yaw); // Rotate matrix by roll (about x), pitch (about y), and yaw (about z)
+ const LLMatrix3& rotate(const LLQuaternion &q); // Transform matrix by Euler angles and translating by pos
+
+ void add(const LLMatrix3& other_matrix); // add other_matrix to this one
// This operator is misleading as to operation direction
-// friend LLVector3 operator*(const LLMatrix3 &a, const LLVector3 &b); // Apply rotation a to vector b
+// friend LLVector3 operator*(const LLMatrix3 &a, const LLVector3 &b); // Apply rotation a to vector b
- friend LLVector3 operator*(const LLVector3 &a, const LLMatrix3 &b); // Apply rotation b to vector a
- friend LLVector3d operator*(const LLVector3d &a, const LLMatrix3 &b); // Apply rotation b to vector a
- friend LLMatrix3 operator*(const LLMatrix3 &a, const LLMatrix3 &b); // Return a * b
+ friend LLVector3 operator*(const LLVector3 &a, const LLMatrix3 &b); // Apply rotation b to vector a
+ friend LLVector3d operator*(const LLVector3d &a, const LLMatrix3 &b); // Apply rotation b to vector a
+ friend LLMatrix3 operator*(const LLMatrix3 &a, const LLMatrix3 &b); // Return a * b
- friend bool operator==(const LLMatrix3 &a, const LLMatrix3 &b); // Return a == b
- friend bool operator!=(const LLMatrix3 &a, const LLMatrix3 &b); // Return a != b
+ friend bool operator==(const LLMatrix3 &a, const LLMatrix3 &b); // Return a == b
+ friend bool operator!=(const LLMatrix3 &a, const LLMatrix3 &b); // Return a != b
- friend const LLMatrix3& operator*=(LLMatrix3 &a, const LLMatrix3 &b); // Return a * b
- friend const LLMatrix3& operator*=(LLMatrix3 &a, F32 scalar ); // Return a * scalar
+ friend const LLMatrix3& operator*=(LLMatrix3 &a, const LLMatrix3 &b); // Return a * b
+ friend const LLMatrix3& operator*=(LLMatrix3 &a, F32 scalar ); // Return a * scalar
- friend std::ostream& operator<<(std::ostream& s, const LLMatrix3 &a); // Stream a
+ friend std::ostream& operator<<(std::ostream& s, const LLMatrix3 &a); // Stream a
};
inline LLMatrix3::LLMatrix3(void)
{
- mMatrix[0][0] = 1.f;
- mMatrix[0][1] = 0.f;
- mMatrix[0][2] = 0.f;
+ mMatrix[0][0] = 1.f;
+ mMatrix[0][1] = 0.f;
+ mMatrix[0][2] = 0.f;
- mMatrix[1][0] = 0.f;
- mMatrix[1][1] = 1.f;
- mMatrix[1][2] = 0.f;
+ mMatrix[1][0] = 0.f;
+ mMatrix[1][1] = 1.f;
+ mMatrix[1][2] = 0.f;
- mMatrix[2][0] = 0.f;
- mMatrix[2][1] = 0.f;
- mMatrix[2][2] = 1.f;
+ mMatrix[2][0] = 0.f;
+ mMatrix[2][1] = 0.f;
+ mMatrix[2][2] = 1.f;
}
inline LLMatrix3::LLMatrix3(const F32 *mat)
{
- mMatrix[0][0] = mat[0];
- mMatrix[0][1] = mat[1];
- mMatrix[0][2] = mat[2];
+ mMatrix[0][0] = mat[0];
+ mMatrix[0][1] = mat[1];
+ mMatrix[0][2] = mat[2];
- mMatrix[1][0] = mat[3];
- mMatrix[1][1] = mat[4];
- mMatrix[1][2] = mat[5];
+ mMatrix[1][0] = mat[3];
+ mMatrix[1][1] = mat[4];
+ mMatrix[1][2] = mat[5];
- mMatrix[2][0] = mat[6];
- mMatrix[2][1] = mat[7];
- mMatrix[2][2] = mat[8];
+ mMatrix[2][0] = mat[6];
+ mMatrix[2][1] = mat[7];
+ mMatrix[2][2] = mat[8];
}
@@ -187,7 +187,7 @@ inline LLMatrix3::LLMatrix3(const F32 *mat)
// Creating Rotation Matricies From Object Axes
// --------------------------------------------
// Suppose you know the three axes of some object in some "absolute-frame".
-// If you take those three vectors and throw them into the rows of
+// If you take those three vectors and throw them into the rows of
// a rotation matrix what do you get?
//
// R = | X0 X1 X2 |
@@ -198,11 +198,11 @@ inline LLMatrix3::LLMatrix3(const F32 *mat)
//
// Transpose the matrix and have it operate on a vector...
//
-// V * R_transpose = [ V0 V1 V2 ] * | X0 Y0 Z0 |
-// | X1 Y1 Z1 |
+// V * R_transpose = [ V0 V1 V2 ] * | X0 Y0 Z0 |
+// | X1 Y1 Z1 |
// | X2 Y2 Z2 |
-//
-// = [ V*X V*Y V*Z ]
+//
+// = [ V*X V*Y V*Z ]
//
// = components of V that are parallel to the three object axes
//