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Diffstat (limited to 'indra/llmath/llmatrix3a.h')
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diff --git a/indra/llmath/llmatrix3a.h b/indra/llmath/llmatrix3a.h new file mode 100644 index 0000000000..adb7e3389d --- /dev/null +++ b/indra/llmath/llmatrix3a.h @@ -0,0 +1,128 @@ +/** + * @file llmatrix3a.h + * @brief LLMatrix3a class header file - memory aligned and vectorized 3x3 matrix + * + * $LicenseInfo:firstyear=2010&license=viewerlgpl$ + * 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 + * $/LicenseInfo$ + */ + +#ifndef LL_LLMATRIX3A_H +#define LL_LLMATRIX3A_H + +///////////////////////////// +// LLMatrix3a, LLRotation +///////////////////////////// +// This class stores a 3x3 (technically 4x3) matrix in column-major order +///////////////////////////// +///////////////////////////// +// These classes are intentionally minimal right now. If you need additional +// functionality, please contact someone with SSE experience (e.g., Falcon or +// Huseby). +///////////////////////////// + +// LLMatrix3a is the base class for LLRotation, which should be used instead any time you're dealing with a +// rotation matrix. +class LLMatrix3a +{ +public: + + // Utility function for quickly transforming an array of LLVector4a's + // For transforming a single LLVector4a, see LLVector4a::setRotated + static void batchTransform( const LLMatrix3a& xform, const LLVector4a* src, int numVectors, LLVector4a* dst ); + + // Utility function to obtain the identity matrix + static inline const LLMatrix3a& getIdentity(); + + ////////////////////////// + // Ctors + ////////////////////////// + + // Ctor + LLMatrix3a() {} + + // Ctor for setting by columns + inline LLMatrix3a( const LLVector4a& c0, const LLVector4a& c1, const LLVector4a& c2 ); + + ////////////////////////// + // Get/Set + ////////////////////////// + + // Loads from an LLMatrix3 + inline void loadu(const LLMatrix3& src); + + // Set rows + inline void setRows(const LLVector4a& r0, const LLVector4a& r1, const LLVector4a& r2); + + // Set columns + inline void setColumns(const LLVector4a& c0, const LLVector4a& c1, const LLVector4a& c2); + + // Get the read-only access to a specified column. Valid columns are 0-2, but the + // function is unchecked. You've been warned. + inline const LLVector4a& getColumn(const U32 column) const; + + ///////////////////////// + // Matrix modification + ///////////////////////// + + // Set this matrix to the product of lhs and rhs ( this = lhs * rhs ) + void setMul( const LLMatrix3a& lhs, const LLMatrix3a& rhs ); + + // Set this matrix to the transpose of src + inline void setTranspose(const LLMatrix3a& src); + + // Set this matrix to a*w + b*(1-w) + inline void setLerp(const LLMatrix3a& a, const LLMatrix3a& b, F32 w); + + ///////////////////////// + // Matrix inspection + ///////////////////////// + + // Sets all 4 elements in 'dest' to the determinant of this matrix. + // If you will be using the determinant in subsequent ops with LLVector4a, use this version + inline void getDeterminant( LLVector4a& dest ) const; + + // Returns the determinant as an LLSimdScalar. Use this if you will be using the determinant + // primary for scalar operations. + inline LLSimdScalar getDeterminant() const; + + // Returns nonzero if rows 0-2 and colums 0-2 contain no NaN or INF values. Row 3 is ignored + inline LLBool32 isFinite() const; + + // Returns true if this matrix is equal to 'rhs' up to 'tolerance' + inline bool isApproximatelyEqual( const LLMatrix3a& rhs, F32 tolerance = F_APPROXIMATELY_ZERO ) const; + +protected: + + LLVector4a mColumns[3]; + +}; + +class LLRotation : public LLMatrix3a +{ +public: + + LLRotation() {} + + // Returns true if this rotation is orthonormal with det ~= 1 + inline bool isOkRotation() const; +}; + +#endif |