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Diffstat (limited to 'indra/llmath/m4math.cpp')
-rw-r--r-- | indra/llmath/m4math.cpp | 794 |
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diff --git a/indra/llmath/m4math.cpp b/indra/llmath/m4math.cpp new file mode 100644 index 0000000000..969c3663e6 --- /dev/null +++ b/indra/llmath/m4math.cpp @@ -0,0 +1,794 @@ +/** + * @file m4math.cpp + * @brief LLMatrix4 class implementation. + * + * Copyright (c) 2000-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#include "linden_common.h" + +//#include "vmath.h" +#include "v3math.h" +#include "v4math.h" +#include "m4math.h" +#include "m3math.h" +#include "llquaternion.h" + + + + +// LLMatrix4 + +// Constructors + + +LLMatrix4::LLMatrix4(const F32 *mat) +{ + mMatrix[0][0] = mat[0]; + mMatrix[0][1] = mat[1]; + mMatrix[0][2] = mat[2]; + mMatrix[0][3] = mat[3]; + + mMatrix[1][0] = mat[4]; + mMatrix[1][1] = mat[5]; + mMatrix[1][2] = mat[6]; + mMatrix[1][3] = mat[7]; + + mMatrix[2][0] = mat[8]; + mMatrix[2][1] = mat[9]; + mMatrix[2][2] = mat[10]; + mMatrix[2][3] = mat[11]; + + mMatrix[3][0] = mat[12]; + mMatrix[3][1] = mat[13]; + mMatrix[3][2] = mat[14]; + mMatrix[3][3] = mat[15]; +} + +LLMatrix4::LLMatrix4(const LLMatrix3 &mat, const LLVector4 &vec) +{ + mMatrix[0][0] = mat.mMatrix[0][0]; + mMatrix[0][1] = mat.mMatrix[0][1]; + mMatrix[0][2] = mat.mMatrix[0][2]; + mMatrix[0][3] = 0.f; + + mMatrix[1][0] = mat.mMatrix[1][0]; + mMatrix[1][1] = mat.mMatrix[1][1]; + mMatrix[1][2] = mat.mMatrix[1][2]; + mMatrix[1][3] = 0.f; + + mMatrix[2][0] = mat.mMatrix[2][0]; + mMatrix[2][1] = mat.mMatrix[2][1]; + mMatrix[2][2] = mat.mMatrix[2][2]; + mMatrix[2][3] = 0.f; + + mMatrix[3][0] = vec.mV[0]; + mMatrix[3][1] = vec.mV[1]; + mMatrix[3][2] = vec.mV[2]; + mMatrix[3][3] = 1.f; +} + +LLMatrix4::LLMatrix4(const LLMatrix3 &mat) +{ + mMatrix[0][0] = mat.mMatrix[0][0]; + mMatrix[0][1] = mat.mMatrix[0][1]; + mMatrix[0][2] = mat.mMatrix[0][2]; + mMatrix[0][3] = 0.f; + + mMatrix[1][0] = mat.mMatrix[1][0]; + mMatrix[1][1] = mat.mMatrix[1][1]; + mMatrix[1][2] = mat.mMatrix[1][2]; + mMatrix[1][3] = 0.f; + + mMatrix[2][0] = mat.mMatrix[2][0]; + mMatrix[2][1] = mat.mMatrix[2][1]; + mMatrix[2][2] = mat.mMatrix[2][2]; + mMatrix[2][3] = 0.f; + + mMatrix[3][0] = 0.f; + mMatrix[3][1] = 0.f; + mMatrix[3][2] = 0.f; + mMatrix[3][3] = 1.f; +} + +LLMatrix4::LLMatrix4(const LLQuaternion &q) +{ + *this = initRotation(q); +} + +LLMatrix4::LLMatrix4(const LLQuaternion &q, const LLVector4 &pos) +{ + *this = initRotTrans(q, pos); +} + +LLMatrix4::LLMatrix4(const F32 angle, const LLVector4 &vec, const LLVector4 &pos) +{ + initRotTrans(LLQuaternion(angle, vec), pos); +} + +LLMatrix4::LLMatrix4(const F32 angle, const LLVector4 &vec) +{ + initRotation(LLQuaternion(angle, vec)); + + mMatrix[3][0] = 0.f; + mMatrix[3][1] = 0.f; + mMatrix[3][2] = 0.f; + mMatrix[3][3] = 1.f; +} + +LLMatrix4::LLMatrix4(const F32 roll, const F32 pitch, const F32 yaw, const LLVector4 &pos) +{ + LLMatrix3 mat(roll, pitch, yaw); + initRotTrans(LLQuaternion(mat), pos); +} + +LLMatrix4::LLMatrix4(const F32 roll, const F32 pitch, const F32 yaw) +{ + LLMatrix3 mat(roll, pitch, yaw); + initRotation(LLQuaternion(mat)); + + mMatrix[3][0] = 0.f; + mMatrix[3][1] = 0.f; + mMatrix[3][2] = 0.f; + mMatrix[3][3] = 1.f; +} + +LLMatrix4::~LLMatrix4(void) +{ +} + +// Clear and Assignment Functions + +const LLMatrix4& LLMatrix4::zero() +{ + mMatrix[0][0] = 0.f; + mMatrix[0][1] = 0.f; + mMatrix[0][2] = 0.f; + mMatrix[0][3] = 0.f; + + mMatrix[1][0] = 0.f; + mMatrix[1][1] = 0.f; + mMatrix[1][2] = 0.f; + mMatrix[1][3] = 0.f; + + mMatrix[2][0] = 0.f; + mMatrix[2][1] = 0.f; + mMatrix[2][2] = 0.f; + mMatrix[2][3] = 0.f; + + mMatrix[3][0] = 0.f; + mMatrix[3][1] = 0.f; + mMatrix[3][2] = 0.f; + mMatrix[3][3] = 0.f; + return *this; +} + + +// various useful mMatrix functions + +const LLMatrix4& LLMatrix4::transpose() +{ + LLMatrix4 mat; + mat.mMatrix[0][0] = mMatrix[0][0]; + mat.mMatrix[1][0] = mMatrix[0][1]; + mat.mMatrix[2][0] = mMatrix[0][2]; + mat.mMatrix[3][0] = mMatrix[0][3]; + + mat.mMatrix[0][1] = mMatrix[1][0]; + mat.mMatrix[1][1] = mMatrix[1][1]; + mat.mMatrix[2][1] = mMatrix[1][2]; + mat.mMatrix[3][1] = mMatrix[1][3]; + + mat.mMatrix[0][2] = mMatrix[2][0]; + mat.mMatrix[1][2] = mMatrix[2][1]; + mat.mMatrix[2][2] = mMatrix[2][2]; + mat.mMatrix[3][2] = mMatrix[2][3]; + + mat.mMatrix[0][3] = mMatrix[3][0]; + mat.mMatrix[1][3] = mMatrix[3][1]; + mat.mMatrix[2][3] = mMatrix[3][2]; + mat.mMatrix[3][3] = mMatrix[3][3]; + + *this = mat; + return *this; +} + + +F32 LLMatrix4::determinant() const +{ + llerrs << "Not implemented!" << llendl; + return 0.f; +} + +// Only works for pure orthonormal, homogeneous transform matrices. +const LLMatrix4& LLMatrix4::invert(void) +{ + // transpose the rotation part + F32 temp; + temp = mMatrix[VX][VY]; mMatrix[VX][VY] = mMatrix[VY][VX]; mMatrix[VY][VX] = temp; + temp = mMatrix[VX][VZ]; mMatrix[VX][VZ] = mMatrix[VZ][VX]; mMatrix[VZ][VX] = temp; + temp = mMatrix[VY][VZ]; mMatrix[VY][VZ] = mMatrix[VZ][VY]; mMatrix[VZ][VY] = temp; + + // rotate the translation part by the new rotation + // (temporarily store in empty column of matrix) + U32 j; + for (j=0; j<3; j++) + { + mMatrix[j][VW] = mMatrix[VW][VX] * mMatrix[VX][j] + + mMatrix[VW][VY] * mMatrix[VY][j] + + mMatrix[VW][VZ] * mMatrix[VZ][j]; + } + + // negate and copy the temporary vector back to the tranlation row + mMatrix[VW][VX] = -mMatrix[VX][VW]; + mMatrix[VW][VY] = -mMatrix[VY][VW]; + mMatrix[VW][VZ] = -mMatrix[VZ][VW]; + + // zero the empty column again + mMatrix[VX][VW] = mMatrix[VY][VW] = mMatrix[VZ][VW] = 0.0f; + + return *this; +} + +LLVector4 LLMatrix4::getFwdRow4() const +{ + return LLVector4(mMatrix[VX][VX], mMatrix[VX][VY], mMatrix[VX][VZ], mMatrix[VX][VW]); +} + +LLVector4 LLMatrix4::getLeftRow4() const +{ + return LLVector4(mMatrix[VY][VX], mMatrix[VY][VY], mMatrix[VY][VZ], mMatrix[VY][VW]); +} + +LLVector4 LLMatrix4::getUpRow4() const +{ + return LLVector4(mMatrix[VZ][VX], mMatrix[VZ][VY], mMatrix[VZ][VZ], mMatrix[VZ][VW]); +} + +// SJB: This code is correct for a logicly stored (non-transposed) matrix; +// Our matrices are stored transposed, OpenGL style, so this generates the +// INVERSE quaternion (-x, -y, -z, w)! +// Because we use similar logic in LLQuaternion::getMatrix3, +// we are internally consistant so everything works OK :) +LLQuaternion LLMatrix4::quaternion() const +{ + LLQuaternion quat; + F32 tr, s, q[4]; + U32 i, j, k; + U32 nxt[3] = {1, 2, 0}; + + tr = mMatrix[0][0] + mMatrix[1][1] + mMatrix[2][2]; + + // check the diagonal + if (tr > 0.f) + { + s = (F32)sqrt (tr + 1.f); + quat.mQ[VS] = s / 2.f; + s = 0.5f / s; + quat.mQ[VX] = (mMatrix[1][2] - mMatrix[2][1]) * s; + quat.mQ[VY] = (mMatrix[2][0] - mMatrix[0][2]) * s; + quat.mQ[VZ] = (mMatrix[0][1] - mMatrix[1][0]) * s; + } + else + { + // diagonal is negative + i = 0; + if (mMatrix[1][1] > mMatrix[0][0]) + i = 1; + if (mMatrix[2][2] > mMatrix[i][i]) + i = 2; + + j = nxt[i]; + k = nxt[j]; + + + s = (F32)sqrt ((mMatrix[i][i] - (mMatrix[j][j] + mMatrix[k][k])) + 1.f); + + q[i] = s * 0.5f; + + if (s != 0.f) + s = 0.5f / s; + + q[3] = (mMatrix[j][k] - mMatrix[k][j]) * s; + q[j] = (mMatrix[i][j] + mMatrix[j][i]) * s; + q[k] = (mMatrix[i][k] + mMatrix[k][i]) * s; + + quat.setQuat(q); + } + return quat; +} + + + +void LLMatrix4::initRows(const LLVector4 &row0, + const LLVector4 &row1, + const LLVector4 &row2, + const LLVector4 &row3) +{ + mMatrix[0][0] = row0.mV[0]; + mMatrix[0][1] = row0.mV[1]; + mMatrix[0][2] = row0.mV[2]; + mMatrix[0][3] = row0.mV[3]; + + mMatrix[1][0] = row1.mV[0]; + mMatrix[1][1] = row1.mV[1]; + mMatrix[1][2] = row1.mV[2]; + mMatrix[1][3] = row1.mV[3]; + + mMatrix[2][0] = row2.mV[0]; + mMatrix[2][1] = row2.mV[1]; + mMatrix[2][2] = row2.mV[2]; + mMatrix[2][3] = row2.mV[3]; + + mMatrix[3][0] = row3.mV[0]; + mMatrix[3][1] = row3.mV[1]; + mMatrix[3][2] = row3.mV[2]; + mMatrix[3][3] = row3.mV[3]; +} + + +const LLMatrix4& LLMatrix4::initRotation(const F32 angle, const F32 x, const F32 y, const F32 z) +{ + LLMatrix3 mat(angle, x, y, z); + return initMatrix(mat); +} + + +const LLMatrix4& LLMatrix4::initRotation(F32 angle, const LLVector4 &vec) +{ + LLMatrix3 mat(angle, vec); + return initMatrix(mat); +} + + +const LLMatrix4& LLMatrix4::initRotation(const F32 roll, const F32 pitch, const F32 yaw) +{ + LLMatrix3 mat(roll, pitch, yaw); + return initMatrix(mat); +} + + +const LLMatrix4& LLMatrix4::initRotation(const LLQuaternion &q) +{ + LLMatrix3 mat(q); + return initMatrix(mat); +} + + +// Position and Rotation +const LLMatrix4& LLMatrix4::initRotTrans(const F32 angle, const F32 rx, const F32 ry, const F32 rz, + const F32 tx, const F32 ty, const F32 tz) +{ + LLMatrix3 mat(angle, rx, ry, rz); + LLVector3 translation(tx, ty, tz); + initMatrix(mat); + setTranslation(translation); + return (*this); +} + +const LLMatrix4& LLMatrix4::initRotTrans(const F32 angle, const LLVector3 &axis, const LLVector3&translation) +{ + LLMatrix3 mat(angle, axis); + initMatrix(mat); + setTranslation(translation); + return (*this); +} + +const LLMatrix4& LLMatrix4::initRotTrans(const F32 roll, const F32 pitch, const F32 yaw, const LLVector4 &translation) +{ + LLMatrix3 mat(roll, pitch, yaw); + initMatrix(mat); + setTranslation(translation); + return (*this); +} + +/* +const LLMatrix4& LLMatrix4::initRotTrans(const LLVector4 &fwd, + const LLVector4 &left, + const LLVector4 &up, + const LLVector4 &translation) +{ + LLMatrix3 mat(fwd, left, up); + initMatrix(mat); + setTranslation(translation); + return (*this); +} +*/ + +const LLMatrix4& LLMatrix4::initRotTrans(const LLQuaternion &q, const LLVector4 &translation) +{ + LLMatrix3 mat(q); + initMatrix(mat); + setTranslation(translation); + return (*this); +} + +const LLMatrix4& LLMatrix4::initAll(const LLVector3 &scale, const LLQuaternion &q, const LLVector3 &pos) +{ + F32 sx, sy, sz; + F32 xx, xy, xz, xw, yy, yz, yw, zz, zw; + + sx = scale.mV[0]; + sy = scale.mV[1]; + sz = scale.mV[2]; + + xx = q.mQ[VX] * q.mQ[VX]; + xy = q.mQ[VX] * q.mQ[VY]; + xz = q.mQ[VX] * q.mQ[VZ]; + xw = q.mQ[VX] * q.mQ[VW]; + + yy = q.mQ[VY] * q.mQ[VY]; + yz = q.mQ[VY] * q.mQ[VZ]; + yw = q.mQ[VY] * q.mQ[VW]; + + zz = q.mQ[VZ] * q.mQ[VZ]; + zw = q.mQ[VZ] * q.mQ[VW]; + + mMatrix[0][0] = (1.f - 2.f * ( yy + zz )) *sx; + mMatrix[0][1] = ( 2.f * ( xy + zw )) *sx; + mMatrix[0][2] = ( 2.f * ( xz - yw )) *sx; + + mMatrix[1][0] = ( 2.f * ( xy - zw )) *sy; + mMatrix[1][1] = (1.f - 2.f * ( xx + zz )) *sy; + mMatrix[1][2] = ( 2.f * ( yz + xw )) *sy; + + mMatrix[2][0] = ( 2.f * ( xz + yw )) *sz; + mMatrix[2][1] = ( 2.f * ( yz - xw )) *sz; + mMatrix[2][2] = (1.f - 2.f * ( xx + yy )) *sz; + + mMatrix[3][0] = pos.mV[0]; + mMatrix[3][1] = pos.mV[1]; + mMatrix[3][2] = pos.mV[2]; + mMatrix[3][3] = 1.0; + + // TODO -- should we set the translation portion to zero? + return (*this); +} + +// Rotate exisitng mMatrix +const LLMatrix4& LLMatrix4::rotate(const F32 angle, const F32 x, const F32 y, const F32 z) +{ + LLVector4 vec4(x, y, z); + LLMatrix4 mat(angle, vec4); + *this *= mat; + return *this; +} + +const LLMatrix4& LLMatrix4::rotate(const F32 angle, const LLVector4 &vec) +{ + LLMatrix4 mat(angle, vec); + *this *= mat; + return *this; +} + +const LLMatrix4& LLMatrix4::rotate(const F32 roll, const F32 pitch, const F32 yaw) +{ + LLMatrix4 mat(roll, pitch, yaw); + *this *= mat; + return *this; +} + +const LLMatrix4& LLMatrix4::rotate(const LLQuaternion &q) +{ + LLMatrix4 mat(q); + *this *= mat; + return *this; +} + + +const LLMatrix4& LLMatrix4::translate(const LLVector3 &vec) +{ + mMatrix[3][0] += vec.mV[0]; + mMatrix[3][1] += vec.mV[1]; + mMatrix[3][2] += vec.mV[2]; + return (*this); +} + + +void LLMatrix4::setFwdRow(const LLVector3 &row) +{ + mMatrix[VX][VX] = row.mV[VX]; + mMatrix[VX][VY] = row.mV[VY]; + mMatrix[VX][VZ] = row.mV[VZ]; +} + +void LLMatrix4::setLeftRow(const LLVector3 &row) +{ + mMatrix[VY][VX] = row.mV[VX]; + mMatrix[VY][VY] = row.mV[VY]; + mMatrix[VY][VZ] = row.mV[VZ]; +} + +void LLMatrix4::setUpRow(const LLVector3 &row) +{ + mMatrix[VZ][VX] = row.mV[VX]; + mMatrix[VZ][VY] = row.mV[VY]; + mMatrix[VZ][VZ] = row.mV[VZ]; +} + + +void LLMatrix4::setFwdCol(const LLVector3 &col) +{ + mMatrix[VX][VX] = col.mV[VX]; + mMatrix[VY][VX] = col.mV[VY]; + mMatrix[VZ][VX] = col.mV[VZ]; +} + +void LLMatrix4::setLeftCol(const LLVector3 &col) +{ + mMatrix[VX][VY] = col.mV[VX]; + mMatrix[VY][VY] = col.mV[VY]; + mMatrix[VZ][VY] = col.mV[VZ]; +} + +void LLMatrix4::setUpCol(const LLVector3 &col) +{ + mMatrix[VX][VZ] = col.mV[VX]; + mMatrix[VY][VZ] = col.mV[VY]; + mMatrix[VZ][VZ] = col.mV[VZ]; +} + + +const LLMatrix4& LLMatrix4::setTranslation(const F32 tx, const F32 ty, const F32 tz) +{ + mMatrix[VW][VX] = tx; + mMatrix[VW][VY] = ty; + mMatrix[VW][VZ] = tz; + return (*this); +} + +const LLMatrix4& LLMatrix4::setTranslation(const LLVector3 &translation) +{ + mMatrix[VW][VX] = translation.mV[VX]; + mMatrix[VW][VY] = translation.mV[VY]; + mMatrix[VW][VZ] = translation.mV[VZ]; + return (*this); +} + +const LLMatrix4& LLMatrix4::setTranslation(const LLVector4 &translation) +{ + mMatrix[VW][VX] = translation.mV[VX]; + mMatrix[VW][VY] = translation.mV[VY]; + mMatrix[VW][VZ] = translation.mV[VZ]; + return (*this); +} + +// LLMatrix3 Extraction and Setting +LLMatrix3 LLMatrix4::getMat3() const +{ + LLMatrix3 retmat; + + retmat.mMatrix[0][0] = mMatrix[0][0]; + retmat.mMatrix[0][1] = mMatrix[0][1]; + retmat.mMatrix[0][2] = mMatrix[0][2]; + + retmat.mMatrix[1][0] = mMatrix[1][0]; + retmat.mMatrix[1][1] = mMatrix[1][1]; + retmat.mMatrix[1][2] = mMatrix[1][2]; + + retmat.mMatrix[2][0] = mMatrix[2][0]; + retmat.mMatrix[2][1] = mMatrix[2][1]; + retmat.mMatrix[2][2] = mMatrix[2][2]; + + return retmat; +} + +const LLMatrix4& LLMatrix4::initMatrix(const LLMatrix3 &mat) +{ + mMatrix[0][0] = mat.mMatrix[0][0]; + mMatrix[0][1] = mat.mMatrix[0][1]; + mMatrix[0][2] = mat.mMatrix[0][2]; + mMatrix[0][3] = 0.f; + + mMatrix[1][0] = mat.mMatrix[1][0]; + mMatrix[1][1] = mat.mMatrix[1][1]; + mMatrix[1][2] = mat.mMatrix[1][2]; + mMatrix[1][3] = 0.f; + + mMatrix[2][0] = mat.mMatrix[2][0]; + mMatrix[2][1] = mat.mMatrix[2][1]; + mMatrix[2][2] = mat.mMatrix[2][2]; + mMatrix[2][3] = 0.f; + + mMatrix[3][0] = 0.f; + mMatrix[3][1] = 0.f; + mMatrix[3][2] = 0.f; + mMatrix[3][3] = 1.f; + return (*this); +} + +const LLMatrix4& LLMatrix4::initMatrix(const LLMatrix3 &mat, const LLVector4 &translation) +{ + mMatrix[0][0] = mat.mMatrix[0][0]; + mMatrix[0][1] = mat.mMatrix[0][1]; + mMatrix[0][2] = mat.mMatrix[0][2]; + mMatrix[0][3] = 0.f; + + mMatrix[1][0] = mat.mMatrix[1][0]; + mMatrix[1][1] = mat.mMatrix[1][1]; + mMatrix[1][2] = mat.mMatrix[1][2]; + mMatrix[1][3] = 0.f; + + mMatrix[2][0] = mat.mMatrix[2][0]; + mMatrix[2][1] = mat.mMatrix[2][1]; + mMatrix[2][2] = mat.mMatrix[2][2]; + mMatrix[2][3] = 0.f; + + mMatrix[3][0] = translation.mV[0]; + mMatrix[3][1] = translation.mV[1]; + mMatrix[3][2] = translation.mV[2]; + mMatrix[3][3] = 1.f; + return (*this); +} + +// LLMatrix4 Operators + + +/* Not implemented to help enforce code consistency with the syntax of + row-major notation. This is a Good Thing. +LLVector4 operator*(const LLMatrix4 &a, const LLVector4 &b) +{ + // Operate "to the right" on column-vector b + LLVector4 vec; + vec.mV[VX] = a.mMatrix[VX][VX] * b.mV[VX] + + a.mMatrix[VY][VX] * b.mV[VY] + + a.mMatrix[VZ][VX] * b.mV[VZ] + + a.mMatrix[VW][VX] * b.mV[VW]; + + vec.mV[VY] = a.mMatrix[VX][VY] * b.mV[VX] + + a.mMatrix[VY][VY] * b.mV[VY] + + a.mMatrix[VZ][VY] * b.mV[VZ] + + a.mMatrix[VW][VY] * b.mV[VW]; + + vec.mV[VZ] = a.mMatrix[VX][VZ] * b.mV[VX] + + a.mMatrix[VY][VZ] * b.mV[VY] + + a.mMatrix[VZ][VZ] * b.mV[VZ] + + a.mMatrix[VW][VZ] * b.mV[VW]; + + vec.mV[VW] = a.mMatrix[VX][VW] * b.mV[VX] + + a.mMatrix[VY][VW] * b.mV[VY] + + a.mMatrix[VZ][VW] * b.mV[VZ] + + a.mMatrix[VW][VW] * b.mV[VW]; + return vec; +} +*/ + + +LLVector4 operator*(const LLVector4 &a, const LLMatrix4 &b) +{ + // Operate "to the left" on row-vector a + LLVector4 vec; + vec.mV[VX] = a.mV[VX] * b.mMatrix[VX][VX] + + a.mV[VY] * b.mMatrix[VY][VX] + + a.mV[VZ] * b.mMatrix[VZ][VX] + + a.mV[VW] * b.mMatrix[VW][VX]; + + vec.mV[VY] = a.mV[VX] * b.mMatrix[VX][VY] + + a.mV[VY] * b.mMatrix[VY][VY] + + a.mV[VZ] * b.mMatrix[VZ][VY] + + a.mV[VW] * b.mMatrix[VW][VY]; + + vec.mV[VZ] = a.mV[VX] * b.mMatrix[VX][VZ] + + a.mV[VY] * b.mMatrix[VY][VZ] + + a.mV[VZ] * b.mMatrix[VZ][VZ] + + a.mV[VW] * b.mMatrix[VW][VZ]; + + vec.mV[VW] = a.mV[VX] * b.mMatrix[VX][VW] + + a.mV[VY] * b.mMatrix[VY][VW] + + a.mV[VZ] * b.mMatrix[VZ][VW] + + a.mV[VW] * b.mMatrix[VW][VW]; + return vec; +} + +LLVector4 rotate_vector(const LLVector4 &a, const LLMatrix4 &b) +{ + // Rotates but does not translate + // Operate "to the left" on row-vector a + LLVector4 vec; + vec.mV[VX] = a.mV[VX] * b.mMatrix[VX][VX] + + a.mV[VY] * b.mMatrix[VY][VX] + + a.mV[VZ] * b.mMatrix[VZ][VX]; + + vec.mV[VY] = a.mV[VX] * b.mMatrix[VX][VY] + + a.mV[VY] * b.mMatrix[VY][VY] + + a.mV[VZ] * b.mMatrix[VZ][VY]; + + vec.mV[VZ] = a.mV[VX] * b.mMatrix[VX][VZ] + + a.mV[VY] * b.mMatrix[VY][VZ] + + a.mV[VZ] * b.mMatrix[VZ][VZ]; + +// vec.mV[VW] = a.mV[VX] * b.mMatrix[VX][VW] + +// a.mV[VY] * b.mMatrix[VY][VW] + +// a.mV[VZ] * b.mMatrix[VZ][VW] + + vec.mV[VW] = a.mV[VW]; + return vec; +} + +LLVector3 rotate_vector(const LLVector3 &a, const LLMatrix4 &b) +{ + // Rotates but does not translate + // Operate "to the left" on row-vector a + LLVector3 vec; + vec.mV[VX] = a.mV[VX] * b.mMatrix[VX][VX] + + a.mV[VY] * b.mMatrix[VY][VX] + + a.mV[VZ] * b.mMatrix[VZ][VX]; + + vec.mV[VY] = a.mV[VX] * b.mMatrix[VX][VY] + + a.mV[VY] * b.mMatrix[VY][VY] + + a.mV[VZ] * b.mMatrix[VZ][VY]; + + vec.mV[VZ] = a.mV[VX] * b.mMatrix[VX][VZ] + + a.mV[VY] * b.mMatrix[VY][VZ] + + a.mV[VZ] * b.mMatrix[VZ][VZ]; + return vec; +} + +bool operator==(const LLMatrix4 &a, const LLMatrix4 &b) +{ + U32 i, j; + for (i = 0; i < NUM_VALUES_IN_MAT4; i++) + { + for (j = 0; j < NUM_VALUES_IN_MAT4; j++) + { + if (a.mMatrix[j][i] != b.mMatrix[j][i]) + return FALSE; + } + } + return TRUE; +} + +bool operator!=(const LLMatrix4 &a, const LLMatrix4 &b) +{ + U32 i, j; + for (i = 0; i < NUM_VALUES_IN_MAT4; i++) + { + for (j = 0; j < NUM_VALUES_IN_MAT4; j++) + { + if (a.mMatrix[j][i] != b.mMatrix[j][i]) + return TRUE; + } + } + return FALSE; +} + +const LLMatrix4& operator*=(LLMatrix4 &a, F32 k) +{ + U32 i, j; + for (i = 0; i < NUM_VALUES_IN_MAT4; i++) + { + for (j = 0; j < NUM_VALUES_IN_MAT4; j++) + { + a.mMatrix[j][i] *= k; + } + } + return a; +} + +std::ostream& operator<<(std::ostream& s, const LLMatrix4 &a) +{ + s << "{ " + << a.mMatrix[VX][VX] << ", " + << a.mMatrix[VX][VY] << ", " + << a.mMatrix[VX][VZ] << ", " + << a.mMatrix[VX][VW] + << "; " + << a.mMatrix[VY][VX] << ", " + << a.mMatrix[VY][VY] << ", " + << a.mMatrix[VY][VZ] << ", " + << a.mMatrix[VY][VW] + << "; " + << a.mMatrix[VZ][VX] << ", " + << a.mMatrix[VZ][VY] << ", " + << a.mMatrix[VZ][VZ] << ", " + << a.mMatrix[VZ][VW] + << "; " + << a.mMatrix[VW][VX] << ", " + << a.mMatrix[VW][VY] << ", " + << a.mMatrix[VW][VZ] << ", " + << a.mMatrix[VW][VW] + << " }"; + return s; +} + + |