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Diffstat (limited to 'indra/llmath/m4math.cpp')
-rw-r--r-- | indra/llmath/m4math.cpp | 1746 |
1 files changed, 873 insertions, 873 deletions
diff --git a/indra/llmath/m4math.cpp b/indra/llmath/m4math.cpp index ee4f607442..976535dd84 100644 --- a/indra/llmath/m4math.cpp +++ b/indra/llmath/m4math.cpp @@ -1,873 +1,873 @@ -/** - * @file m4math.cpp - * @brief LLMatrix4 class implementation. - * - * $LicenseInfo:firstyear=2000&license=viewerlgpl$ - * 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 - * $/LicenseInfo$ - */ - -#include "linden_common.h" - -//#include "vmath.h" -#include "v3math.h" -#include "v4math.h" -#include "m4math.h" -#include "m3math.h" -#include "llquaternion.h" -#include "llmatrix4a.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 LLMatrix4a& mat) - : LLMatrix4(mat.getF32ptr()) -{ - -} - -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::setZero() -{ - 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 -{ - F32 value = - mMatrix[0][3] * mMatrix[1][2] * mMatrix[2][1] * mMatrix[3][0] - - mMatrix[0][2] * mMatrix[1][3] * mMatrix[2][1] * mMatrix[3][0] - - mMatrix[0][3] * mMatrix[1][1] * mMatrix[2][2] * mMatrix[3][0] + - mMatrix[0][1] * mMatrix[1][3] * mMatrix[2][2] * mMatrix[3][0] + - mMatrix[0][2] * mMatrix[1][1] * mMatrix[2][3] * mMatrix[3][0] - - mMatrix[0][1] * mMatrix[1][2] * mMatrix[2][3] * mMatrix[3][0] - - mMatrix[0][3] * mMatrix[1][2] * mMatrix[2][0] * mMatrix[3][1] + - mMatrix[0][2] * mMatrix[1][3] * mMatrix[2][0] * mMatrix[3][1] + - mMatrix[0][3] * mMatrix[1][0] * mMatrix[2][2] * mMatrix[3][1] - - mMatrix[0][0] * mMatrix[1][3] * mMatrix[2][2] * mMatrix[3][1] - - mMatrix[0][2] * mMatrix[1][0] * mMatrix[2][3] * mMatrix[3][1] + - mMatrix[0][0] * mMatrix[1][2] * mMatrix[2][3] * mMatrix[3][1] + - mMatrix[0][3] * mMatrix[1][1] * mMatrix[2][0] * mMatrix[3][2] - - mMatrix[0][1] * mMatrix[1][3] * mMatrix[2][0] * mMatrix[3][2] - - mMatrix[0][3] * mMatrix[1][0] * mMatrix[2][1] * mMatrix[3][2] + - mMatrix[0][0] * mMatrix[1][3] * mMatrix[2][1] * mMatrix[3][2] + - mMatrix[0][1] * mMatrix[1][0] * mMatrix[2][3] * mMatrix[3][2] - - mMatrix[0][0] * mMatrix[1][1] * mMatrix[2][3] * mMatrix[3][2] - - mMatrix[0][2] * mMatrix[1][1] * mMatrix[2][0] * mMatrix[3][3] + - mMatrix[0][1] * mMatrix[1][2] * mMatrix[2][0] * mMatrix[3][3] + - mMatrix[0][2] * mMatrix[1][0] * mMatrix[2][1] * mMatrix[3][3] - - mMatrix[0][0] * mMatrix[1][2] * mMatrix[2][1] * mMatrix[3][3] - - mMatrix[0][1] * mMatrix[1][0] * mMatrix[2][2] * mMatrix[3][3] + - mMatrix[0][0] * mMatrix[1][1] * mMatrix[2][2] * mMatrix[3][3]; - - return value; -} - -// 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; -} - -// Convenience func for simplifying comparison-heavy code by -// intentionally stomping values in [-FLT_EPS,FLT_EPS] to 0.0f -// -void LLMatrix4::condition(void) -{ - U32 i; - U32 j; - for (i = 0; i < 3;i++) - for (j = 0; j < 3;j++) - mMatrix[i][j] = ((mMatrix[i][j] > -FLT_EPSILON) - && (mMatrix[i][j] < FLT_EPSILON)) ? 0.0f : mMatrix[i][j]; -} - -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(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); -} - - -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::initScale(const LLVector3 &scale) -{ - setIdentity(); - - mMatrix[VX][VX] = scale.mV[VX]; - mMatrix[VY][VY] = scale.mV[VY]; - mMatrix[VZ][VZ] = scale.mV[VZ]; - - 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); -} - -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 - -LLVector4 operator*(const LLVector4 &a, const LLMatrix4 &b) -{ - // Operate "to the left" on row-vector a - return LLVector4(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], - - 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], - - 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], - - 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]); -} - -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; -} - -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[i][j] != b.mMatrix[i][j]) - { - return a.mMatrix[i][j] < b.mMatrix[i][j]; - } - } - } - - 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; -} - -LLSD LLMatrix4::getValue() const -{ - LLSD ret; - - ret[0] = mMatrix[0][0]; - ret[1] = mMatrix[0][1]; - ret[2] = mMatrix[0][2]; - ret[3] = mMatrix[0][3]; - - ret[4] = mMatrix[1][0]; - ret[5] = mMatrix[1][1]; - ret[6] = mMatrix[1][2]; - ret[7] = mMatrix[1][3]; - - ret[8] = mMatrix[2][0]; - ret[9] = mMatrix[2][1]; - ret[10] = mMatrix[2][2]; - ret[11] = mMatrix[2][3]; - - ret[12] = mMatrix[3][0]; - ret[13] = mMatrix[3][1]; - ret[14] = mMatrix[3][2]; - ret[15] = mMatrix[3][3]; - - return ret; -} - -void LLMatrix4::setValue(const LLSD& data) -{ - mMatrix[0][0] = (F32)data[0].asReal(); - mMatrix[0][1] = (F32)data[1].asReal(); - mMatrix[0][2] = (F32)data[2].asReal(); - mMatrix[0][3] = (F32)data[3].asReal(); - - mMatrix[1][0] = (F32)data[4].asReal(); - mMatrix[1][1] = (F32)data[5].asReal(); - mMatrix[1][2] = (F32)data[6].asReal(); - mMatrix[1][3] = (F32)data[7].asReal(); - - mMatrix[2][0] = (F32)data[8].asReal(); - mMatrix[2][1] = (F32)data[9].asReal(); - mMatrix[2][2] = (F32)data[10].asReal(); - mMatrix[2][3] = (F32)data[11].asReal(); - - mMatrix[3][0] = (F32)data[12].asReal(); - mMatrix[3][1] = (F32)data[13].asReal(); - mMatrix[3][2] = (F32)data[14].asReal(); - mMatrix[3][3] = (F32)data[15].asReal(); -} - - +/**
+ * @file m4math.cpp
+ * @brief LLMatrix4 class implementation.
+ *
+ * $LicenseInfo:firstyear=2000&license=viewerlgpl$
+ * 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
+ * $/LicenseInfo$
+ */
+
+#include "linden_common.h"
+
+//#include "vmath.h"
+#include "v3math.h"
+#include "v4math.h"
+#include "m4math.h"
+#include "m3math.h"
+#include "llquaternion.h"
+#include "llmatrix4a.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 LLMatrix4a& mat)
+ : LLMatrix4(mat.getF32ptr())
+{
+
+}
+
+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::setZero()
+{
+ 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
+{
+ F32 value =
+ mMatrix[0][3] * mMatrix[1][2] * mMatrix[2][1] * mMatrix[3][0] -
+ mMatrix[0][2] * mMatrix[1][3] * mMatrix[2][1] * mMatrix[3][0] -
+ mMatrix[0][3] * mMatrix[1][1] * mMatrix[2][2] * mMatrix[3][0] +
+ mMatrix[0][1] * mMatrix[1][3] * mMatrix[2][2] * mMatrix[3][0] +
+ mMatrix[0][2] * mMatrix[1][1] * mMatrix[2][3] * mMatrix[3][0] -
+ mMatrix[0][1] * mMatrix[1][2] * mMatrix[2][3] * mMatrix[3][0] -
+ mMatrix[0][3] * mMatrix[1][2] * mMatrix[2][0] * mMatrix[3][1] +
+ mMatrix[0][2] * mMatrix[1][3] * mMatrix[2][0] * mMatrix[3][1] +
+ mMatrix[0][3] * mMatrix[1][0] * mMatrix[2][2] * mMatrix[3][1] -
+ mMatrix[0][0] * mMatrix[1][3] * mMatrix[2][2] * mMatrix[3][1] -
+ mMatrix[0][2] * mMatrix[1][0] * mMatrix[2][3] * mMatrix[3][1] +
+ mMatrix[0][0] * mMatrix[1][2] * mMatrix[2][3] * mMatrix[3][1] +
+ mMatrix[0][3] * mMatrix[1][1] * mMatrix[2][0] * mMatrix[3][2] -
+ mMatrix[0][1] * mMatrix[1][3] * mMatrix[2][0] * mMatrix[3][2] -
+ mMatrix[0][3] * mMatrix[1][0] * mMatrix[2][1] * mMatrix[3][2] +
+ mMatrix[0][0] * mMatrix[1][3] * mMatrix[2][1] * mMatrix[3][2] +
+ mMatrix[0][1] * mMatrix[1][0] * mMatrix[2][3] * mMatrix[3][2] -
+ mMatrix[0][0] * mMatrix[1][1] * mMatrix[2][3] * mMatrix[3][2] -
+ mMatrix[0][2] * mMatrix[1][1] * mMatrix[2][0] * mMatrix[3][3] +
+ mMatrix[0][1] * mMatrix[1][2] * mMatrix[2][0] * mMatrix[3][3] +
+ mMatrix[0][2] * mMatrix[1][0] * mMatrix[2][1] * mMatrix[3][3] -
+ mMatrix[0][0] * mMatrix[1][2] * mMatrix[2][1] * mMatrix[3][3] -
+ mMatrix[0][1] * mMatrix[1][0] * mMatrix[2][2] * mMatrix[3][3] +
+ mMatrix[0][0] * mMatrix[1][1] * mMatrix[2][2] * mMatrix[3][3];
+
+ return value;
+}
+
+// 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;
+}
+
+// Convenience func for simplifying comparison-heavy code by
+// intentionally stomping values in [-FLT_EPS,FLT_EPS] to 0.0f
+//
+void LLMatrix4::condition(void)
+{
+ U32 i;
+ U32 j;
+ for (i = 0; i < 3;i++)
+ for (j = 0; j < 3;j++)
+ mMatrix[i][j] = ((mMatrix[i][j] > -FLT_EPSILON)
+ && (mMatrix[i][j] < FLT_EPSILON)) ? 0.0f : mMatrix[i][j];
+}
+
+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(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);
+}
+
+
+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::initScale(const LLVector3 &scale)
+{
+ setIdentity();
+
+ mMatrix[VX][VX] = scale.mV[VX];
+ mMatrix[VY][VY] = scale.mV[VY];
+ mMatrix[VZ][VZ] = scale.mV[VZ];
+
+ 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);
+}
+
+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
+
+LLVector4 operator*(const LLVector4 &a, const LLMatrix4 &b)
+{
+ // Operate "to the left" on row-vector a
+ return LLVector4(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],
+
+ 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],
+
+ 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],
+
+ 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]);
+}
+
+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;
+}
+
+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[i][j] != b.mMatrix[i][j])
+ {
+ return a.mMatrix[i][j] < b.mMatrix[i][j];
+ }
+ }
+ }
+
+ 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;
+}
+
+LLSD LLMatrix4::getValue() const
+{
+ LLSD ret;
+
+ ret[0] = mMatrix[0][0];
+ ret[1] = mMatrix[0][1];
+ ret[2] = mMatrix[0][2];
+ ret[3] = mMatrix[0][3];
+
+ ret[4] = mMatrix[1][0];
+ ret[5] = mMatrix[1][1];
+ ret[6] = mMatrix[1][2];
+ ret[7] = mMatrix[1][3];
+
+ ret[8] = mMatrix[2][0];
+ ret[9] = mMatrix[2][1];
+ ret[10] = mMatrix[2][2];
+ ret[11] = mMatrix[2][3];
+
+ ret[12] = mMatrix[3][0];
+ ret[13] = mMatrix[3][1];
+ ret[14] = mMatrix[3][2];
+ ret[15] = mMatrix[3][3];
+
+ return ret;
+}
+
+void LLMatrix4::setValue(const LLSD& data)
+{
+ mMatrix[0][0] = (F32)data[0].asReal();
+ mMatrix[0][1] = (F32)data[1].asReal();
+ mMatrix[0][2] = (F32)data[2].asReal();
+ mMatrix[0][3] = (F32)data[3].asReal();
+
+ mMatrix[1][0] = (F32)data[4].asReal();
+ mMatrix[1][1] = (F32)data[5].asReal();
+ mMatrix[1][2] = (F32)data[6].asReal();
+ mMatrix[1][3] = (F32)data[7].asReal();
+
+ mMatrix[2][0] = (F32)data[8].asReal();
+ mMatrix[2][1] = (F32)data[9].asReal();
+ mMatrix[2][2] = (F32)data[10].asReal();
+ mMatrix[2][3] = (F32)data[11].asReal();
+
+ mMatrix[3][0] = (F32)data[12].asReal();
+ mMatrix[3][1] = (F32)data[13].asReal();
+ mMatrix[3][2] = (F32)data[14].asReal();
+ mMatrix[3][3] = (F32)data[15].asReal();
+}
+
+
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