/** * @file llmatrix3a.h * @brief LLMatrix3a class header file - memory aligned and vectorized 3x3 matrix * * $LicenseInfo:firstyear=2010&license=viewergpl$ * * Copyright (c) 2010, Linden Research, Inc. * * Second Life Viewer Source Code * The source code in this file ("Source Code") is provided by Linden Lab * to you under the terms of the GNU General Public License, version 2.0 * ("GPL"), unless you have obtained a separate licensing agreement * ("Other License"), formally executed by you and Linden Lab. Terms of * the GPL can be found in doc/GPL-license.txt in this distribution, or * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2 * * There are special exceptions to the terms and conditions of the GPL as * it is applied to this Source Code. View the full text of the exception * in the file doc/FLOSS-exception.txt in this software distribution, or * online at * http://secondlifegrid.net/programs/open_source/licensing/flossexception * * By copying, modifying or distributing this software, you acknowledge * that you have read and understood your obligations described above, * and agree to abide by those obligations. * * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, * COMPLETENESS OR PERFORMANCE. * $/LicenseInfo$ */ #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