/** * @file llviewerjointmesh.cpp * @brief LLV4* class header file - vector processor enabled math * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * 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_LLV4MATRIX4_H #define LL_LLV4MATRIX4_H #include "llv4math.h" #include "llv4matrix3.h" // just for operator LLV4Matrix3() #include "llv4vector3.h" //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // LLV4Matrix4 //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- LL_LLV4MATH_ALIGN_PREFIX class LLV4Matrix4 { public: union { F32 mMatrix[LLV4_NUM_AXIS][LLV4_NUM_AXIS]; V4F32 mV[LLV4_NUM_AXIS]; }; void lerp(const LLV4Matrix4 &a, const LLV4Matrix4 &b, const F32 &w); void multiply(const LLVector3 &a, LLVector3& o) const; void multiply(const LLVector3 &a, LLV4Vector3& o) const; const LLV4Matrix4& transpose(); const LLV4Matrix4& translate(const LLVector3 &vec); const LLV4Matrix4& translate(const LLV4Vector3 &vec); const LLV4Matrix4& operator=(const LLMatrix4& a); operator LLMatrix4() const { return *(reinterpret_cast(const_cast(&mMatrix[0][0]))); } operator LLV4Matrix3() const { return *(reinterpret_cast(const_cast(&mMatrix[0][0]))); } friend LLVector3 operator*(const LLVector3 &a, const LLV4Matrix4 &b); } LL_LLV4MATH_ALIGN_POSTFIX; //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // LLV4Matrix4 - SSE //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- #if LL_VECTORIZE inline void LLV4Matrix4::lerp(const LLV4Matrix4 &a, const LLV4Matrix4 &b, const F32 &w) { __m128 vw = _mm_set1_ps(w); mV[VX] = _mm_add_ps(_mm_mul_ps(_mm_sub_ps(b.mV[VX], a.mV[VX]), vw), a.mV[VX]); // ( b - a ) * w + a mV[VY] = _mm_add_ps(_mm_mul_ps(_mm_sub_ps(b.mV[VY], a.mV[VY]), vw), a.mV[VY]); mV[VZ] = _mm_add_ps(_mm_mul_ps(_mm_sub_ps(b.mV[VZ], a.mV[VZ]), vw), a.mV[VZ]); mV[VW] = _mm_add_ps(_mm_mul_ps(_mm_sub_ps(b.mV[VW], a.mV[VW]), vw), a.mV[VW]); } inline void LLV4Matrix4::multiply(const LLVector3 &a, LLVector3& o) const { LLV4Vector3 j; j.v = _mm_add_ps(mV[VW], _mm_mul_ps(_mm_set1_ps(a.mV[VX]), mV[VX])); // ( ax * vx ) + vw j.v = _mm_add_ps(j.v , _mm_mul_ps(_mm_set1_ps(a.mV[VY]), mV[VY])); j.v = _mm_add_ps(j.v , _mm_mul_ps(_mm_set1_ps(a.mV[VZ]), mV[VZ])); o.setVec(j.mV); } inline void LLV4Matrix4::multiply(const LLVector3 &a, LLV4Vector3& o) const { o.v = _mm_add_ps(mV[VW], _mm_mul_ps(_mm_set1_ps(a.mV[VX]), mV[VX])); // ( ax * vx ) + vw o.v = _mm_add_ps(o.v , _mm_mul_ps(_mm_set1_ps(a.mV[VY]), mV[VY])); o.v = _mm_add_ps(o.v , _mm_mul_ps(_mm_set1_ps(a.mV[VZ]), mV[VZ])); } inline const LLV4Matrix4& LLV4Matrix4::translate(const LLV4Vector3 &vec) { mV[VW] = _mm_add_ps(mV[VW], vec.v); return (*this); } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // LLV4Matrix4 //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- #else inline void LLV4Matrix4::lerp(const LLV4Matrix4 &a, const LLV4Matrix4 &b, const F32 &w) { mMatrix[VX][VX] = llv4lerp(a.mMatrix[VX][VX], b.mMatrix[VX][VX], w); mMatrix[VX][VY] = llv4lerp(a.mMatrix[VX][VY], b.mMatrix[VX][VY], w); mMatrix[VX][VZ] = llv4lerp(a.mMatrix[VX][VZ], b.mMatrix[VX][VZ], w); mMatrix[VY][VX] = llv4lerp(a.mMatrix[VY][VX], b.mMatrix[VY][VX], w); mMatrix[VY][VY] = llv4lerp(a.mMatrix[VY][VY], b.mMatrix[VY][VY], w); mMatrix[VY][VZ] = llv4lerp(a.mMatrix[VY][VZ], b.mMatrix[VY][VZ], w); mMatrix[VZ][VX] = llv4lerp(a.mMatrix[VZ][VX], b.mMatrix[VZ][VX], w); mMatrix[VZ][VY] = llv4lerp(a.mMatrix[VZ][VY], b.mMatrix[VZ][VY], w); mMatrix[VZ][VZ] = llv4lerp(a.mMatrix[VZ][VZ], b.mMatrix[VZ][VZ], w); mMatrix[VW][VX] = llv4lerp(a.mMatrix[VW][VX], b.mMatrix[VW][VX], w); mMatrix[VW][VY] = llv4lerp(a.mMatrix[VW][VY], b.mMatrix[VW][VY], w); mMatrix[VW][VZ] = llv4lerp(a.mMatrix[VW][VZ], b.mMatrix[VW][VZ], w); } inline void LLV4Matrix4::multiply(const LLVector3 &a, LLVector3& o) const { o.setVec( a.mV[VX] * mMatrix[VX][VX] + a.mV[VY] * mMatrix[VY][VX] + a.mV[VZ] * mMatrix[VZ][VX] + mMatrix[VW][VX], a.mV[VX] * mMatrix[VX][VY] + a.mV[VY] * mMatrix[VY][VY] + a.mV[VZ] * mMatrix[VZ][VY] + mMatrix[VW][VY], a.mV[VX] * mMatrix[VX][VZ] + a.mV[VY] * mMatrix[VY][VZ] + a.mV[VZ] * mMatrix[VZ][VZ] + mMatrix[VW][VZ]); } inline void LLV4Matrix4::multiply(const LLVector3 &a, LLV4Vector3& o) const { o.setVec( a.mV[VX] * mMatrix[VX][VX] + a.mV[VY] * mMatrix[VY][VX] + a.mV[VZ] * mMatrix[VZ][VX] + mMatrix[VW][VX], a.mV[VX] * mMatrix[VX][VY] + a.mV[VY] * mMatrix[VY][VY] + a.mV[VZ] * mMatrix[VZ][VY] + mMatrix[VW][VY], a.mV[VX] * mMatrix[VX][VZ] + a.mV[VY] * mMatrix[VY][VZ] + a.mV[VZ] * mMatrix[VZ][VZ] + mMatrix[VW][VZ]); } inline const LLV4Matrix4& LLV4Matrix4::translate(const LLV4Vector3 &vec) { mMatrix[3][0] += vec.mV[0]; mMatrix[3][1] += vec.mV[1]; mMatrix[3][2] += vec.mV[2]; return (*this); } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // LLV4Matrix4 //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- #endif inline const LLV4Matrix4& LLV4Matrix4::operator=(const LLMatrix4& a) { memcpy(mMatrix, a.mMatrix, sizeof(F32) * 16 ); return *this; } inline const LLV4Matrix4& LLV4Matrix4::transpose() { #if LL_VECTORIZE && defined(_MM_TRANSPOSE4_PS) _MM_TRANSPOSE4_PS(mV[VX], mV[VY], mV[VZ], mV[VW]); #else LLV4Matrix4 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; #endif return *this; } inline const LLV4Matrix4& LLV4Matrix4::translate(const LLVector3 &vec) { mMatrix[3][0] += vec.mV[0]; mMatrix[3][1] += vec.mV[1]; mMatrix[3][2] += vec.mV[2]; return (*this); } inline LLVector3 operator*(const LLVector3 &a, const LLV4Matrix4 &b) { return LLVector3(a.mV[VX] * b.mMatrix[VX][VX] + a.mV[VY] * b.mMatrix[VY][VX] + a.mV[VZ] * b.mMatrix[VZ][VX] + 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] + 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] + b.mMatrix[VW][VZ]); } #endif